Disentomb

Legality

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

Printings View all

Set Rarity
Magic 2013 (M13) Common
2012 Core Set (M12) Common
2011 Core Set (M11) Common
2010 Core Set (M10) Common

Combos Browse all

Related Questions

Disentomb

Sorcery

Return target creature card from your graveyard to your hand.

Disentomb Discussion

Muskox on Golgari Rising

3 months ago

@Flooremoji the only reason I don't use Charnel Troll is because I dont want to empty out my graveyard. The more creatures in my graveyard the stronger some of my monsters get. Plus if Charnel Troll is out and has been used I won't be able use cards like Undergrowth Scavenger , Varolz, the Scar-Striped , Molderhulk , Disentomb , Jarad, Golgari Lich Lord . While the troll is a very good card, it over all would be counter productive to a larger number of cards in this deck.

Snogglesworth on Holy Chit, Earring Ghosts!

5 months ago

Disentomb has better art than Raise Dead so you should use it

MethodGorilla on Meren tweek list

6 months ago

I like what's going on. I think some of the instants/sorceries can be replaced or cut in lieu of a creature that does the same thing would be good. Unless you're burning an e witness or something to bring them back those cards are worthless in your graveyard, but as creatures they're easier for you to bring back and abuse multiple times. I'll add cards here that I would consider cutting just to bring numbers down.

The rest is kind of flexible I feel with how much you want to do. How many 'ramp' creatures do you want vs how many 'sac outlet' creatures do you want vs how many 'killin shit' creatures do you want, etc. There's a lot of the same-ish effects from a lot of the creatures on the list, those can be narrowed down simply based on how you want things to run. There's a few creatures in there that provide hella value but don't necessarily fit with the theme in my opinion but I don't want to list cards as cuts since I'm not sure what you're thinking. And not to contradict myself right away but I did cut the proliferate stuff because while I get what you're trying to do with the extra counters on your general, I just don't think it's very effective or as reliable as your ability to simply sac outlet your little pissant creatures to get the counters.

  • I think that if you plan on running more bodies or permanents I would cut all of your ramp spells like cultivate and kodama's and shit and just have creatures fill that role. If you can get essentially the same effect, creatures will ALWAYS be a better option than an instant/sorcery in this deck.

ZendikariWol on Meren Death Means Nothing to Me

6 months ago

Weeeell... let's take a look at that, shall we?

Deadbridge Chant is costly and random, but other than those two details (significant as they may be) it's pretty heckin good.

Disentomb is BAD. It's also not a mana coat subverter and that's kinda what we're talkin about here.

Eternal Witness isn't repeatable and it's going to hand just like with Disentomb.

Journey to Eternity  Flip is still a lot of mana, and once-per-turn.

Liliana, Heretical Healer  Flip isn't necessarily repeatable, and it's super fragile.

Nim Deathmantle is not great. It's not bad either, though, it just costs a shitpile of mana.

Palace Siege doesn't subvert costs but other than that major downside it's decent.

Phyrexian Delver is better than Eternal Witness, but it still loses you life, and also costs 5.

Rise of the Dark Realms is 9 mana. Yeah it's insane but 9 mana dude.

Sepulchral Primordial is an excellent finisher, but you'll have to compare its power with your other insanely-high-mana creatures.

Sheoldred, Whispering One, once again, excellent card. But once again, shitpiles of mana.

Victimize is decent but Whisper, Blood Liturgist

bushido_man96 on Meren Death Means Nothing to Me

6 months ago

I get wanting to run more creatures, but in the end, its better to run the creatures you need, and have the sac outlets to make the deck run. To that end, I don't run cards like Cultivate in my Meren build, but would rather run something like the Yavimaya Elder that you already run, or its artifact buddy, Burnished Hart. They have built-in sac abilities, add experience counters for Meren, and accelerate your mana. Two other good mana dorks I run in Meren are Blood Pet and Blood Vassal. I like them because I can sac them the turn they come into play for mana, and don't have to worry about being able to tap them, like Llanowar Elves. Rune-Scarred Demon is a good tutor, but I really like Sidisi, Undead Vizier as a tutor in this deck. She can exploit herself, turning into the card you need and adding an experience counter, and likely getting her back at the end of the turn to tutor all over again.

In my build, I tend not to run a lot of the more traditional recursion, like Disentomb or Victimize. This is a personal approach, as the commander, who I usually have access to, provides plenty of recursion on her own. But, that's just my approach. If you find it useful, then stick with it, but you might make it more of a focus, adding cards like Necromancy, Animate Dead, and Dance of the Dead.

ERoss8 on From the ashes they will rise again

8 months ago

I’m noticing a lot of single target removal, which is fine. Personally, I prefer more global effects (like Fleshbag Marauder) that scale better in a multiplayer game. Maybe cut Walk the Plank and other sourcery-speed answers for this kind of effect. The same can be said about Cabal Therapy type effects. They’re pretty good in 1v1 matches to pick out stuff you’d otherwise have trouble dealing with, but in multiplayer they don’t do enough.

Black has a ton of great sweepers that seem like they would fit into the deck. Damnation is the best, but Life's Finale, Decree of Pain, and Deadly Tempest are all great effects to have that won’t cost you as much, and will clear the board more effectively than Flaying Tendrils and Yahenni's Expertise.

The Disentomb effects seem kinda counterintuitive to the reanimation plan. With this kind of deck, your trying to cheat something big out early, not get something back to hand where it will either stay for multiple turns or cost a ton of mana to get back.

Speaking of mana, a couple more ramp effects, like signets (Dimir Signet, Orzhov Signet, Azorius Signet) and talismans (Talisman of Dominance and Talisman of Progress).

Hope this helps!

Jaysterbaby on Need help with ZOMBIE EDH ...

9 months ago

I have 128 cards and trying to knock it down to 100, would like some help makes a good Zombie deck. Thank you for your time and help. Here are my cards

Commander - Oloro, Ageless Ascetic

[100 cards]

Sol Ring

Leyline of the Meek

Night's Whisper

Phyrexian Arena

17x Swamp

Prophetic Prism

Zombie Apocalypse

Phage the Untouchable

Sheoldred, Whispering One

Isolated Chapel

Dark Ritual

Culling the Weak

Heliod, God of the Sun

Cabal Ritual

Army of the Damned

The Scarab God

Josu Vess, Lich Knight

Cemetery Reaper

Death Baron

Torment of Scarabs

Gravecrawler

Geralf's Messenger

Leyline of Sanctity

Diregraf Ghoul

Murder

Torment of Hailfire

Blood Scrivener

Bridge from Below

Mikaeus, the Unhallowed

Drowned Catacomb

Sunken Hollow

Duress

Vampiric Rites

Geth's Verdict

Gonti, Lord of Luxury

Liliana Vess

Liliana, the Last Hope

Liliana, Death's Majesty

Liliana's Mastery

Liliana, Untouched By Death

Jace, Ingenious Mind-Mage

Counterspell

Ghostly Prison

Remand

Propaganda

Liliana, Heretical Healer  Flip

Norn's Annex

Relentless Dead

Mortify

Dread Wanderer

Geth, Lord of the Vault

Dark Salvation

From Under the Floorboards

Fleshbag Marauder

Endless Ranks of the Dead

Diregraf Colossus

Highborn Ghoul

Lord of the Undead

Corpseweft

Cryptbreaker

Levitation

Whip of Erebos

Erebos, God of the Dead

Elesh Norn, Grand Cenobite

Opt

Path of Ancestry

Command Tower

Hope of Ghirapur

Cast Down

Profane Procession  Flip

Rupture Spire

Opal Palace

Temple of Silence

Mana Confluence

Transguild Promenade

Jwar Isle Refuge

Darkslick Shores

Frost Marsh

Fetid Heath

Caves of Koilos

Tainted Field

Arcane Sanctum

Dreadship Reef

[28 cards]

Innocent Blood

Unraveling Mummy

Liliana's Reaver

Dromar's Charm

Immortal Servitude

Anointed Procession

Vindictive Lich

Call to the Kindred

Skullclamp

Havengul Runebinder

Unbreathing Horde

Grimgrin, Corpse-Born

Sun Droplet

Gray Merchant of Asphodel

Quicksilver Amulet

Cemetery Recruitment

Psychic Strike

Mana Leak

Brainstorm

Disentomb

Coat of Arms

Ravenous Chupacabra

Shrieking Affliction

Grim Guardian

Demonic Vigor

Recoil

Stitched Drake

Archetype of Imagination

Graf Harvest

OniOfTheWest on Limbs & Newts & Cauldrons

1 year ago

Nice build, the only change I'd make is to use spells like Macabre Waltz or Disentomb. They have some flaws, but if you really want to kick your opponents in the nuts with spare Mana, those are some of the ways I'd do it.

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