Gifts Ungiven


Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Leviathan Legal
Unformat Legal
Casual Legal

Printings View all

Set Rarity
Signature Spellbook: Jace (SS1) Rare
Modern Masters 2017 Edition (MM3) Rare
Modern Masters (MMA) Rare
From the Vault: Exiled (V09) Mythic Rare
Champions of Kamigawa (CHK) Rare

Combos Browse all

Gifts Ungiven


Search your library for up to four cards with different names and reveal them. Target opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest into your hand. Then shuffle your library.

Browse Alters

Price & Acquistion Set Price Alerts





Gifts Ungiven Discussion

wonderboyrox on I Brought a Sword to a Magic Fight

4 days ago

I've got to be honest.. I WANT to like this brew. There is a special place in my heart for out-of-the-box type decks. I have plenty of my own. I want to like it, but.. I can't.

The fact of the matter is, what you're attempting to do here is a spin-off variation of a Tron Deck. Nothing wrong with that. Except if you look more closely at what makes a Tron deck work, it isn't "just" the tron lands.. but the MANY ways they have of maintaining consistency with GETTING those lands. Whether it be: Ancient Stirrings, Sylvan Scrying, Gifts Ungiven, Expedition Map, Realms Uncharted, Thirst for Knowledge, or anything else. But your variant build relies strictly on either getting an Expedition Map, OR the EXACT Tron lands you need by Turn 3.

The harsh reality is that the deck is just too slow. You only have two creatures in the entire deck that you can drop before turn 3. That's an issue when you have zero mana ramp (outside of Tron lands, which you can only drop 1/turn), and 11 spells in the current decklist that are 4cmc or higher. That's a pretty hefty top end curve, and again, at the decks BEST, you will have Tron lands active by Turn 3. It's not a deal breaker, if you can guarantee those lands out by Turn 3, but if you can't, you will lose far more often than you will win.

Kjartan on Beholder Chicken wings (mono-blue control)

1 week ago

Think Twice, Remand (instead of some of your other counterspells), Gifts Ungiven (Maybe), Thought Scour, Take Inventory, and Pieces of the Puzzle.

This deck could be so much better is it was U/R.

And yeah, I probably underrestamated Echoing Truth, it's not that it's good, it's that it's important to have some "removal". You could probably change Reality Shift to Dismember though.

SeekerofSecrets on U/R Storm - kinda budget

3 weeks ago

Your actually really close to the current tier 1 gifts storm! If you do play at fnm I would pick up a play set of Baral, Chief of Compliance and Gifts Ungiven

mattSeaLy_ on Gifts Control

1 month ago

what do you think of running Mission Briefing instead of one of the Snapcaster Mage's (to work better with Gifts Ungiven)

As well as what do you think of Mission Briefing played in this deck in general?

Sweet deck though, I would like to play Gifts again in modern ahah

SynergyBuild on An Eternity of Decay

1 month ago

You should sideboard Pulse of Murasa for burn, perhaps with Gifts Ungiven and an Academy Ruins, this way you have a near instant win.

The pile you make is Pulse of Murasa, Academy Ruins, Eternal Witness and Hangarback Walker. There are two loops here:

Loop one is the repeatable lifegain+blocker loop, with Eternal Witness and Pulse of Murasa. You cast one, returning the other to hand, block, it dies, use the other to return it back to hand, cast it, block, etc. It is great against stonewalling burn and other aggro lists, while hurting Death's Shadows, Humans, and a lot of the other midrange-disruption based decks.

Loop two is Academy Ruins and Hangarback Walker, where you can keep recurring Hangarback Walker as a great blocker/token generator. It gives a virtual infinite board presence that just grows an air field over time.

You always get one of these from the loop, because if they give you Eternal Witness or Pulse of Murasa then you can loop the lifegain/blocker or you can use it to recur Academy Ruins if they didn't give you it.

These are the following possible piles they can separate them into:

Academy Ruins + Hangarback Walker = The walker loop.

Eternal Witness + Academy Ruins = Both loops (Eternal Witness gets Pulse of Murasa, Academy Ruins gets Hangarback Walker.)

Pulse of Murasa + Eternal Witness = Both loops (Pulse of Murasa fetches Academy Ruins, Eternal Witness fetches Pulse of Murasa, Academy Ruins fetches Hangarback Walker)

Hangarback Walker + Pulse of Murasa = Either loop (Pulse of Murasa can fetch Eternal Witness and do the blocker/lifegain loop, or Academy Ruins for the walker loop.) Also, you get a free Hangarback Walker with the lifegain loop, or a free 6 life for the walker loop.

Academy Ruins + Pulse of Murasa = Both loops (Academy Ruins fetches Hangarback Walker, Pulse of Murasa fetches Eternal Witness)

Hangarback Walker + Eternal Witness = Either loop (Eternal Witness can fetch Pulse of Murasa and do the blocker/lifegain loop, or Academy Ruins for the walker loop.) Also, you get a free Hangarback Walker with the lifegain loop, or 2/1 Eternal Witness on the Field for the walker loop.

Pretty much, the worst case scenario is the walker loop, and so few opponents understand that.

Squiggy686the2nd on Six Gifts Storm

1 month ago

I think Pieces of the Puzzle is better than Strategic Planning (You are not going to be playing planning on turn two anyway, so you may as well get a second spell out of it.) Also I think Empty the Warrens should be in the sideboard, with 4 Gifts Ungiven and a Merchant Scroll, you can reliably find Grapeshot, which is a far more reliable winton pre sideboard hate.

Pheardemons on Moltenheart (Skred-Dragons)

2 months ago

I just thought of something you should probably consider Julesreddragon. Nothing in your sideboard does much (or anything) against control. In general Cavern of Souls would help, but until then here are some cards I think you should consider: Guttural Response, Ricochet Trap, and/or Boil. I am partial to Guttural Response over Ricochet Trap because Guttural can counter Gifts Ungiven in storm decks (which is pretty big in the meta right now), as well as the niche decks that use it to put big creatures in the graveyard to reanimate. However, I have known others to have the argument of saying they like Ricochet Trap better because while it can also counter counterspells (you change the target to Ricochet Trap, and when Ricochet rseolves their counterspell fizzles on the stack) it can change the targets of things like Lightning Bolts, Lightning Helixs, Path to Exiles, and the rare Ancestral Vision that would allow YOU to draw three. I haven't seen that card in the meta recently, but still a possibility. I felt that Guttural Response was more relevant, but I can't deny changing the targets of things to save your planeswalkers and creatures is also good.

With miracles now a thing in modern, Boil is also a pretty good card to look into. They may very well counter it, but being an instant if you cast it on their end step and they counter it, it may open up one turn for you to land the one threat you need to beat their face. Also, control never really leaves the meta. It doesn't hurt to have one or two cards that can play against them.

Based on the sideboard you currently have I would recommend taking out two Grafdigger's Cage, and one Batterskull for two Guttural Responses or Ricochet Traps, and the one Boil. Now, if you end up taking the Relic of Progenitus out of your mainboard, I would change that to take out Batterskull, one Pithing Needle, and then a third thing of your choice. Whatever may not be prevalent in your meta. These cards may seem specific to control, but your control matchup is pretty bad. Your cards are big and most likely you'll only be casting one spell a turn which they can easily counter and continue to counter because a lot of their spells replace themselves.

Xica on Strongest Color?

2 months ago


You have some major misunderstandings if you think that Liliana of the Veils -2 can even hit Gideon of the Trials (hint: its related to the question "when can you use pw abilities?")

So heres my evaluation of the colors:

  • - has the best card value, from Dark Confidant, Liliana of the Veil, Thoughtseize, Gurmag Angler, Death's Shadow to stuff like Ad Nauseam - but if you takd a step back and pretend that you forgot the decks that are built to abuse these cards, all of them habe some significant drawbacks. They are often the best core cards but need support to be viable. Black is also the second best color for hate cards.

  • - best hate cards. Rest in Peace, Stony Silence, Rule of Law... etc. Its also the king of "symmetrical" (and crippling) effects and exile - exiling creatures is VERY underutilized at the moment, just consider what Declaration in Stone does to hollow one...

  • - ramp, best fatties, insa card that support creature based strategies & ways to deal with anything but creatures. I think Primal Command & Tarmogoyf sum it up pretty well

  • - is the color of counters, stupid stuff with spells (Snapcaster Mage, Gifts Ungiven... etc.) and nearly great cards, like Vapor Snag, Reality Shift, As Foretold, Disrupting Shoal, Delver of Secrets  Flip and the list goes on. Its also USED TO BE the undisputed king of card filtering and card advantage but that got banned (Ponder, Brainstorm, Treasure Cruise) we have Search for Azcanta  Flip, Serum Visions - the draw package is much more intact than filtering (sadly it was weaker to begin with). Problem is that red is arguably better at filtering with its loot effects - scry is good for miracles if its preceeded by a draw, while looting supports any strategy that is willing to get its hands dirty with using the grave (lets hope surveil makes blue better). (And black has plenty of good draw engines.) So its basically counters + stupid support cards for instants & sorceries.

  • - is a pretty good color that is pretty nice all around, but gets little to no credit as burn is an easy cop out answer wjen asked "what does red do?". Yeah it has reach, but it also has Blood Moon, Koth of the Hammer, Faithless Looting, Through the Breach all great quality cards that need no introduction. And it has some of the best 4 & 5 drops (Hazoret the Fervent, Stormbreath Dragon) - which are great in the push + bolt meta (and not that bad when you got the help of path to be able to play them early), and the vest 1drops - yes Goblin Guide is not bad - but its no Grim Lavamancer. Oh and it has all the mana acceleration you may want - Vessel of Volatility & Infernal Plunge are absurdly underappreciated cards - the former is basically a fixed Seething Song that can't be abused by storm, the latter is frickin Dark Ritual if you have cheap creatures in your deck - which is an achievable goal (not for storm though, apparently Wotc hates storm).P.s.:if you have run the old squee, all the loot effects becom card advantage engines.

During my recent excursions into mono red hollow one land, i relized that there are stupidly powerful lands like Nephalia Academy or Scavenger Grounds that simply don't fit into 3 color decks. Am i the only person who sees these cards a very good reason to not get greedy with color splashing?

Load more