Format Legality
1v1 Commander Legal
Vintage Legal
Casual Legal
MTGO Legal
Vanguard Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Vintage Masters Uncommon
Duel Decks: Jace vs. Chandra Common
Mercadian Masques Common

Combos Browse all



You may return two Islands you control to their owner's hand rather than pay Gush's mana cost.

Draw two cards.

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Gush Discussion

sylvannos on Why hasn't Mardu found a ...

3 days ago

@Xica: That kind of misses the point. Tarmogoyf and Snapcaster Mage aren't included just because they're staples. They're staples because they're powerful cards, thus a deck needs a good reason to not play them when the deck is in those colors.

Tarmogoyf rewards you for just playing Magic. You fetch up a land and cast Inquisition of Kozilek. You now have a 3/4 that just grows larger the longer the game goes on. The only thing you had to do was do what you'd normally do.

Snapcaster Mage is just a Swiss Army knife. He can be Ashcoat Bear or Anarchist. He's blue. His effect is an ETB which opens up a lot of room to use bounce spells. If you're a blue deck with lots of instants and sorceries, you have to have a specific reason not to play him.

Tarmogoyf isn't something you play in Collected Company because your deck is basically creatures and lands, meaning he never grows beyond a 2/3. Nor is it something you play in Tron, because by the time you can play Tarmogoyf, you're a turn away from casting Wurmcoil Engine.

Snapcaster Mage isn't something you play in Storm because you're already playing Past in Flames or Noxious Revival. By the time you can flash something back with Snapcaster Mage, you could have just won with Past in Flames.

So despite being format staples and incredibly powerful cards, there are definitely reasons not to play either one. There's also high-tier decks that don't play either one.

The issue with Mardu is that it needs something that rewards you for just playing Magic, is versatile, or generates a bunch of value on its own. Young Pyromancer comes really close. In fact, I'd say it's on the same power level as Snapcaster Mage. The problem is Modern doesn't have all of the high-value, low casting cost instants/sorceries that Legacy has (like Hymn to Tourach or Swords to Plowshares). Nor does Modern have all the fast mana of Vintage so you can cast more expensive spells the same turn you play Young Pyromancer (such as going turn 2 Young Pyromancer -> Mox Sapphire -> Mox Pearl -> Gush -> Time Walk).

Mardu really needs something like Stoneforge Mystic that generates a ton of value immediately, but unbanning it will just mean Abzan is still the stronger deck.

I think what Mardu really needs and could actually be fine for Modern is Goblin Bombardment. Not only do you get to ping your opponent to death with Gravecrawlers and Bloodghasts, you get to do dumb things with Tidehollow Sculler and Fiend Hunter.

sylvannos on The Tabernacle at Pendrell Vale

1 week ago

You'll see The Tabernacle at Pendrell Vale in more than just lands. It finds a way into a lot of sideboards to punish aggro.

Dredge won't be able to produce enough mana to pay for zombie tokens. The Tabernacle at Pendrell Vale turns off Bridge from Below if they don't have a Flame-Kin Zealot.

Similarly, it also combines with Null Rod in Vintage to lock people out of the game, especially against Monastery Mentor + Gush-based strategies.

Basically, any deck that doesn't rely on creatures can jam The Tabernacle at Pendrell Vale into their sideboards with little issues, on top of Lands being a good deck. It's a safe investment, even if they did ban things out of Lands.

Hell, even if they banned The Tabernacle at Pendrell Vale in Legacy, it'd still be worth a fuck ton. Getting one for under $1k is a bargain, IMO.

sonnet666 on Optimized Phenax, God of Deception

1 week ago

eviljimmy this deck kinda fell by the wayside, I never actually worked out what the best piles would be for it.

The no mana pile does work, but I can't take credit for it as I just pulled it off of other DD primers. It does need 3 or 4 islands in play to be manaless though, I should have specified that...

It goes like this:

  1. Draw card, either with something in your hand or by waiting til your next draw step.

  2. Return 2 islands to hand for Gush. Draw GitProbe and LED.

  3. Play LED and pay 2 life to play GitProbe.

  4. While GitProbe is on the stack, sac LED for 3 black mana. The only thing in your hand at this point is 2 islands.

  5. GitProbe resolves, drawing YawgWill.

  6. Cast YawgWill with your 3 floating black. Recast LED and pay 2 life to recast GitProbe and draw LabMan.

  7. Return 2 more Islands to your hand to recast Gush and win. If you're 1 Island short and you haven't played your land for the turn, YawgWill lets you play one of the discarded Islands out of your graveyard.

Total cost is 4 life and 4 Islands returned to hand.

sylvannos on Vintage Vampires

2 weeks ago

The others are right...this is just a Modern deck with Necropotence and Strip Mine, both of which are restricted in Vintage (yet you're playing multiple copies of both). This deck isn't even using any of the powerful R/B cards for Vintage or Null Rod.

Demonic Consultation, Demonic Tutor, Wasteland, Sol Ring, Dark Ritual, etc. aren't in here, but they should be. How else are you going to deal with the format's established archetypes, like Mentor, Dredge, or MUD? There isn't enough artifact hate (like Ingot Chewer) or ways to deal with your opponent casting a bunch of spells. Sudden Shock is missing in your sideboard to deal with Monastery Mentor.

Like, where are your Skullclamps with Blood Artist to go with Bloodghast? Or Thorn of Amethyst? Blood Moon? Even Chrome Mox wouldn't hurt.

I'm not sure why you decided to make a Vintage deck instead of a Legacy or Modern deck when the most broken thing this deck does is Sinkhole. Even then, Gush players will just laugh in your face.

I guess you can stroke your ego by beating up on some Standard decks?

Sgtpopnfreash on Where did your library go?

1 month ago

Generally people who play DD go all in on that strategy and have Time Spiral, Yawgmoth's Will and Snapcaster Mage as the back ups if it gets countered or something.

As for your DD pile I will give you a much better one. Doomsday gets cast and you make your pile from top to bottom Gush, Frantic Search, Laboratory Maniac, Swan Song and Gitaxian Probe
This pile allows you to draw into Gush return 2 islands to your hand draw Laboratory Maniac and Frantic Search cast Frantic Search for 3 and untap 3 lands then you pitch the islands you returned to your hand and draw Gitaxian Probe and Swan Song then cast Lab Man with the untaped lands from Frantic Search with swan song as protection Then Gitaxian Probe for 2 life for the win.

The entire combo takes a draw trigger, 2 islands to bounce with Gush and to pitch to Frantic Search , 3 other lands, 4 mana and 2 life.
It seems complicated but it gets easier after a few tries.

Mataogetrekt on Bug control storm

1 month ago

I'll start by adressing the mana rocks. The deck can function with them, however it makes storming off harder to do. The main idea of the deck is to control the game with tasigur and cheap value spells to keep problem cards off your back until you can land and Ad Nauseam a ton of cards. The mana curve is also very low, so the zero drop artifacts also help in that regard. Some budget replacements could be Worn Powerstone , Thran Dynamo , Pentad Prism ect, but the overall speed and ability to combo off the following turn after Ad Nauseam would be hindered. The deck wins via Palinchron and Deadeye Navigator or High Tide and Palinchron for infinite mana, or Isochron Scepter and Dramatic Reversal with some mana rocks to get infinite mana, then sink that infinite mana into tasigur , milling your library, and putting all nonland cards into your hand , by which you cast lab man and draw a card with a draw spell. The Doomsday plan is where Yawgmoth's Will comes in. Lion's Eye Diamond is pretty essential be be here for that combo, theres a ton of ways to win off of Doomsday , but the main one is having a card to crack the pile open post Doomsday, piling Gush , Lion's Eye Diamond , Gitaxian Probe , Yawgmoth's Will , and Laboratory Maniac. You crack the pile, gush into led and yaw will, play led, cast yaw will holding priority , crack led discarding your hand, drawing lab man, casting him , then drawing a card to win the game.

LeaPlath on Maze of Illusions [Mono-Blue Aggro]

1 month ago

I don't see why an aggro deck would run a 4 mana planeswalker, who doesn't contribute to the game plan.

Fathom Seer is basically just divination which sets your mana back 2 turns, not Gush as it wants to be. You also have access to Metallic Mimic now to up the illusion count and be a lord 5-8

I also have many doubts about your sideboard.

Titanofeternalfirescry1 on Pauper mono blue mill

1 month ago

Good deck although,I would recommend using Gush (since you can also cast it for free) or Thought Scour instead of Thassa's Bounty since they are both effective and cheaper alternatives.

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