Desertion

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Conspiracy: Take the Crown (CN2) Rare
Commander's Arsenal (CMA) Rare
Classic Sixth Edition (6ED) Rare
Visions (VIS) Rare

Combos Browse all

Desertion

Instant

Counter target spell. If an artifact or creature spell is countered this way, put that card onto the battlefield under your control instead of into its owner's graveyard.

Price & Acquistion Set Price Alerts

CN2

CMA

6ED

Ebay

Recent Decks

Desertion Discussion

SynergyBuild on It's Not A Matter Of Deserving...

2 hours ago

I am not a big fan of Desertion, though I understand how powerful it is, Commandeer or Counterspell would be my replacement

RedUndead40 on Looking for feedback on mono-blue ...

1 week ago

I would strongly consider running Talrand, Sky Summoner instead since he gives you a reliable win condition. Your list right now has a few win conditions but not many. You can't really rely on Desertion type effects to end games and that seems to be the majority of your board presence. The discount from Baral is nice but that doesn't win games.

Talrand can run most of the same package (although I would still lower your curve considerably, run a bit more draw power, and add some mana rocks for acceleration) letting you keep your control element but without needing crazy good luck or a Metallurgic Summonings to end games.

If you do go with Talrand then Favorable Winds and Gravitational Shift are great additions that can end games very quickly. Also cheap, instant cantrips like Opt and Brainstorm are excellent for information advantage while pumping out cheap drakes.

Inanity on Bolas the Thief

3 weeks ago

I can't help but think Memnarch would have fun in this deck, especially if you follow the earlier suggestion of Training Grounds. Two mana to steal any artifact, four to steal any non-artifact (assuming Training Grounds is in). Andyou may not be a fan of counterspells but, at the very least, Spelljack and Desertion do fit the theme.

Darkshadow327 on Bolas the Thief

1 month ago

I'd say run some counterspells, you are playing blue after all. There are some that can steal stuff (off the top of my head I think of Desertion). Insidious Will is also funny when they try to kill bolas or take out something important.

Kayne117 on wrexial mill

1 month ago

I highly recommend more answers and draw power. This deck has almost no draw power, so it will probably run out of gas pretty quickly. You also don't have many ways of dealing with troublesome cards from your opponent.

For card draw, I recommend:

  1. Staff of Nin
  2. The Immortal Sun
  3. Arch of Orazca
  4. Phyrexian Arena
  5. Underworld Connections
  6. Disciple of Bolas
  7. Kumena's Awakening

If you don't mind giving cards to your opponent in return for a slight mill effect and cheaper draw power, you can try:

  1. Temple Bell
  2. Jace Beleren
  3. Howling Mine

For removal/answers, I recommend:

  1. Sever the Bloodline
  2. Curtains' Call
  3. Go for the Throat
  4. Murderous Cut
  5. Victim of Night
  6. Rewind
  7. Dissolve
  8. Dismiss
  9. Countermand
  10. Desertion

There's probably some stuff that could be done better in regards to the mill and kraken themes the deck is going for, but I don't know enough krakens and I don't play mill, so I can't be much help there lol. Those are some things I spotted though.

KingOfWhales on Newambi

1 month ago

Remove Isperia, Supreme Judge for Sphinx of Magosi and maybe Jareth, Leonine Titan

Remove Elder Deep-Fiend for one of the 2 big leviathans or a huge draw card, you likely won't be using its emerge and for 8 mana you should have a win condition.

Stealing commanders is extremely good, hence Control Magic. Remove that threat and get a threat for the price of 4.

Opt and Think twice aren't bad but you could do much better imo Impulse is a good example, or you could go with more counterspells like Muddle the Mixture.

I'd run Sapphire Medallion over Expedition Map if you're looking for ramp. The medallion lets you keep 1 less mana open or those instants, and speeds up your game, and is better ramp in general when you don't have some crazy land like cabal coffers. You usually search for the bounce land with map, which isn't really speeding your curve up and only nets you 1 more mana per turn after its played compared to the medallion (in the worst case). Maybe searching for Soldevi Excavations would be worth it, but you aren't really using its scry ability when you get it in our games. Same goes for Felwar stone if you are fine with color fixing without it (And I think you are). If you're casting one spell per turn then they are equal. If you are casting more than one spell per turn, then they are not equal.

The boots are good in a creature focused deck, but you aren't running a creature focused deck and your commander (unlike before) isn't the crux of your deck. Run more artifact/enchantment removal or counterspells in place of them.

Cataclysmic Gearhulk won't get rid of the biggest threats, use an Ixodron, Phyrexian Rebirth no or another board wipe. Or Thing in the Ice  Flip.

If you want a good blocker with flying, rather than the drake, run Fog Bank. This is the last time I'll mention that thing and I'll stop bugging you about it.

The biggest thing though.... what's your wincon? Before it was an 18/18 monstrosity of a land, but I don't really see anything now. You could steal wincons with things like Desertion, Spelljack, Gather Specimens, Control Magic and especially Rite of Replication, I think these would fit perfect in your deck.

Mokan on Baral, Chief of Counters

2 months ago

By any means, Wizard's Retort should be strictly better than Disdainful Stroke in your deck. When it comes to your maybeboard Cursecatcher, Spell Pierce and Syncopate don't seem like they deserve inclusion as the "paywall" they give your opponent isn't really relevant in a commander game where everyone has an abundance of mana; the only "paywall" counter that might be worth it could be Censor as it serves the early game utility purpose, but can cycle when it becomes irrelevant in the late. Aside from that Delay seems kinda bad and Muddle the Mixture might not be worth it, unless you're looking for something specific. I would imagine there isn't much of a difference between Unwind and Negate in your deck, so the former might just serve a better purpose. I reckon you can rethink Desertion as it is basically a Mind Control that is devastatingly situational for the same cost; if you already want to get rid of the MC, you might as well give the boot to this thing. That would open some really good space for Force of Will. I also think it's pretty easy to replace Confirm Suspicions with Pact of Negation. If you're looking to play Mana Drain, I also suggest Spell Swindle for the flexibility. I think the weakest remaining link in your counters base should be Dissolve, after that you can side out an exile counter if you're looking for space, starting from Faerie Trickery.

Lemme know if you want more suggestions, cause I've already written a wall of text, and I don't wanna flood your comment section :DD

Happy brewing!!

Load more