Evacuation

Legality

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

Printings View all

Set Rarity
Commander 2016 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

AllhydeNoJekyll on Chancellor Palpatine

4 days ago

Themes Blue/White Good Stuff UWgud Stax Your things cost less, theirs cost more. ETB Mill Pillowfort

Cards to cut or just don't do enough Slow Motion, Stormscape Familiar, Select for Inspection (too Specific), Etherium Sculptor (Not justifiable), Mindshrieker, Burnished Hart (Look, we all love this stupid Elk, but he sits at a slot where you need to have around that much mana up for counter spells. You really only want to be spending that type of mana to reduce your costs or increase opponents costs or stop them from attacking you. Else, counterspells. Two mana ramp is what you are looking for, ideally, not six spread over two turns), Jace's Archivist(I like this card a lot, and I think it's great with things like Thousand-Year Elixir, but realistically you want to be sculpting the perfect control hand all game rather than tossing it away.), Rhystic Study(Great card, but not $8 great. Mostly priced based on popularity. Budget choice for you, you don't need it). Temple Bell (Fun card, but too beneficial for your opponents. Don't spend mana to speed other's race, that's the opposite goal of the deck.), Cataclysm (I don't see why you have this other than as a combo with As Foretold.), Entrapment Maneuver, Hindering Touch, Leave in the Dust, Sleep(Only beneficial against creature decks), Psychic Spiral(You have to devote yourself to wheel for this card to work well, and wheel arguably doesn't help your deck.), Sunder(This combos only with As Foretold), Isperia, Supreme Judge (Costs six, his only creature decks, they don't have to attack you, there is better card draw.), Sphinx of Magosi, Silent Sentinel (Requires attack and arguably not enough enchantments).

You have a pretty decent Stax and 'Don't touch me there' package going on here, but not a whole lot of direction other than that. Some mill, some land destruction, but no real win-cons. If you want to have a serious mill win con, you can take out a little of your protection package and focus it on ETB effects and pair with a card like Altar of the Brood. Is that enough justification? I don't know, but ETB effects can be very strong and already seem like a small sub-theme. You would have to make more serious cuts for it. You definitely need to upgrade your mill-win con to be more flexible if you intend on winning that way. Sitting down at the average CMDR table of at least sum(4) means that you have hundreds of cards to whittle away. Some suggestions:Aforementioned Altar of the Brood, only for considerationSands of Delirium, Memory Erosion, Jace's Erasure, Sphinx's Tutelage, Increasing Confusion, Hinder/Spell Crumple + Tunnel Vision is a particular jank combo favorite of mine. Really you want stuff that hits early and doesn't require any further effort so you can pillowfort yourself, or are huge sinks for the late game push.

If you are looking to remove some pillowfort and upgrade your stax package, check out Brago, King Eternal, Paradox Engine, Static Orb, Tangle Wire, Torpor Orb, Smokestack, Trinisphere, Thorn of Amethyst, Meekstone, Clock of Omens (This is especially useful), Dovin Baan, Inspiring Statuary.

Also, you should take out all land destruction since you don't have a real way to take advantage of it. Even with a couple of your reductions, the green player/ Mizzix player will get on board faster and annihilate you out of spite.

Also, the deck only has mill as its win-con thus far, which is tenuous at best even in the most refined EDH decks. I suggest you put some of the not-so-flashy-feels-bad-win-cons in this deck such as Approach of the Second Sun, Azor's Elocutors, Laboratory Maniac, etc.

Also, after above edits, you only have three board clears by my count. Even if I'm off, you want around 7-10 for a deck of this style that covers a multitude of fronts. Most board-wipes are just creature based, but you should include ones like Akroma's Vengeance, Consulate Crackdown, Planar Cleansing, Nevinyrral's Disk. Things that can be instant speed are also great like Rout and Evacuation.

This deck really wants to hold up its mana for counterspells, so Vedalken Orrery is a must have to avoid wasting mana, also BoNkErS with As Foretold. Consider Quicken as well.

Your land base needs a pretty big update as well. You should really only be running 10 or less of each basic for a dual colored deck, though not as important for three and up decks. But, you have quite a few double-symbol costs that your cost reduction can't affect.Fixing lands Coastal Tower, Meandering River, Evolving Wilds, Terramorphic Expanse, Azorius Guildgate, Sejiri Refuge, Tranquil Cove, Prairie Stream, Exotic Orchard.

Utility lands Tolaria West, Halimar Depths, Arcane Lighthouse, Command Beacon, Homeward Path, Myriad Landscape, Buried Ruin, Terrain Generator, Mirrorpool, Mage-Ring Network, Encroaching Wastes.

Hope this helps! :)

izzetkid987 on MoBlu Spellspam

6 days ago

Adds I would recommend: More lands 35 is pretty risky and generally you would prefer mana flood to mana screw. I would aim for 38 myself. Utility lands Yeah, this list runs Back to Basics but you will not always draw it and a couple dead lands with it out still is not so bad. You exclude a lot of useful effects like Reliquary Tower, Myriad Landscape, Riptide Laboratory (for protecting talrand), Faerie Conclave/Dread Statuary (for emergency blocks) etc. by not running nonbasics and mono-colour decks with no duals have the most space for those. More mana acceleration Most edh decks need ramp and this deck is no exception. With more mana, you can counter more spells per turn cycle. Sol Ring and other mana rocks are staples. I would aim for ten total. More card draw Same deal as ramp. Most of your counters trade 1 for 1 with your opponent's spells so you will need hand refills or you will run out of cards trying to trade 1 for 1 with 1 with 3 or 4 opponents. Pretty basic multiplayer card advantage. This deck prefers instants so it can keep mana up for counters. Blue Sun's Zenith, Stroke of Genius, and Pull from Tomorrow have a big impact. Perilous Research costs little and you can just sacrifice the drake it makes. Board wipes Some games you will fall behind your opponents so you need more reset buttons. Evacuation, Inundate, Crush of Tentacles, and Engulf the Shore all get you out of sticky situations and simulate a blue Wrath of God. Oblivion Stone permanently destroys. Other Curse of the Swine, Pongify, and Rapid Hybridization are all instant or sorcery spot removal. Rise from the Tides gets you a LOT of tokens. Dismiss replaces itself. Propaganda protects you. Brainstorm, Telling Time, Think Twice, Opt and other cantrips do not really give you net card draw since you use up a spell to cast them, but give you card quality instead.Cuts I would recommend: Kraken's Eye is probably bad because cards that only gain you life typically are. Elixir of Immortality is the same unless you are regularly near decking yourself. Backfire, Creature Bond, Feedback, Power Taint, Psychic Venom and other cards that only damage players are typically too low impact in edh. Disperse and Flash Counter are strictly worse than Into the Roil and Dispel. Cancel is strictly worse than s many other options; here is an entire article detailing them: http://articles.edhrec.com/in-the-margins-cancel/ Disappearing Act seems worse than Cancel unless you particularly want to replay your permanents.

Valdast on 5C Superfriends, v4

6 days ago

Cards to consider:Sorin Markov: Setting life totals is pretty good. Triple Black is annoying.
Gideon of the Trials: Not sure. Could help vs some combo stuff, nonthreatening.
Jace Beleren: Because 3 mana draw 3 is pretty good?
Dovin Baan: Ulting him is amazing. Negates activated abilities and can blunt attacks. Not sure though.
Daretti, Ingenious Iconoclast: Removal, chumps.
Time Spiral: Because wheeling for free is pretty good.
Yawgmoth's Will: Paying 3 to cast things from grave is pretty good.
Skyshroud Claim: 4 mana ramp that helps fix mana is pretty good.
Vindicate: Kills anything for only three mana.
Enlightened Tutor: Grabs things that we like.
Naya Charm: because 2/3 modes are nice.
Moat: if i win the lottery
Ensnaring Bridge a bit more reasonable than Moat
The Abyss: see above
Tainted AEther: a more reasonable card
Mana Crypt: in case of crypt, break glass
Mana Vault: more restrictive, can untap
Sensei's Divining Top: because sometimes you just gotta spin.
Urborg, Tomb of Yawgmoth: get this you fool
The Tabernacle at Pendrell Vale: /me dreams

Cards disliked:
Mirari's Wake: yay double mana. boo it got exploded right away
Nevinyrral's Disk: possibly too slow?
Evacuation: I'm not sure about this. Can't remember the last time I loved this card.
Kiora, the Crashing Wave: why is this card still here

Zombeev on Dodgy Ninjas

1 week ago

Thank you for the input MsSysbit. I like Evacuation, I'll have to add it. I have noticed that winning won't happen a lot, I just enjoy the variety of play the deck offers. I have not noticed a lack of haste giving me any problems, but I have most of the stuff you mentioned, so I'll do some play testing. For unblockable, Vela seems to give me enough within my play group with her Intimidate feature.

MsSysbit on Dodgy Ninjas

1 week ago

My friend had a deck like this and never liked it as it never won. It looks like you took the planechase anthology deck and rolled with it. 1 damage to each upon a bounce is not enough. You should look to utilize that more. Think cards like Evacuation. You get all the benefit of time/wipe at the opportune moment and they get burned by Vela. Secondly you want Haste. If you need unblocked creatures to swing for Ninjutsu then you want them swinging without hoping to survive a round at the twble. Swiftfoot Boots and Lightning Greaves will let you do that. Now you'll want to be unblockable; Filth is a great start. Wonder and Archetype of Imagination are more. Try to look at Haste creatures as well; Yahenni, Undying Partisan and Ashen Ghoul are examples. Black has limited doses of Haste so maybe look for options. One that may be within your budget is Nether Traitor. It self resummons, has Haste, and I bet no one in your meta can block Shadow. A couple of Blue's unblockable weaklings might serve you well too so you can trigger Ninjutsu. Those are just some assorted ideas that I hope help you along in your covert attacks under the night's shadow.

Winterblast on

2 weeks ago

I play Jhoira myself and the only advice I can give is: don't expect to be able to use Jhoira more than once or maybe twice at best.

The suspended spells must be game winning - you show them 4 turns in advance and everyone has plenty of time to prepare. You can't waste mana and turns for suspending a mediocre spell.

Another hint: Teferi is risky!I play 20 counterspells in my own deck and I still haven't dared to put Teferi in the deck...you have to handle ALL sorts of clone or steal effects your opponents might have at any time or your own suspend mechanic can be completely shut down. I rather keep my counters to protect the gameplan, not to protect a single creature that was meant as a protection against opponent's counters in the first place.

You might want to compare with my list Thieves of the Multiverse...It's quite successful in multiplayer games at the moment. I might add a Torrential Gearhulk and maybe Evacuation and Trinket Mage though.

Brolamog_the_Infinite_Higher on Sygg, River Cutthroat Pillowfort

2 weeks ago

Interesting deck! Only thing I'd say is that your deck has few ways of interacting with the board, as while it seems it can protect itself nicely it can't stop it's opponents from accomplishing their strategies. It seems your deck is half Pillow Fort and half Voltron (judging by the equipment package) and I would personally focus moreso on protecting yourself by removing threats. Luckily, Blue/Black has access to great counter spells and creature removal so adding a mix of those spells could help protect you more. Also, boardwipes dude. You can't play EDH without them and Damnation, Evacuation, Devastation Tide and Languish among others things are crucial to evening the playing field when you're behind. Good luck!

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