Eldritch Evolution


Format Legality
Pre-release Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eldritch Moon (EMN) Rare

Combos Browse all

Eldritch Evolution


As an additional cost to cast Eldritch Evolution, sacrifice a creature.

Search your library for a creature card with converted mana cost X or less, where X is 2 plus the sacrificed creature's converted mana cost. Put that card onto the battlefield, then shuffle your library. Exile Eldritch Evolution.

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Recent Decks

Eldritch Evolution Discussion

SirSh4ggy on Karametra's Enchatress's

2 days ago

There's a great creature synergy between Avenger of Zendikar and Ulvenwald Hydra that your commander would especially work well with. It's pretty obnoxious when people only leave negative criticism, so here's some stuff you could add!

Primal Command is an overall good, low cost card you might add. It's removal, tutor, and emergency life gain all in one. Another good low cost tutor is Eldritch Evolution.

Having a ton of enchantments will activate your commander into a creature, which will make her vulnerable to Swords to Plowshares or Tragic Slip. Instead of some of your ramp enchantments you might consider Rampant Growth, Explosive Vegetation, and Krosan Grip.

Hope some of these have helped you out!

TheDuggernaught on Heartless Valuetown

5 days ago

I have been considering trying to build a similar deck and I have a few questions:

  1. Does Heartless Summoning feel bad with Knight of the Reliquary since it only reduces the cost of KotR by 1? Or does the gas that KotR provide far outweigh that you don't get full value out of heartless?

  2. How much does Life from the Loam help? I see you already run 4 Ramunap Excavators. Is the extra redundancy necessary?

  3. Kind of like G/W value, does it make sense to have some number of Eldritch Evolution in your 75? I can see it being helpful to grab sideboard tech, or find your win condition. Also allows you to turn redundant effects (like multiple excavators) into the card you need.

  4. With the light splash of white, I can see Aven Mindcensor being solid being on the Ghost Quarter plan. However, he obviously dies with Heartless Summoning out. In your opinion, would Lotus Cobra be a solid substitute for summoning if I wanted to play mindcensor? Or would Utopia Sprawl be better? Cobra gets to be more explosive once I get some of the value creatures out and does a better job of mimicking summoning. But, sprawl gets me my turn 3 plays on turn 2.

  5. Any room for either Liliana of the Veil, or Liliana, the Last Hope? I can see LotV being great with The Gitrog Monster, discarding lands to make her discard effect one sided, and LtlH being great at bringing back key creatures that your opponent rudely destroyed.

VelvetVendetta on Sultai's Symbol is a Banana

1 week ago

Hello elfric, firstly, thank you, this deck is still in WIP so any insight and outside of the box thinking is very welcome to join in.

Yes I do not run Ad Nauseam, Grim and Vault, this is intended as the deck is not necessarily trying to win as fast as possible with IsoRev, it is just a slim wincon that synergizes with both dorks and rocks and works for Tasigur's Sink instant win, that's why it was chosen. Not because (as usually) its a fast way to win, but because its compact and easily assembled (despite not having that many rocks I actually just need 3 mana worth of rocks, so its still very easy to assemble compared to other wincons)

Still about rocks. I deliberated cutting 3 slots for Vault, Paradox Engine and Opal. To make the deck more stormy and open new paradox+scepter infinite lines and etc. But decided for this slower more control oriented build instead, although I may change my opinion depending on the deck's results on my meta.

I do not intend to run LED as it would a be a completely dead card outside of the combo, I would rather have to wait until I have more lands to sac for Life/Raza combo. Perhaps if someone discover a Muldrotha combo that doesn't use a dead card I might consider instead of Raza's life play.

Tidespout Tyrant is VERY GOOD, because he can make infinite mana with just Mana Crypt + Any 2 mana rock, a way of making infinite mana without reyling on IsoRev like Raza. He also works somehow as a control threat, reanimating him and using instants to bounce stuff and protecting him (by bouncing the animate dead or necromancy if necessary). He is not a finisher as you sugested, he an enabler, one more way to make infinite mana, also not colorless, the infinite mana will be of any color that my rocks can provide.

Tasigur only needs either G or U infinite do draw the deck so the Tidespout Tyrant Eldritch Evolution win its usually easier to achieve than IsoRev via Razaketh, I just which way I intend to go infinte depending on my board, if I have the Crypt and any rock then I will go for Tyrant, If I don't, but still have other rocks or dorks, or a bunch of lands, then Raza.

About LED+Muldrotha: No I don't think LED will provide me any more control (why it would?), even it does enable some explosive graveyard plays, which I would probably say "no thanks" as this is not intended to be a fast combo deck, I'm not even running Yag Will to properly benefit from having Led plays.

About GITROG: I'm betting on counters, bounces and Drake stealing the frog against Gitrog, If I discover this is simply not enough I intend to re-add Praetor's Grasp to exile Dakmor face-up shutting down the deck completely for 3 mana. I would like to avoid that measure if possible because I fell that shutting down a combo deck is not what Tasigur wants to do to win the game, it wants to keep it at bay but use the combo deck "threat status" to get more value from political plays.

Shutting down completely the deck to beat on the table might make it look like controlling is now useless, ending the cold war and that's might not be what Tasigur wants.

About Nezahal: Yes, it was in the alpha version of the deck and he might be included if I find that I need more reanimator targets, he was cutted because I figured I would rather keep Eldritch waiting for a opportunity to combo and win the game then using it to get Nezahal (because Eldritch is one use only, it exiles itself)

About Gitaxian probe: its a important card because of the information it provides, exposing a combo player's hand is usually enough to warrant me a counterspell from a Tasigur's activation, perhaps more if the combo plays is even closer to winning the game. Is also important to get this info to be able to convince the board NOT to force me to tap, because that will simply mean giving another guy the win.

Yen24 on Anafenza, Boonweaver Hulk!

2 weeks ago

Hello, thanks for the upvote and comment on my deck! Imperial Seal is not required at all, your deck will still function excellently without one. In fact, I don't find myself playing my deck very often because of how linear it is. That's my biggest complaint about the deck actually, although it's a complicated combo, it always wins in the same way (usually starting with Protean Hulk). It's sort of like playing Ad Nauseam in Modern. Oh well.

Anyways, here's my suggestions for your next upgrades: Eternal Witness, Birthing Pod, Dance of the Dead (I like the enchantment reanimate spells because of the interaction with Leonin Relic-Warder), Life/Death, and maybe a Journey to Eternity  Flip. If you get a Birthing Pod, Felidar Guardian becomes amazing, allowing you to turn any 3-drop into a 5-drop. Recruiter of the Guard is great at finding combo pieces and not too pricey. Altar of Bone and Eldritch Evolution are great ways to add consistency to your combo as well.

For cuts, I would suggest Will-o'-the-Wisp, Angel of Glory's Rise, and maybe Utopia Sprawl (looks like you sometimes won't have a forest when you want to cast this). I think Selvala and Yahenni are OK for now, but I like Caustic Caterpillar more than Qasali Pridemage. I also think some of the above suggestions are better than Breath of Life, Zombify and Reclaim.

One more thing, I like the idea of Entomb in this deck (yours and mine), mostly because having a Blood Artist in the 'yard is nearly always better than having it in the deck. I think I will add it to my list, so I appreciate that. I'll subscribe to your deck and try to keep up with any changes, and remember that my suggestions are just a quick takes and you always have the right idea for what will work best in your deck!

enpc on SOP, YELD or ONE VAY

2 weeks ago

hadakou: Sorry for the delay, see comments:

  • Gemstone Caverns: Strong card, however without the luck counter on it, it is very not good. The deck is very hard costed and while there is potentially a benefit, the drawback is really bad.

  • Druids' Repository: I was discussing this one with the GF the other day. I like it as a card and I like the interaction with Aggravated Assault however I'm on the fence about it. Outside of combo, I think that Sword of Feast and Famine adds more value (albeit is more of a target). I'll add it to the maybeboard for now though.

  • Tymna the Weaver: I like her as a commander however I'm not as sure about her in the 99. Hvaing CA in the command zone is amazing however I think I would prefer guaranteed draw power to hel pagainst stalling. stuff like Magus of the Wheel if I needed more draw power. While the deck is very combat based, I want to avoid having to tie all of my draw to combat.

  • Conqueror's Flail: it seems ok, however I run Silence, Pyroblast and Red Elemental Blast (plus Imp's Mischief) which I think does more work, more of the time. The buff is nice though. I'll give it some more thought.

  • Bloom Tender: She's good, but she doesn't give you what you don't have. the only 2 drop dork I'm running is Priest of Titania and that's because they work with Yisan in an infinite comdat damage combo line. Still, I do like the card so I'll maybeboard it for now.

  • Stranglehold: I like the card, but I want to avoid going down the stax route too much. Especially if it isn't on a creature as I need to keep my beater count high.

  • Eldritch Evolution: good card, not sure if it fits but the tutor power is strong. I'll have more of a think on this one.

  • Survival of the Fittest: probably should be in here actually. Late game turns a creature draw into a combo piece. Will try to find space for it and Fauna Shaman.

And long posts are fine - lots of good suggestions there, much appreciated :D

multimedia on DRIVEN BY MONO GREEN

3 weeks ago

Hey looks good for a first Commander deck. Azusa is all about lands and benefiting from being able to play more than one in a turn. 28x lands is not enough land to take advantage of her as Commander. I suggest 40x total lands.

Here's some suggestions of cards to consider adding (all cards are budget not one is over $7):

  • Evolving Wilds and Terramorphic Expanse: these budget Fetch lands are great with landfall and Ramunap Excavator in combination with Azusa to chain landfall triggers
  • Blighted Woodland: like Wilds and Expanse this is another powerful land for landfall and good with Excavator
  • Ghost Quarter: unconditional land removal with no mana cost to activate, great with Excavator
  • Temple of the False God: you'll get five lands into play pretty fast with Azusa making this land good
  • Arch of Orazca: land that draws a card is good with excess mana

  • Horn of Greed: You'll be playing more lands than your opponents each turn drawing a card each time you play one can give you a huge advantage. The draw only happens when a player plays a land, your opponents can only play one land each turn whereas you can play up to three lands per turn
  • Sol Ring: staple Commander card, it's too good for only one mana
  • Swiftfoot Boots: protect Azusa, give your big ramp creature haste

  • Lotus Cobra: when landfall is a strategy then Cobra can make a lot of mana for a turn. Very good with budget Fetch lands and being able to play more than one land a turn
  • Fierce Empath: tutor for a big creature such as Rampaging Baloths or Craterhoof Behemoth put it right into your hand
  • World Breaker: good creature to ramp into versatile removal, can come back from the graveyard to play again. Blocks most flying creatures
  • Soul of the Harvest: draw engine with other nontoken creatures

  • Beast Within: unconditional instant permanent removal
  • Genesis Wave: powerful spell to use a lot of mana with putting a lot of permanents directly into play
  • Nissa's Pilgrimage: another Cultivate, land ramp that also puts a land into your hand to play with Azusa. Spell mastery is a nice bonus
  • Harmonize: good draw spell for green
  • Crop Rotation: tutor for any one land instant for one mana sac a land you control such as a Forest
  • Sylvan Scrying: tutor for any one land put it into your hand great to find Wilds, Expanse or Blighted to start a landfall chain with Excavator
  • Eldritch Evolution: sac a creature to tutor for another creature with a higher CMC. Example sac Llanowar Elves tutor for Excavator
  • Green Sun's Zenith: tutor for any green creature equal to the amount of mana you pay to cast it put that creature directly into play. Zenith is then shuffled back into your library allowing you to possibly cast it again in the game if you draw it

  • Nissa, Vital Force: use lands as 5/5 Elemental creatures, powerful -6 ultimate since you're playing a lot of lands each turn.

Suggestions of cards to consider cutting:

  • Advocate of the Beast
  • Atzocan Archer
  • Baloth Pup
  • Drove of Elves
  • Durkwood Baloth
  • Gnarlid Pack
  • Grazing Whiptail
  • Highspire Artisan
  • Leafcrown Dryad
  • Primal Huntbeast
  • Ridgescale Tusker
  • Territorial Baloth
  • Grounded
  • Mantle of Webs
  • Web
  • Desecration Plague
  • Stinging Shot
  • Lay of the Land
  • Take Down
  • Caravan Vigil

Good luck with your deck.

HashMasta on Karador

4 weeks ago

no Natural Order? and what about Eldritch Evolution?

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