Familiar's Ruse

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2017 Edition (MM3) Uncommon
Lorwyn (LRW) Uncommon

Combos Browse all

Familiar's Ruse

Instant

As an additional cost to play Familiar's Ruse, return a creature you control to its owner's hand.

Counter target spell.

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Familiar's Ruse Discussion

Gattison on Commonly Artificial

1 week ago

Sorry to be the bearer of bad news, but Swords to Plowshares & Familiar's Ruse were never printed at Common, and thus are illegal here. =(

Circular Logic WAS released as a Common on MTGO, so it is legit.

Also, Battle Screech is a staple that you might like.

xyr0s on Counterspell deck help

2 weeks ago

You need to go the other way around this - first figure out how you want to win. Then figure out what role counterspells play in that strategy.

One of the relatively budget-friendly decks with much countering, is faeries. 4 Spellstutter Sprites and a number of Familiar's Ruse is a good place to start. Splash white, if you feel like it, for Ojutai's Command. Add Mana Leak and Remand to taste.

He_Who_Hungers on A Midsummer Night's Nightmare

3 weeks ago

Like the theme. Faeries are awesome :)

You might consider adding some Familiar's Ruses, and maybe Glen Elendra Lieges to increase your power across the board.

xyr0s on Bystander Mode Activate

4 weeks ago

Hi, and welcome to modern - a format much faster than your deck (to put it very bluntly). For a good picture of exactly how fast, have a look at counterspells - also since you seem to like those. Very few 3-mana hard counterspells are ever played in any deck. In comparison, Spell Pierce is played a lot. Is that because Spell Pierce is better than the 3-cost counters? No, if you look at the card text, the more expensive spells are obviously much stronger - they'll counter everything, and opponent can't pay extra mana to get his spell anyway. But since the format is pressed into high speed, very few decks have much in terms of extra mana to give. And therefore "pay 2 extra" is the same as "counter target spell" very often - but you can play the cheaper spell in the early turns of the game, and you can keep mana up for it and still be able to play something. There are exceptions - particularly Cryptic Command (and Ojutai's Command for budget decks - you should maybe try that one, it could be pretty funny with Kami of False Hope), but they are not so much one card at 4 mana, as a collection of 2-cmc cards tied together on one piece of cardboard.

Commonly played counterspells in modern would be something like Remand, Mana Leak, Spell Pierce, Logic Knot, and then there are bunch of less played spells like Familiar's Ruse and Condescend that still have their uses.

Another consequence of modern being a fast format is, that you don't get to win on Azor's Elocutors. It takes 5 turns to play it, if you don't have any ramp, and then it takes 5 turns of peace and quiet to win. That's a 10-turn plan, and you'll simply never have that kind of time.

Mana: You play 20 lands, with no additional mana sources. That's fine and good, if the average cost of your cards are somewhere around 2. But you'll never get to play all your 5 mana cards, and much less something that costs 7 mana, out of 20 lands. Think of it this way: Out of the 60 cards in your deck, every 3rd is a land. You need 5 lands to play a 5 cmc spell, which means you have to draw 15 cards from your deck; that is your opening 7 cards, and another 8. So you'll on average play a 5 cmc card on turn 8. Until then, it's blank cardboard in your hand. And cards at 5+ mana is just around a 5th of your deck. Many control decks play quite a bit more land, and more card selection/draw (cantrips like Opt and Serum Visions can be counted as a sort-of mana source, since you can use them to dig for lands as well as answers).

Walls: They are not the line of defense you believe them to be. All modern decks against which they are relevant, play removal spells, and all your walls die to all the most commonly played removal. Supreme Verdict and the like are much better. And the best wall, in my opinion, is Wall of Omens - it's big enough to hold of the faster attackers all afternoon (so opponent has to spend removal spell to get past it with early creatures), and it replaces itself.

You need some more card advantage for this kind of deck. It's fine that you draw an extra card every turn with jace... but that only works if you draw, play, and get to keep jace. Cards like Ojutai's Command gives some advantage, because they deny a card to your opponent, and gives you something on top of that. Sky Hussars forecast ability might also give you some cards without paying mana for it... Sun Titan is a better heavy-end finisher than most, and gives some card advantage too, as long as you have some good stuff in your graveyard.

And, lastly: Save yourself a lot of trouble and get that playset of Path to Exile. If you want to play UW in modern, you need 4 of those.

derhealman on Kumena's Dancing Tribe 2.5

1 month ago

I would even go more into the Control Direction as Board Wipes will kill your Deck ...I would recommend you following Cards for control:Force of Will , Pact of Negation, Familiar's Ruse, Negate, Swan Song

Lifecrafter's Bestiary i would add as good Card Draw.

Some Merfolks i miss here:Cursecatcher , Silvergill Adept

Furthermore i will add some Islandwalk enabling into my Deck and as these Cards dont have any disadvantage i dont see a Reason not to put them in.Aquitect's Will , Spreading Seas

I think Lightning Greaves or Swiftfoot Boots can be nice too , because your Commander is still the Key Win Condition in this Deck.

And i have a question :

What is good in playing Arcane Adaptation? Maybe i dont understand that Card. just add more Merfolks to your Deck, there are some good ones still missing.

Me myself im thinking also to put in the Spellskite and Kira, Great Glass-Spinner Lock Combination. And probably Aether Vial will not be wrong.

2 more Control Cards should be run in each Blue-Green Commander Format :Song of the Dryads and Imprisoned in the Moon , these are MUCH MORE better then Beast Within

TerryFM on Noyan Dar's Really Bad Day

1 month ago

Just wondering what the disappearing act is about, and if Familiar's Ruse would be a better spell in its place?

JuQ on Yasova EDH

1 month ago

Personally I'd go with around seven counterspells, that's what I have in my Simic aggro deck and feels about right.
I'd go with Counterspell, Negate, Disdainful Stroke, Swan Song, Stubborn Denial, Arcane Denial, Deprive, Familiar's Ruse. You want them low cost, but you want them to counter something for sure, they will most likely have some mana available after casting their spell. Keep in mind that sorceries are usually the most dangerous type of spell gainst permanents, most board wipes are sorceries.

Yasova is controlly with her stealing creatures all the time, you will be on the recieving end of the board wipes (at least figuring this on my meta). A bit of targeted removal for those creatures too big to control. Chandra's Ignition would be good, to clean the tokens, tho. Vandalblast for artifacts.

In my opinion you have more than enough sacrifice outlets and blinkers which have in fact the same job, not giving back the creatures you just borrowed. I think I'm counting about 17 all together.
I would cut:
Feed the Pack quite costly and you don't have much to do with all those wolves anyway. yes, you turn them sideways and they deal damage or you can sac them to goblin bombardment, but it's still way too expensive IMO, you need to keep your lands untapped.
Heart-Piercer Manticore and Fling. Again your problem are the creatures too big to steal with Yasova, and the burst of damage you get with them is not that relevant, you are controling the board, it's more important to preserve what you built.
Scourge of Skola Vale you gotta chose between keeping it as a sac outlet or attacking with it. you can only sac one creature per turn.
Ooze Garden I like the fact that it can trigger Temur Ascendency, but having to use it as a sorcery is a problem when you use Domineering Will or Reins of Power out of your turn, also you have to pay a bit of mana each time.
Keiga, the Tide Star I don't like having to kill it to gain control of something. It's better the way Conquering Manticore does it, take something, attack, sac it, keep manticore. Also doesn't combo with Deadeye Navigator or Conjurer's Closet. You have enough stealing creatures anyway.

Definitely keep Skullclamp, you are low on card draw and include the Greater Good you have in the maybe board, You need to dig through your library a lot to find the combo pieces.

Might want to get Arcane Lighthouse and Bonds of Mortality.

lukaskof on U/W Flicker

2 months ago

ExtraEasy no you just put an ide into my head :D my brewing spirit has awoken, though there are a lot of cheap blinking spells, so with snapcaster i would probably go to control/blink deck, with supreme verdicts, cryptics, blinks and maybe flash creatures with ETD effects, maybe even another Familiar's Ruse but i am not sure how it would perform.

Also regarding LANDS, can you guys provide very specific solution here? i added some special lands for extra power to take advantage if a lot of creatures die or if i need extra finisher when Angel of Invention is not an option, or even combo with it, i found out that i dont need Urza's Factory because it is very slow for me, but regarding fetch lands, i read that they thin your deck, which in my case while having Aether Vial is not a problem, quite the opposite, more nonland cards means more Aether Vials means more creatures to play even without mana. For this purpose i was even thinking about including Terramorphic Expanse as well as fetch lands, what do you guys think?

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