Grapple with the Past

Legality

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

Printings View all

Set Rarity
Commander 2018 (C18) Common
Eldritch Moon (EMN) Common

Combos Browse all

Grapple with the Past

Instant

Put the top three cards of your library into your graveyard, then you may return a creature or land card from your graveyard to your hand.

Grapple with the Past Discussion

TheMillKid on Green White Dredge (Sigarda EDH)

1 week ago

Hey! I'm really happy to see someone else brewing with the new(er) Sigarda! Personally, I think it might help to add a few cards with the Explore mechanic from Ixalan, namely Path of Discovery , which can let the tokens Sigarda makes refuel your grave, smooth your draws, and give you a little more power. I'd also try to find a space for Ray of Revelation and Purify the Grave , which are useful even if you mill them, but can also be exiled by Sigarda if you don't need them. Eternal Scourge would be a cool addition, since you can play it, chump, exile to Sigarda, and then recast it from exile. Other in-block support could be Crawling Sensation , which gives you the option to mill each of your upkeeps. This card would also work great with fetches, which are also extra fuel for your general! If you're considering Regrowth , I'd also recommend Grapple with the Past . It's a bit more restricted, but it fuels Sigarda and it's an instant. Happy brewing!

TheMillKid on Green White Dredge (Sigarda EDH)

1 week ago

Hey! I'm really happy to see someone else brewing with the new(er) Sigarda! Personally, I think it might help to add a few cards with the Explore mechanic from Ixalan, namely Path of Discovery , which can let the tokens Sigarda makes refuel your grave, smooth your draws, and give you a little more power. I'd also try to find a space for Ray of Revelation and Purify the Grave , which are useful even if you mill them, but can also be exiled by Sigarda if you don't need them. Eternal Scourge would be a cool addition, since you can play it, chump, exile to Sigarda, and then recast it from exile. Other in-block support could be Crawling Sensation , which gives you the option to mill each of your upkeeps. This card would also work great with fetches, which are also extra fuel for your general! If you're considering Regrowth , I'd also recommend Grapple with the Past . It's a bit more restricted, but it fuels Sigarda and it's an instant. Happy brewing!

hungry000 on Varolz Ascendancy

3 weeks ago

Sweet. Hunted Horror is likely the second best Varolz target in modern, and Sheltering Ancient is the next best after it. I'd play all 4 of the Horror in this deck.

Commune with the Gods can get creatures in your gy while also searching for Varolz or Simic Ascendancy, you definitely need 4 of it. I also think you need some amount of Grisly Salvage for some more Varolz digging. You don't need Hydroid Krasis in your deck and maindeck Dispel is a bit much, so I suggest you play a mix of Commune and Salvage/ Grapple with the Past in this spots.

Ehsteve on Lord Windgrace Sits Behind A Chasm

3 weeks ago

Thanks for the feedback!

For mana fixing: I've found that a lot of the success of the deck comes from redundancies in the land. You may not always get the Golgari Rot Farm needed in a clutch play, but a Rakdos Carnarium works just as well as the key bounceland in a pinch to put a land into hand for pitching to Lord Windgrace or to reset a Glacial Chasm . There are some slow starts, but if a single green source is present in the opening hand plus any mixture of ramp or other accelerant (even something like a Amulet of Vigor + bounceland). Personally I've found the Amonkhet cycling lands (expecially Canyon Slough ) to be a little unnecessary, especially with access to the single mana cycling lands like Tranquil Thicket and Barren Moor .

With Urborg, Tomb of Yawgmoth there's certainly a lot of potential to ramp out with Cabal Coffers and I hadn't considered it seriously yet but I will look at testing it out.

I've had a think over explore with potential additions like Path of Discovery because it functions particularly well with Avenger of Zendikar or Worm Harvest but I've found in a surprising amount of games (well not surprising given the deck numbers) there have been very few creatures hitting the board. This is because often other decks that focus around creatures will often overrun anything played by this deck unless you're exceptionally lucky. If anyone's had success with it I'd be more than happy to check it out.

A further addition might be Vampiric Tutor , but I'm waiting to trade off my visions version for an EMA before I modify the paper deck.

In a few recent games the amount of lifeloss has really start to hurt the deck, and there's been consideration about including Radiant Fountain as a source of repeatable lifegain.

Current underperformers:

Journey to Eternity  Flip - Immediately hated out of most games, but when flipped it's been horrendously good.

Windgrace's Judgement - Usually in the wrong place at the wrong time, hitting too few of the necessary targets to dig this deck out of a tough spot. However it is a broad answer, which is essential to any removal suite in commander.

Borborygmos Enraged - This deck rarely has a large amount of land in hand unless it has precisely Life from the Loam or a mixture of Lord Windgrace + Rites of Flourishing . That said this turns terrible late draws into bolts for creatures, but I cannot recall the last time I didn't pitch this immediately to find something useful.

Fury Storm - Usually stranded in hand until a finisher is drawn or used as a bad counterspell.

Cut / Ribbons - Cast once for front half. Might as well wait for Exsanguinate because at least then you get some life for the trouble of tapping out.

Current overperformers:

Grapple with the Past - This card is ungodly in being cheap, instant, milling and targeted towards exactly what the decks needs in a pinch, or even when ahead.

Hour of Promise - Just too good.

Tempt with Discovery - Always better than Hour of Promise early game except if the table is at all wary of what the deck can do will often decline, or will not give it the time of day in the late game, making this an expensive ramp later on.

Salmonman1064 on BG - Golgari

4 weeks ago

I agree with Splinterfright , that card is sweet. I'd drop some or all of the Lotleth Giant s for them. And another great card is Grapple with the Past , it's a smaller mill than Grisly Salvage but you can grab back ANY creature, not just one of the milled ones. You could drop 2 lands for 2 Grapples, especially if you drop the Giants. And finally you could switch Druid of the Cowl for Elves of Deep Shadow , cheaper and better fixing.

multimedia on Izoni Self-Mill

2 months ago

Hey, consider speeding up self-mill by adding more two drops? A plan should be to be able to consistently self-mill a dredge card turn two/three this sets up the game very well for you. There's a lot of powerful green two drop spells that self-mill, in my opinion even though these spells are not creatures they're too important to set-up dredge in the early game while also potentially getting you a card. These cards also help in the early game to set-up Loam by putting it or lands into your graveyard. Since you're not playing any Fetch lands you want other ways to get lands into your graveyard in the early game.

Cards to consider adding:

The nice thing about Salvage/Commune/Grapple is they can potentially get you a land. When you're self-mill/dredging while also trying to get to six lands to play Izoni this is helpful to make your land drops. Hermit is less good when playing lots of Basic lands, but it is still one of the fastest ways to self-mill the most cards in green. His ability is repeatable each turn, that's great for self-mill and it's good that he can also find a land.

Dredge is important with a self-mill plan, but dredge cards are problematic because they go back to your hand after dredging. You don't want dredge cards in your hand therefore adding some cards that can allow you to discard cards from your hand are helpful. Sometimes you even want to be able to discard Loam because you don't have lands in your graveyard to target, but mostly for the dredge creatures (Grave-Troll, Stinkweed, Thug, Shambling) to get them back into your graveyard. Consider these discard outlets:

Fauna is great with dredge creatures because they can be constant fuel to discard because they can keep coming back to your hand after dredging to then be discarded to tutor for another creature. Getting dredge creatures into your graveyard while also tutoring for another creature is pretty busted. Existence is nice to be able to discard a creature card and then recur a creature, good with value creatures who have ETB/die abilities such as Wayfinder, Sage, Tribe Elder, Visionary, Plaguecrafter, etc.

Being able to sac Izoni is good because she can't sac herself. Spending her back to the Command Zone or into the graveyard is good for you to be able to play her again to make more Insects. No mana cost sac outlets are also helpful with the Cutthroat/Archer plan of making your opponent's lose life and are busted with Skullclamp. Consider these other creature sac outlets:

Creature ramp is wanted with Izoni. Creatures because they can help to ramp or be fuel for Izoni when self-milled/discarded. Deathrite is great, but can sometimes be less consistent as ramp, you want more reliable ramp. Consider these other ramp creatures:

To speed up dredge you want other ways to draw, other than the card you draw at your draw step. Low mana cost creatures who draw are helpful:

Other cards to consider:

If you self-mill/dredge Dread then you can potentially reanimate something for free the turn you play Izoni by sacing Izoni and two other Insects or just three Insects. Dread is powerful with Insects. Intent is one of the best budget tutors in Commander especially when sacing a creature is very beneficial. Sidisi is a creature who's also a tutor and self-sac. Sage is pretty much a green staple for Commander. Plaguecrafter is an updated Fleshbag/Executioner, an effect that makes all opponents sac a creature/Planeswalker can be very helpful in some situations. Shambling is another dredge creature, even though it's the least good of these creatures, it's more dredge.

I realize I have suggested a lot of cards to add; if you would like help with what cards to cut I offer more advice.

Good luck with your deck.


lactobacillus on

2 months ago

You may consider Grapple with the Past or Gather the Pack (:

Gattison on Werewolves

2 months ago

Mana Leak is a good replacement for Counterspell in multicolor, if you dislike the double-blue casting cost. And maybe Wildwood Rebirth or Grapple with the Past instead of Pulse of Murasa to be a little quicker?

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Grapple with the Past occurrence in decks from the last year

Modern:

All decks: 0.01%

Commander / EDH:

All decks: 0.01%

Golgari: 0.08%

BRG (Jund): 0.1%