Ephemerate

Ephemerate

Instant

Exile target creature you control, then return it to the battlefield under its owner's control.

Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)

Browse Alters

Trade

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Printings View all

Set Rarity
Mystery Booster (MYS1) Common
Modern Horizons (MH1) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pauper Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Rules Q&A

Ephemerate Discussion

jakusbakus on Feather's Token Tantrum (~$200)

1 week ago

Hey, so I've updated the deck a bit to reflect what I have in it right now. After playing with it a bit, I've found that Grapeshot is a game-winner in this deck when I have an engine running with either Zada, Hedron Grinder or Mirrorwing Dragon, so I don't quite want to sub it out just yet. Especially since burn is sometimes the only way for me to get through damage on a friend whose pillow-fort deck has gotten out of control :P. Other than that, I've already subbed out the other cards you mentioned as I realized pretty quickly they don't synergize well.

I don't think I'm going to drop the land count because I've found it crippling to not be able to get out a land each turn in my few games with her. I really like your land suggestions though, and I'll definitely consider getting a copy of each of them going forward to help with mana fixing.

You're right in saying that this deck is definitely lacking some token pump though, and I really like the suggestions of Anax and Cymede and Krenko, Tin Street Kingpin. I remember looking at Anax and Cymede and for some reason I thought you couldn't stack the trigger by casting multiple spells, but I read it correctly when you suggested it.

Aria of Flame is something I'm trying to get my friend to trade me right now, I've realized it's a must-have for a deck like this!

I've also worked on card-draw and scry-cards which really help me dig to the centerpieces of this deck - Zada, Hedron Grinder and Mirrorwing Dragon. I've found that they just make things ten times easier, and ten times faster too!

Some cards that I've added -

Reckless Rage and Fall of the Hammer have been exceedingly useful, especially when combined with Mirrorwing Dragon or Zada, Hedron Grinder, which allows me to aim sometimes upwards of 20, 30, even 40 damage at multiple targets.

Orim's Thunder instead of Heliod's Intervention since it is repeatable.

Aurelia's Fury which save me from powerful creatures or devastating spells

Ephemerate and Long Road Home for protection. It does remove my tokens if I have Mirrorwing Dragon or Zada, Hedron Grinder, but I've found it's not an issue since I can generally wait for an opponent's end step, cast a bunch of spells, and then have a token army ready to go when it comes back to me.

I should mention that my playgroup doesn't have a deck that's heavy on counter spells, so I'm really wondering how it might fare against something like that. Generally I'm free to pop off so long as I can keep up mana for any removal my friends might have.

Thanks so much for the suggestions though, it really has helped me see what parts of the deck I can fine tune, and what cards I can put in to make that happen!

Reznorboy on Donate To-Don'tRoastMe Defense Fund

2 weeks ago

Thank you. The only issue is that the way I designed the deck, I wanted it to be a mill deck. I know that sounds really weird considering that I'm not playing black or blue, but my concept was that rather than using Tolsimir primarily as an aggro beatdown (I'm ok with having that as a backup wincon, but I don't really want that as the main one) I could use Tolsimir for 2 things (other than his colors) : 1. Removal (especially to prevent brokenness/infinite combos) 2. Making the game take long enough that my opponents could not kill me before I milled them.

Now, I know it all sounds really ridiculous, but I wanted to try it.

I eventually want to make more competitive decks, (honestly I wanted to make Selvala, Explorer Returned the commander, but could not find any) (though Tolsimir has actually begun to grow on me), so who knows where that will take me.

My point is, say someone is playing competitively and they take out Ghave, Guru of Spores and look like they're ready to go infinite. If I have Tolsimir and say, flash in a wolf (most wolves have flash) (at least in green) and then also blink Tolsimir with an Ephemerate, they no longer have Ghave, and one of the essential pieces to do that, I always have access to.

Now, after that, I have gained life and most likely still have a creature or two, and more importantly, resources. I can continue nipping wincons in the bud and keeping my life total safe until I mill them. (I think).

The important mill cards are Grindclock and Otherworld Atlas. In a perfect world, I would use my white cards to protect them, as well as my artifacts that let me untap them, such as Manifold Key, in order to start milling hard. Also, if a wincon that requires tutoring is now in grave, even better.

The main issue, in my opinion, with the deck right now is - lack of good draw power - and lack of good protection cards - such as Angel's Grace and Teferi's Protection.

billium813 on Donate To-Don'tRoastMe Defense Fund

2 weeks ago

I really like Flickerform, Gift of Immortality, Ephemerate, and Conjurer's Closet with Tolsimir, Friend to Wolves. Great ways of protecting him and getting reuse out of his enter the battlefield (ETB) ability!

I also really like Sword of the Paruns. Tolsimir usually wants you to play lots of wolves so that you can use his ability. You can use Sword of the Paruns to boost your wolves on defense when they ETB and fight!

Suggestions:

I would recommend maybe replacing Gods Willing, Blessed Breath, Realms Uncharted, Unexpectedly Absent, Inspire Awe, & Stand Firm with Make a Stand, Unbreakable Formation, Rootborn Defenses, Brave the Elements, Swords to Plowshares, & Path to Exile

Seek the Horizon could be upgraded to Explosive Vegetation

Heraldic Banner fits the deck really well! Some other good cards in that vein would be Marshal's Anthem, Leonin Sun Standard, Adaptive Automaton, Spear of Heliod, or Vanquisher's Banner. You could replace Shriekhorn, Mindcrank, Conjurer's Bauble, Ghoulcaller's Bell, & Grindclock with the recommendations.

jakeyuki12 on Avacyn, the Mad Angel

3 weeks ago

Hiya! Have you ever thought about playing some one off blink spells to take advantage of Avacyn's ETB trigger? Or reset her, either one. Stuff like Ephemerate or Cloudshift.

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

ambitiouspuddle on $15 RW Heroic

1 month ago

The combo between Favored Hoplite and Rile is really good. Also, Ephemerate and Center Soul or Stave Off protect your creatures and provide more triggers. I have a weird love for Artful Maneuver, but Idk if it's objectively worth it. Unfortunately, Zada won't trigger everyone else's Heroic abilities, but it's still a very good card. Combo with Defiant Strike, Samut's Sprint, or Titan's Strength for big card advantage. Seeker of the Way is a popular include in Boros Feather, and it could probably make it's way into here. Monastery Swiftspear Monastery Mentor, Dreadhorde Arcanist, Boros Charm, Temur Battle Rage and Feather, the Redeemed are all good options to upgrade with if you have the money for them.

unphantomable on Ephemeral Existence

1 month ago

You should also add Ephemerate. It's just a strictly better Cloudshift.

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