Deprive

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Rise of the Eldrazi (ROE) Common

Combos Browse all

Deprive

Instant

As an additional cost to cast Deprive, return a land you control to its owner's hand.

Counter target spell.

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Deprive Discussion

Mcabe on Pauper UB Control

4 days ago

I think the counterspell package is largely meta dependant and could see a meta where only 2 Evincar's Justice is correct it is a good way too lock elves out of the game and other small creature decks, the benefit of curse is that you can play it out earlier and wait and they can't disrupt it later in the game, I usually board it out when pyroblasts come in. Mana Leak and Deprive can be better but are worse in respectively: tron heavy metas and tempo/non burn aggro metas. It could be correct to play one Think Twice but Preordain and Ponder, I doubt could be good enough because one of the primary strengths of the deck is playing at instant speed, or all Think Twices, this deck is very commmitted to a controlling gameplan and can afford too play very few win cons, creatures can be disrupted by most of our opponents, and it is difficult to fight over creatures, it is partially a playstyle decision to play this style of deck and a creature build is probably slightly more competitive. I am considering trimming a justice and curse and going for the Think Twice plan, thanks so much guys.

Esper879 on Death's Shadow

1 week ago

FNM 2017 01 12: 2/2

Round 1 Grixis Madcap 2-0

Game 1: Won when I ripped a turn 4 Kolaghan's Command to remove the Platinum Emperion they just Madcap Experimented for.

Game 2: Won with it coming down to an Inquisition of Kozilek from the opponent. The only thing in my hand was a land and a Snapcaster Mage in hand with a lone Stubborn Denial in the graveyard. Played the Snapcaster Mage and targeted the Stubborn Denial with a Gurmag Angler in play.

Round 2 5 Color Shadow 1-2

Game 1: Won with a decent opening hand.

Game 2: Lost due to flooding.

Game 3: Lost due to flooding.

Round 3 Storm 2-1

Game 1: Lost draw 9 lands during the game. No creatures.

Game 2: Won with a quick Tasigur.

Game 3: Opening hand was 2 Snapcaster Mage 1 Inquisition of Kozilek 1 Thoughtseize and drew into 2 more Inquisition of Kozileks. I didn't draw into any creatures and despite having two Gifts Ungiven and a Blood Moon cast on me Tasigur, the Golden Fang and Gurmag Angler eventually got me there.

Round 3 Mirror Match 0-2

Game 1: Lost the close game that came down to top deck. Eventually a timely Fatal Push and a Death's Shadow won him the game.

Game 2: Lost due to kepping a one land hand and a Thoughtscour. Inquisition of Kozilek pulled the Thoughtscour from my hand and I didn't draw another land for the next three turns.

I'm updating the sideboard.

+2 Liliana of the Veil

+1 Illness in the Ranks

+1 Nihil Spellbomb

-1 Liliana, the Last Hope

-1 Deprive

-1 Ceremonious Rejection

cplvela0811 on B.U.G. Delver

2 weeks ago

ToolmasterOfBrainerd:

Thanks brotha. I removed the 1x of Deprive. I look at Delver as a Spirit killer, but with time of course. The flying is why I commented as such, but you do state valid points.

I like Serum Visions. For me, I feel sorcery speed is a little slow. I could warrant some testing.

DiscardDecard:

You bring up valid points friend. I simply wanted to keep the deck at a majority of "Instant" speed to keep the speed up. Perhaps you both are correct.

Madhava on Esper Spirits - Modern

1 month ago

Looks good... but I'd say you're leaving yourself a little open to control-tactics. People are likely to side-in boardwipes on game 2. Countersquall & Collective Brutality are fantastic preventatives. I'd definitely consider running with more.

I'm also going to second all those recommending a full 4-of Lingering Souls. The card can win games on its own.

Some other ideas...If your wallet allows, definitely Cavern of Souls, 2 or 3, preferably.

Ditto for Creeping Tar Pit, 1 or 2.

Maybe a Kataki, War's Wage for your sideboard?

If you want more counters, Logic Knot is one of the best, seeing as you've not much else going on with your graveyard. Deprive also costs only CMC 2, & pairs nicely with Fatal Push. Careful running more than 1 or 2; drawing multiples of either in your opening hand is undesirable.

Spreading Seas can be devastating v. Tron, Valakut, or color-greedy decks in general... 2 to 4 recommended, main or sideboard.

Ceremonious Rejection is sideboard gold.

Disenchant on sideboard is okay, but as far as spot removal, Anguished Unmaking would cover far more ground.

sylvannos on Wouldn't mind some advice on ...

1 month ago

You're already playing what's basically a Delver deck. You only need to make a few changes to have a pretty solid list. I'd change the following:

-4x Temple of Epiphany

We need to cut some lands to improve the speed of the deck and lower the curve. Temple of Epiphany always comes into play tapped, so it's the most obvious candidate.

-2x Cryptic Command
-2x Disallow
-3x Enigma Drake

These just cost too much mana in comparison to some more efficient cards you could be using.

-2x Goblin Electromancer
-2x Guttersnipe

These don't help you fast enough and get nuked by every removal spell in the format, not to mention their mana cost.

-1x Mana Leak
-1x Magma Spray

These are good cards, but not necessarily stuff you want in excess. Mana Leak falls off after turn 3 or 4. Magma Spray is useful for dealing with Kitchen Finks, but 2 maindeck gets clunky when facing off midrange and control. As a side note, you may want to swap out Magma Spray completely for Pillar of Flame. You lose the ability to play it as an instant, but it means you can shoot planeswalkers or just burn people to death.

So what do we add?

+2x Thing in the Ice  Flip
+1x Delver of Secrets
+2x Opt

You'll want multiple copies of each of these every game, so we should bump the number of each to 4.

+3x Young Pyromancer

This helps with the game plan of building up incremental value vs. your opponent's spells. Counter something? Get a 1/1. Draw a card? Get a 1/1. Unfortunately, Gitaxian Probe got banned, so this isn't a 4-of anymore like it was. Still, a really solid card.

+4x Monastery Swiftspear

This is probably stronger than Delver of Secrets as far as turn 1 plays go.

+4x Vapor Snag

Gets rid of big threats so you can counter them back on the way down. Alternatively, can be used to save one of your creatures from getting bamboozeled.

+1x Dispel

Really powerful to have in the main, whether it's protecting your creatures or stopping your opponent from killing you via Lightning Bolt. We don't want too many, however, because some decks it can be really clunky against.

-1x Mountain
+1x Desolate Lighthouse

Desolate Lighthouse is really good if the game starts to drag on and you need a specific win condition. It dumps extra lands, Mana Leaks, etc. to help find threats/answers to close out the game.

As for your sideboard, I'd switch it around to look more like:

2x Ceremonious Rejection
1x Deprive
2x Dispel
2x Grafdigger's Cage
1x Izzet Staticaster
3x Molten Rain/Blood Moon
1x Negate
1x Squelch
2x Vandalblast

If you have the budget, you may find Snapcaster Mage + Thought Scour is better than Thing in the Ice  Flip + Opt. Adding another color also goes a long way.

Hope this helps!

Boza on Draw-Go Simic Control

1 month ago

I won my last Modern FNM with 4 color Energy control with Bolas and Dynavolt Tower as top end, using 100% standard cards and beating the likes of affinity and delver variants. Anything is possible.

My advice is to go counterspell heavy and play instant speed almost exclusively. Cards that should be a part of this:

  1. Arbor Elf + Kiora's Follower + Utopia Sprawl - nice combo to generate mana and color fix, when you want to be playing cards like Cryptic Command.

  2. Cryptic Command - yeah.

  3. Mystic Snake + Eternal Witness + Snapcaster Mage + Familiar's Ruse - good luck resolving anything

  4. More creatures - Venser, Shaper Savant - either a remand witha body or a bounce n' block. Vendilion Clique is great as well to play a bit like Lantern control and maange their draws. Kruphix, God of Horizons is a legitimate win con. So is Torrential Gearhulk.

  5. More counterspells - 4 Remand are obligatory. Since you are going draw-go, Condescend and Deprive are not bad options.

  6. Some modicum of draw - there is a new instant card from amonkhet that is XUU, draw X, then discard one which is a perfect 2-of to refill your hand.

SvartrUlfr on Davy Jones' Locker

2 months ago

Lowenstein Yeah, i had Vapor Snag in before but decided to take it out after addind Scourge of Fleets. River's Rebuke's a good one, could be a good fit, but i'll have to consider it's mana cost.

DallyCat Clever Impersonator could work, but what i like about Cryptoplasm is that i can tranform it in each of my upkeeps if i want, though it's only for creatures.

Thanks for the suggestions! I was also looking into Deprive as it makes a good combo with Halimar Depths.

Kjartan on Can't we all just be friends here?

2 months ago

If you want to play things like walkers and big spells in the Esper Colors, you should probably go for a control shell.

The cards you should be looking into obtaining if that's the case (That aren't overly expensive moneywise), are:

Serum Visions and Opt are the best consistancy spells. They Allow yoy to filter your draws as the game progresses.

Path to Exile is the best Removal spell in your colors, followed closely by Fatal Push. If you don't find them too expensive, play them (5-8 in a combination of the twon is my recomendation.) Besides those, Go for the Throat is good, but don't play more than 2. Blessed Alliance is a very flexible removal option. Condemn is also playable. It's really good against Death's Shadow, but otherwise mostly just a replacement for Path to Exile if you can't get enough of those.

As for counterspells. You've got a lot of decent options. 1-3 Mana Leak, 1-2 Negate (or Countersquall if you feel your manabase is consistant enough). 0-2 Remand and 0-1 Spell Snare. Other than those there is Deprive, which I don't particularly like, and Logic Knot which really takes Fetch-lands (like Flooded Strand and Polluted Delta) to be worthwhile.

Lingering Souls is a super consistant both as a block outlet, and a damage rack. I would run between 2-4 in almost every slow modenr deck that has black and white. But it's potential increases and decreases with how likely you are to get it into your graveyard by your own card effects. ( It gets better in decks with Collective Brutality and Liliana of the Veil). If you do decite to play Lingering Souls, Sorin, Solemn Visitor can be a great planeswalker.

Esper Charm is flexible card advantage. It's great.

As for Mass Removal. I would run a couple Supreme Verdict, but Wrath of God is also an option.


As for what to cut from your current list, I feel like your very worst cards currently consist of:

Gideon, Champion of Justice, Sorin, Grim Nemesis, Tezzeret, Master of Metal, Diabolic Tutor, Quietus Spike, Icefall Regent, Angel of Condemnation, Aegis Angel, Followed Footsteps, Authority of the Consuls, and Dictate of Heliod.

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