Evacuation

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal

Printings View all

Set Rarity
Commander (2016 Edition) Rare
Duels of the Planeswalkers Rare
Tenth Edition Rare
Ninth Edition Rare
Eighth Edition Rare
Seventh Edition Rare
Stronghold Rare

Combos Browse all

Evacuation

Instant

Return all creatures to their owners' hands.

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Evacuation Discussion

outofnothing0 on Kaho, Minamo [Witty Joke]

2 days ago

I'd highly recommend Boseiju, Who Shelters All and Riptide Laboratory for lands and Cyclonic Rift for board wipe although you can't overload it with Kaho unfortunately (Evacuation could work as well).

Also Thousand-Year Elixir should definitely be in (i saw it in the maybeboard) and Time Stop always catches people off guard so consider it as well.

TizzyT on 5C Superfriends

4 days ago

Baral's Expertise is a good shout, but it raises a couple of concerns if I do end up removing Evacuation for it.

My reasoning for running Evac is the fact that it's instant speed. Allowing me to deal with threats outside of my own turn, especially during opposing combat steps.

Otherwise, the only other combat trick I have is Cyclonic Rift and Rout, which may not be enough, as my meta has a few combat-matters decks

Flarhoon13 on Thada Adel's Theft and Sea Monsters (Budget)

1 week ago

Last game I played with her, I cast Notorious Throng for its prowl cost and Time Warp. Since I had Caged Sun I was able to Blue Sun's Zenith for 18. Opponents got tired of my shenanigans and dropped when I played Aether Gale and then Evacuation.

Argeaux on Good pillowfort cards for superfriends ...

3 weeks ago

I like to use cards that can wreck my Opponent's attacking field, like AEtherize, AEtherspouts, Evacuation, Illusionist's Gambit, and even Aethersnatch to take away a last minute pump.

You can play a bit of a political game and warn them, "If you attack my Planeswalkers I will weaken your board state."

Don't bluff and make sure you follow through on your threat.

soevilprofchaos on THE BEST (probably) PARTNER COMBO?!

3 weeks ago

When I first saw the partner commanders, I was annoyed because I felt like they just made it obvious which combinations worked. But your deck is another example of how unexpected combinations can work well together with some really cool synergies. Here are some cards you could consider to help yourself survive longer in games:

  1. Vandalblast, generally a lot of problems that Nekusar, the Mindrazer and group hug variants have boil down to opponents quickly ramping and casting overwhelming number of cards each turn. One way to deal with that is to wipe away all the artifacts that non-green decks use as their source of ramp. Plus youll probably make the Kozilek, the Great Distortion player cry.

  2. You may want to either switch out Eidolon of Rhetoric for Arcane Laboratory or just add Arcane Laboratory because the blocker probably isn't worth all the extra ways to deal with it because it is a creature as well as an enchantment.

  3. Bloodchief Ascension when turned on can give you insane amounts of life gain, especially when you use wheel effects as it counts cards put in from anywhere.

  4. Exhaustion is an efficient way to stop a scary opponent for a turn and the card disadvantage doesn't matter as much when you are causing so many extra draws a turn.

  5. Portcullis can stop creature based decks in their tracks with counter spell backup though it still allows for enter the battlefield triggers.

  6. If you find yourself dying to large attacks Evacuation an extremely effective way to clear the board of problems especially with wheels the following turn.

  7. A slightly more evil version of Evacuation is Sunder, which to some opponents can set them back to turn one, and since you know when it's coming you can build out artifact mana or wait for it to be a good board state to use it. This effect is a lot of why Upheaval is banned.

  8. notion theif is usually a safe option for when the game is starting to tilt out of your favor and the extra cards are more beneficial the opponents.

Anyway, the deck is super unique and I am curious to hear how it plays.

Peanut3181 on

1 month ago

Here's the issue. Storm is not a color that goes "smoothly". It's izzet. It's not suppose to. Sometimes I do an epic experiment and I blank. Sometimes I just win. It happens.

Izzet can't really go off on turn 3 or 4. It's a different style. But it utilizes cards like AEtherspouts AEtherize Cyclonic Rift Evacuation Blasphemous Act and Chain Reaction as board whipes. Then good spot removal like Rapid Hybridization and Pongify. I mainly use Young Pyromancer and Talrand, Sky Summoner as defense as well till I hit a board wipe.

Commander is about multiplayer. And storm is amazing when it comes to it. It strikes quick but not really early.

If you want card manipulation like the top Brainstorm does similar things and is good in the early game, Mystical Tutor is the nuts, along with Crystal Ball that not many people know about.

For early card draw I would include all the cheap blue spells like Brainstorm and even Faithless Looting to get you going. Discard your expensive stuff that isn't of use to you yet and get it back with Mizzix's Mastery or Past in Flames

For massive card draw Stroke of Genius is great and can mill in the late game. Mystic Confluence is very versatile, Thought Reflection gets scary real quick. But my favorite is by far Unexpectedly Absent (in multiplayer settings. I tutor for it many many times. And Time Spiral if you have one.

High Tide and Turnabout can net you an absurd amount of mana if you copy either and add the leftover mana to your mana pool in response. Inner Fire is absurd with massive card draw plus any copy effect like Increasing Vengeance. And of course Mana Geyser. Utilize artifacts like Worn Powerstone and Izzet Signet and Mind Stone for early ramp

If you want to be mean you could do Volcanic Awakening, and Volcanic Offering is crazy in multiplayer.

Gut Shot is too weak for me, but Mind's Desire to me is like another epic experiment. You can always hit your X spells and cast them for 0 to increase your storm count. Plus it synergizes with Guttersnipe and Sphinx-Bone Wand.

alexlpalmer on

1 month ago

I like where you're going with the deck so far. Do you have any budget restrictions, or looking to upgrade the deck into a more competitive build? I would suggest more removal, especially Spine of Ish Sah or Evacuation, some larger threats like Soul of New Phyrexia, Myr Battlesphere or Master of Etherium, and ways of smoothing out draws and generating card advantage, like Preordain, Concentrate, Tidings or Brainstorm, to name a few. Also, what does your access to mana acceleration and land look like? I would go with Basalt Monolith, Dreamstone Hedron, and Blinkmoth Urn for artifact ramp, and if you have the means, go for Steam Vents, Temple of Epiphany, Buried Ruin, and Temple of the False God. Nice list, and hope this helps!

GoldenDiggle on D̷̠͈͕̞̳̥͎̱́͡ream ̞̝̜̮͖̞̝̜̮͖̞̝̜̮͖̞̝̜̮͖H̯orizon

1 month ago

This looks pretty fun! Have you considered using Paradox Engine? It acts like a psudeo-Intruder Alarm. (and is super fun with mana dorks, Cryptolith Rite, and Citanul Hierophants.)

I always wanted to run land shenanigans with Kruphix. Natural Affinity all lands, tap your little creatures for mana, drop an Evacuation, then just play Kruphix from your hand. Epic level wipe.

I'd see if you could get an Arcane Lighthouse for pesky shroud.

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