Depose / Deploy

Depose / Deploy


Tap target creature.

Draw a card.

Create two 1/1 colourless thopter artifact creature tokens with flying, then you gain 1 life for each creature you control.

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Set Rarity
Ravnica Allegiance (RNA) Uncommon

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Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Block Constructed Legal
Standard Legal
Pioneer Legal
Arena Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Historic Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Depose / Deploy occurrence in decks from the last year


All decks: 0.16%

Depose / Deploy Discussion

DanMcSharp on Raugrin Flying (Core 21)

1 month ago

I feel like Depose / Deploy would be a nice addition to this deck.

Chadarnook on Card creation challenge

2 months ago

Torpor / Torment is a split card like Depose / Deploy



Exile all cards from your hand face down. At the beginning of the next end step, return those cards to your hand, then draw a card.




Destroy target artifact or creature.

Make another split card.

lagotripha on Happily Ever After

8 months ago

Closer. Its a question of value/delay vs aggro strategies, and protecting the combo against midrange and control while stalling. Cards that make blockers and provide life or answer specific threats. Depose / Deploy for example.

Plan your sideboard- I reccomend a transformative sideboard so that you can have two distinct strategies. Against aggro, you want to gain life and throw out blockers until they run out of steam. Against combo, midrange and control, you want to sculpt a hand containing veto and your wincon, while being on enough life to make it stick (with card draw and removal for big threats). This means scry, card-draw, draw-discard and 'big' lifegain effects. Planewide Celebration and Mana Geodes might do great with some tinkering. Pulse of Murasa also points to green, and lets you repeatedly cast high impact cards, netting multiple 2 for ones.

Throw together 15 cards that stall/gain life, 15 that play midrange well, and 22 for your combo or that do double-duty, 23 lands and you will have a fairly solid list.

JP-Romero on Celestial Wings

10 months ago

Hello Sir!

I take it you started with the Mu Yanling, Celestial Wind planeswalker deck.

Two main suggestions in general:

I would suggest to keep the deck to mono-blue if you can, as this will allow you to not get color screwed (getting too many lands of one color, but not enough of another). If you insist on going White-blue, you need to run some dual color lands (maybe a set of Glacial Fortress ).

I would also suggest you get rid of your non-flying things and stay away from 1x counts. By having more one-ofs, you are thinning the probability to get the best cards.

If you dont mind cards rotating out of standard in october, the most obvious addition to this is Favorable Winds . A mono blue version of this would make the also soon rotating Tempest Djinn really good.

Having said this, let me give you a break down on how I would upgrade your deck in its colors:

-2x Air Elemental +2x Sphinx of New Prahv Sure, the Sphinx has 1 less toughness, but it also costs 1 mana less and is harder to deal with because of its special ability.

-1x Callous Dismissal -1x Bond of Discipline +2 Winged Words Since all of your creatures are flyers, you really want to be able to draw 2 cards for only 2 mana. This is also your only draw spell and Amass doesn't really make sense here.

-2x Spectral Sailor -2x Concordia Pegasus +4x Healer's Hawk Spectral Sailor and Concordia Pegasus can be easily replaced by the hawk, which will gain you life (and time) for you to get your finisher cards

-1x Saheeli's Silverwing +1 Warden of Evos Isle Get a fourth warden. Saheeli is slower than Warden, and the Warden will speed the rest of your deck. No brainer.

-3x Island -3x Plains +4x Glacial Fortress +2 Azorius Guildgate More reliable lands!

-2x Celestial Messenger + 2x Empyrean Eagle Eagle doesn't depend on having the planeswalker for not sucking.

-2x Show of Valor -1x Glaring Aegis +3 Aerial Assault Aerial Assault has better synergy with your deck, also, trying to have as many 4x as possible.

-2x Take Vengeance +2x Dovin, Grand Arbiter You already have 6x removal in the form of Aerial Assault and Pacifism

-1x Disdainful Stroke -1x Disenchant -1x Negate -1x Quench +4 Depose / Deploy Removing many one-ofs in favor of a flexible spell.

-1x Tale's End -1x Unsummon +2 Azorius Charm More flexible, in your colors, more consistency.

ChrisHansonBiomancin on Colorless Conclusion

11 months ago

Imho the best cards that are really going to be the ones that win games for this kind of deck are Steel Overseer , Karn, Scion of Urza , and Tezzeret, Master of the Bridge . I mean no disrespect by saying that a lot of the other cards really aren't that good; it's just the reality of the card pool you have to work with in Standard.

One thing that all 3 of them have in common is that they reward you for having as many artifact creatures in play as possible. So my recommendation would be to adopt a go-wide strategy to fuel your breadwinners, and the best engines for that would probably be Saheeli, Sublime Artificer and Dovin, Grand Arbiter . Sai, Master Thopterist could be good as well with enough actual artifacts in the deck, but it would be tough to strike the right balance between the different demands of Saheeli, Sai, and Steel Overseer, so if I had to pick one to leave out it would be Sai, since that will allow you to keep the mediocre artifact creatures to a minimum & focus more on the powerful planeswalkers that generate tokens. Since I mentioned Dovin, Depose / Deploy is another good White card that could contribute to this strategy.

ChrisHansonBiomancin on Finale of Reclamation

1 year ago

This is a cool brew, it's definitely powerful once you have the engine in place. I playtested a few games against one of my creature-heavy decks & yours seemed to have trouble getting the right mana out, with some cases being the wrong color & others just being missing land drops early. I'd recommend upping to 26 lands given your high curve & how important it is to hit at least your first 5 land drops to get into your wraths. If you can't swing the shocklands right now, you might want to also use some gates instead of basics since you can probably afford a few lands to come in tapped.

The one other thing that seemed to be missing was life gain. Assuming Hydroid Krasis is out of the budget, some ideas that also contribute to the rest of the strategy are Depose / Deploy , Dovin, Architect of Law , Elite Guardmage , Gift of Paradise , and Knight of Autumn .

As far as what to take out, I think you could just reduce the number of copies of a few cards. Wilderness Reclamation is an awesome enabler but doesn't have any benefit in multiples, so I'm thinking just 2 of those, then depend on your draw power to see it consistently. Tamiyo is another one that seems a little much as a 4-of, maybe just 2 or 3 of her. Finally having Dovin's veto as a 4-of in the mainboard seems risky since it can be a mostly-dead draw in some matchups.

ghgiunco on Tezzeret Combo. War of spark

1 year ago

hi stensiagamekeeper tks for the comment. I still thinking in the build, putting and removing card. I wanted to build somenthing with Dovin's Veto and Depose / Deploy around Saheeli, Sublime Artificer . Something with more control build. But today i remove all W cards but dont remove the W mana.

I still in doubt between Saheeli and Sai. Servo can be transformed into Powerstone Shard and helps to ramp. But still hard to find the right slots

Bast zone is in and i think to use Zhalfirin Void too

VampiricJace on

1 year ago

Aragon_Neotrix: Love the potential of Depose / Deploy ! I'll play around with it. The incremental life gain has played really well, but I like the versatility of that card.

Narset, Parter of Veils is not on this list, because I have struggled with mana fixing just a bit too much, and her ability hinders that. I replaced her with Kasmina, Enigmatic Mentor who has worked so much better. But you're right...maybe I'll replace Invoke the Divine or something in the SB for control decks.

Regarding River's Rebuke , creature removal isn't a problem, so that really would be added for walkers. However, I'm using The Elderspell in leiu of that, which works better. But then again, now that I'm writing this, it could be also good against enchantment and/or artifact heavy decks. However, to my knowledge (which isn't much about Standard meta), that isn't a big archetype. I'll just add it to the maybeboard haha


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