Force Away


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Khans of Tarkir (KTK) Common

Combos Browse all

Force Away


Return target creature to its owner's hand.

Ferocious — If you control a creature with power 4 or greater, you may draw a card. If you do, discard a card.

Force Away Discussion

Craven183 on big bad maelstrom wanderer

1 year ago

I find it to be very cool that this decklist runs no artifacts- but it's kind of a crime not to put Sol Ring in here. I think Quicksilver Amulet would find this to be a comfortable home, as well.

In terms of lands you should also at least throw some of the cheap nonbasics in here to get more colors like Frontier Bivouac, Rootbound Crag, Cinder Glade, Yavimaya Coast, Shivan Reef, etc. Also Command Tower definitely deserves to be here.

Other suggestions I have are to maybe add Wayward Swordtooth for that extra Exploration effect. Also for cool fun times with Maelstrom Wanderer put some bounce effects in here like Peel from Reality, Force Away, Boomerang, and Wipe Away to give Maelstrom Wanderer not only protection but the ability to replay him and get those sweet, sweet cascade triggers without having to worry about Commander tax.

Neat list! Hope my suggestions help!

TobyG on Fontier Jeskai Aggro

2 years ago

I mean maybe keeping 2 Bedlam Reveler would be good. Also, if you are going to play Reflector Mage, you probably would rather have Titan's Strength or Collective Defiance main board than Force Away.

delusiions on instants casting powerbased r/b

2 years ago

Also Vapor Snag is just a stronger version of Unsummon and Force Away

Hqnz on The Walking Dead

2 years ago

Alright, i'm here. I'm going to assume that this is a budget build so ill try keep it low. This deck is decent but it could be better and that's what i'm here to do. My word is not law and its your decision whether or not you want to add the cards I recommend. I have not made a Geist deck myself but I do have experience with Voltron from Rafiq and Uril.

Ok, from definition Voltron is a deck archetype with the goal of casting one creature, then using other cards such as Auras and Equipment to enhance that creature and making it a true threat to the opponent. (definition comes from mtgsalvation). The problem is, your deck isn't Voltron enough to justify it being a Voltron EDH. So we need to fix that.

Problems:-Instants: Too many instants. You don't need this many instants, yes a couple of counter spells are needed but in a Voltron you should be winning before they have any serious threats on the board._ Everything should help you win. No shenanigans, straight value. _

Instant Cut List

Cancel---> Cyclonic Rift

Celestial Flare---> Azorius Charm

Deny Existence---> Mystical Tutor

Force Away---> Disenchant

Rakshasa's Disdain---> Oblation

Righteousness---> Treasure Cruise

Thoughtbind---> Hinder

Stoic Rebuttal---> Divine Reckoning

Spell Shrivel---> Render Silent

Long Road Home---> Ponder

Eerie Interlude---> Preordain

-Creatures: Creatures in a Voltron deck really need to help you win fast, otherwise why would you run them?. Avacyn, Angel of Hope and Angelic Arbiter are too slow because, by turn 7/8, you should have already won. Ethercaste Knight and Ojutai Exemplars just don't do enough in EDH. Odric, Lunarch Marshal doesn't help you.

Creature Cut List

Avacyn, Angel of Hope---> Sun Titan

Angelic Arbiter---> Thassa, God of the Sea

Ojutai Exemplars---> Clever Impersonator

Odric, Lunarch Marshal---> Steelshaper's Gift

-Enchantments: Enchantments and artifacts on Geist are how you win the game and your enchantment section is missing some key pieces. Citadel Siege and Monastery Siege do not do enough to justify their places in the deck. Ordeal of Heliod and Ordeal of Thassa were cards made for standard. They aren't powerful enough to be in EDH. There are cards that offer more than Aqueous Form and Stasis Snare.

Enchantments Cut List

Citadel Siege---> Angelic Destiny

Monastery Siege---> Propaganda

Ordeal of Heliod---> Steel of the Godhead

Ordeal of Thassa---> Eldrazi Conscription

Stasis Snare---> Nevermore

Aqueous Form---> Spirit Mantle

-Artifacts: You could do so much more with your kit in terms of Voltron. You're missing key pieces and are running cards that are sub optimal. There are better swords than Hero's Blade. Spear of Heliod is bad. The +1/+1 isn't really relevant and you want to be playing stuff rather than paying 3 to get rid of their stuff. Sword of the Animist just escaped being cut. Really, Worn Powerstone?.

Artifact Cut List

Hero's Blade---> Quietus Spike

Spear of Heliod---> Lightning Greaves

Worn Powerstone---> Thought Vessel

Sorceries: There are so many good sorceries to help you, especially in White and Blue. Talent of the Telepath seems fun but is gimmicky and can end up revealing nothing game changing.

Sorcery Cut List

Talent of the Telepath---> Council's Judgment

Planeswalkers: Voltron needs planeswalkers that help you win the game faster. They change the game by saying "deal with me or you lose". Jace, Unraveler of Secrets is not a good card in this deck. It does nothing to help you win the game faster. Elspeth, Sun's Champion is only slightly better than Jace, Unraveler of Secrets, but she's too slow.

Planeswalker Cut List

Elspeth, Sun's Champion---> Venser, the Sojourner

Jace, Unraveler of Secrets---> Ajani, Caller of the Pride

NotSquishedYet on Esper Tutelage

3 years ago

My apologies for the incoherence and extensive randomness. Partly, I'm spewing ideas to work from and mentioning cards few people know of.

I'd suggest dropping your instant/sorcery count a ton. If you can pull enough aggro with decent creatures, you'll be placing pressure for blocking and setting up blocks. If you go for that playstyle, you don't have to worry about the aggro decks that can kill you before you have a draw step with Sphinx's Tutelage.

You could go for Altar of the Brood for support milling, and possibly Eldrazi Displacer with a green splash for Brood Monitor to set up an infinite mill condition once in a while, in case Tutelage is answered or too slow.

I'm thinking Alhammarret's Archive could really shine, if you work around it. Renowned Weaponsmith could get those out earlier and more reliably. With the green splash and creatures like Frost Walker you could probably use Feed the Clan as it could gain you between 10 and 40 life consistently.

Force Away might work nicely alongside Grip of the Roil for extra prevention. If you go for Renowned Weaponsmith, Orbs of Warding would be an AMAZING addition. I'd suggest it even if you're not. The ability to get it out turn 3 is menacing, and having 2 or 3 out is just brutal. Also, you could use it to run Hedron Archive for ramp into Planar Outburst once you're set up and extra card draw after that.

I think Talent of the Telepath would be worth mainbording, considering how often you can hit Nissa's Renewal, Explosive Vegetation, Crackling Doom, and more.

If you're interested and would like suggestions for what to swap out, I'll take the time to work it out.

Argy on On Beating 'Izzet Prowess' in ...

3 years ago

I play a Prowess deck.

Mine is a little different as I use Creature removal rather than the buff plays.

I can tell you, though, if you stack your deck with 1 or 2 CMC spells you can wreck it.

The strategy you use will depend on the colour(s) you are playing.

wants to deal damage to the Prowess Creature before it is buffed. I would play the damage spell on your turn so that if they play a buff spell to protect it, that wastes a spell for them, and you don't get thwarted by them playing a buff spell in response on their turn.

Fiery Impulse
Fiery Conclusion
Collateral Damage
Reality Hemorrhage
Twin Bolt

For some of these spells to work you will need to have cast another 1 drop Creature. There are plenty of those in this colour.

wants to tap a buffed Creature just after it has been buffed, but before combat. This wastes the buff spells.

Returning to hand just before combat will achieve the same effect.

Clutch of Currents
Force Away
Rush of Ice
Send to Sleep

is the most difficult colour to play. There is only one spell that could be used against Stormchaser Mage. I would either avoid it, or make sure you have paired it with something more viable.

Aerial Volley

wants to destroy the Creature after it is buffed. This wastes the buff spell. The destruction can happen once attackers are declared by the Opponent.

Unfortunately most of the spells rely on you having at least one other Creature, so you'll have to pair then with something like Typhoid Rats.

Bone Splinters
Coat with Venom

You can also use Grasp of Darkness, as often the buffed Creature still has quite low power.

Or you can use Reave Soul in your second Main Phase.

has a number of different strategies it can use.

Have the Opponent sacrifice the Creature with Celestial Flare.

Tap the Creature once combat has been declared, but before attackers are declared with Pressure Point.

Or prevent the Creature from doing any damage, once attackers have been declared with Dazzling Reflection.

You could also try Gideon's Reproach because, as pointed out earlier, the toughness of the buffed Creature is often quite low.

Hope you find something useful there.

noved7 on

3 years ago

Hey Variablerelic thanks for clarifying. Your right bounce would be far better I can't believe I didn't think of that. I've added Clutch of Currents as a one drop bounce spell and Force Away as an instant speed bounce to my sideboard, given how big I can make my creatures I might even consistently trigger Force Away's ferocious ability which would be a great bonus.

Metamorphic1992 on

3 years ago

Force Away is a bounce removal and a cantrip for 2. Bone saw is a wasted card slot. Outcast sticks out like a sore thumb here. Jeskai Sage is a prowess creature for 2 that replaces itself when it dies. Outnumber can be a nice surge option b.c u remove a blocker. Zada is pretty slow. I ran 3 and couldn't get anything going against an aggrange deck.

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