Kozilek's Return


Format Legality
Noble Legal
Hero Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Oath of the Gatewatch (OGW) Mythic Rare

Combos Browse all

Kozilek's Return


Devoid *(This card has no color.) *

Kozilek's Return deals 2 damage to each creature.

Whenever you cast an Eldrazi creature spell with converted mana cost 7 or greater, you may exile Kozilek's Return from your graveyard. If you do, Kozilek's Return deals 5 damage to each creature.

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Recent Decks

Kozilek's Return Discussion

RandomGenesis on Nin Competitive Primer

4 months ago

If you don't mind my asking, are we running Kozilek's Return over other sweepers (like Pyroclasm or Anger of the Gods purely because it is an instant?

Pheardemons on

5 months ago

Since you're playing Crack the Earth I would recommend some Simian Spirit Guides. If you're on the draw, you can exile Simian Spirit Guide to play Crack the Earth, then play your land. You've effectively just time walked in modern.

I'm not so sure I like the potential draw back of Shivan Wumpus and Dark Confidant. If you're life is low, your opponent can just keep sacrificing lands to put it on top so that you continuously lose 4 life. Maybe if you had a way to compensate for the life loss it wouldn't be that bad.

Because you're playing Boom I'd recommend upping your fetchland count. Boom allows you to target your fetchland, then fetch in response (by holding priority) so that your opponent loses their land but you don't. You could potentially play Darksteel Citadel here as well to help with the same combo.

I would recommend adding in some Lightning Bolts or Fatal Pushes mainboard. You have a lot of great deterrences because you'd be slowing your opponent down, but nothing if they actually get their stuff out. Granted, Shivan Wumpus and Smallpox do help, but it would be better for targeted removal that YOU get to choose. Death's Shadow players don't care abut having less than two lands in play.

Since you decided to take out the utility lands, I would recommend upping the Swamp count and adding in Blood Moon. Again, it'll help you stall the game until your opponent can no longer play because you've destroyed all of their lands.

Sideboard options. I would replace Smelt with By Force or Shattering Spree. You play enough red lands that Shattering Spree would be better. I'd also take one out, and add in a Shatterstorm just as a backup.

Pyroclasm isn't terrible, but I'd recommend replacing that with Anger of the Gods, Sweltering Suns, Kozilek's Return, or Volcanic Fallout. Anger of the Gods is arguably the best here because of the exile effect. Also, many creatures in modern have three toughness, so it is a better board wipe in general. Sweltering Suns is good because you can cycle it if you don't need it. Kozilek's Return and Volcanic Fallout are good because of the instant speed. Volcanic Fallout also deals damage to your opponent, and Kozilek's Return can hit pro-red creatures. They all have their benefits and drawbacks. I would say that all of these are better than Pyroclasm.

Overall here is what I'd recommend.

-2 Shivan Wumpus, -4 Manamorphose, -2 Blood Crypt, -2 Graven Cairns, -2 Mountain,

+3 Simian Spirit Guide, +2 Fatal Push, +3 Marsh Flats (or any fetchland for black), +2 Swamp, +2 Blood Moon


-3 Smelt, -2 Fatal Push, -2 Pyroclasm

+2 Shattering Spree, +1 Shatterstorm, +2 Anger of the Gods, +2 Defense Grid.

Chasmolinker on Jund Midrange

5 months ago

Just ordered Engineered Explosives for the SB over Blood Moon. Thoughts? I can go back down to 1 Forest and 1 Treetop Village.

I kind of like the idea of leaving creatures in the graveyards so I can eat them up with Scooze. I will try it out with 2 Kozilek's Return and if the exile becomes necessary I will make the split. Plus having one of each and Damnation makes it difficult to decide which one comes in. Streamlining my SB makes that a little easier.

Chasmolinker on Jund Midrange

5 months ago

Thanks to everyone for the great feedback:
ToolmasterOfBrainerd, Bob is a must in Jund. (Or Grim Flayer if you prefer). I prefer Bob though because he gives consistent card advantage and helps feed LotV's +1. Bob is excellent in any match-up he sticks around in. The card advantage outweighs the life loss and is part of the reason I am still not sure of my discard split. Collective Brutality, Kitchen Finks, and Scooze help gain back life lost from Bob. I really want to run 3 Scooze and just might cut Finks to make room.

xTCBxNightmare, Jund generally has 6-7 discard spells in the MB. With BBE now in the mix, those numbers are lower as cascading into discard is just not where you want to be. Thoughtseize increases the chance of being able to grab something when this does happen. And it lets you snag Jace. I'm back down to 3/2 favoring Thoughtseize and a 4th Thoughtseize may turn up in the SB. I think I prefer Collective Brutality over a 4th Thoughtseize for now.

I've dropped Pia and Kiran Nalaar for Thrun, the Last Troll. Good catch.
I don't want to dump that much money into Kolaghan's Command right now. Until I see a deficiency in gameplay, I'm fine with 2 copies.

xTCBxNightmare and scrotality, Kozilek's Return was an oversight. Made the switch from Anger and cut one Fulminator Mage for 2 copies of Kozilek's Return.

DarkStarStorm, I prefer Bob over Flayer. BBE and Bolt are good enough at handling Jace for me.

xTCBxNightmare on Jund Midrange

5 months ago

ToolmasterOfBrainerd Jund is meant to have a 50/50 split against control, so the argument for 4 Thoughtseize and less Inquisition of Kozilek is counter-intuitive. I currently have a 3/3 split, but may be moving to 4IoK/2TS.

Also Confidant let's you use your life total as a resource, drawing you cards. Been a staple in Jund, and it's hard to cut. I run Flayer over it in my list

As far as sideboard goes, I think you have to many fulninator mages. The extra percentage points against tron isn't worth it for the match up.

What is a Pia and Kiran Nalaar for?

One of those slots needs to be for Thrun to help fight control post board.

Also another K-command in the side would be awesome.

I've put Kozilek's Return in the side for affinity, and other agro match ups. While 1 less damage then Anger of the Gods, it is an instant, and kills Etched Champion because it's a devoid spell.

BS-T on Help wanted, enquire within. Emerge ...

6 months ago

I've been thinking about creating a modern deck for ages but nothing has really jumped out at me as attractive until a couple of quite recent discoveries - the not very wallet friendly "End Foretold" and some cheeky use of Elder Deep-Fiend for fun and profit.

Since the EDF approach is a bit more realistic for me right now I wanted to gather some help pursuing a direction, I'm not planning on taking the deck to the pro tour or anything but I do want it to kick a bit of butt.

I can't totally decide if I should go Temur (seems like value town), Grixis (for awesome black removal) or even just stay in UR but I know I want to use a starting point of:

4x Elder Deep-Fiend, 4x Kozilek's Return, 4x Champion of Wits

I've considered several angles including using Glorybringer which I like for milking some value out of before emerge-saccing it; adding numerous sweepers like Sweltering Suns; Haunted Dead and Prized Amalgam; a discard package to control the early game and make sure the evil octopus gets to come to the party; Glyph Keeper; Cathartic Reunion and/or Burning Inquiry. I'm not fond of the Arbor Elf / Utopia Sprawl route like a popular SaffronOlive build, I want a different direction.

Not so bothered about covering the mana base just now, I can get to that later unless anyone has any amazing or 'out there' suggestions to discuss.

Thanks in advance, I'm excited to see if some ideas get rolling.

xTCBxNightmare on X Tron

6 months ago

1 Wurmcoil engine is good for trying to stabilize, but more would be good. Hard to play tron when none of your threats have any avoidance or indestructiblity like Ulamog, the Ceaseless Hunger, recursion like Worldbreaker, or sweapers like Kozilek's Return, Pyroclasm, or Ugin, the Spirit Dragon.

assuming you add more WC Engines, Nature's Claim is good for beating path, and getting two 3/3 wurm tokens and 4 life all for 1 green mana.

and last but not least, no Karn Liberated is a leaves much to fret about from this deck list.

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