Leave

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Hour of Devastation (HOU) Rare

Combos Browse all

Leave

Instant

Return any number of target permanents you own to your hand.

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Leave Discussion

galactapotamus on R/W Equip & Auras

1 month ago

Thanks! I like Valduk but sort of felt like I have to split my plans between him and Champion. I think I'd prefer him in a R/G deck overrun deck now that I think it...

Didn't know about either of those auras. Cartouche of Solidarity can definitely swap out Dub.

Sheltering Light also looks really good though I'm not sure what I should switch out. I threw the Leave's in there for resets/saving auras, but I figure if I'm scrambling to do that the game is probably close to lost. Feels like a real all-or-nothing deck. So maybe Sheltering Light to protect that one buffed up Champion makes more sense.

Legendary_penguin_of_death on Thran Mox Ramp

1 month ago

That seems fun! Would it be better to just wait for eight mana then heroic intervention so your lands become indestructible then one sided Armageddon? I see the benefit of Leave now but if you are behind on board state you wont have lands to answer the opponents creatures on the battlefield.

Legendary_penguin_of_death on Thran Mox Ramp

1 month ago

Can you explain why Leave is in here? I feel like Heroic Intervention is better 99% of the time.

fatdroid13 on One with Barren Glory

7 months ago

Both Leave and One with Nothing are at instant speed, hypothetically you could just cast the two spells at your opponent's end step (or their end of turn) to get past any sorcery speed shenanigans.

Rex_JB24 on Jeskai Cycling Gift

8 months ago

That's one way to get GPG out early...I like it! Some of these creatures play very well with GPG but I'd like to see a few different creatures here. I would remove both Desert Cerodon and one Striped Riverwinder for three Combustible Gearhulk. This card plays incredibly well with Refurbish and Gift and your average CMC is so high that an opponent would be insane to let you mill three. This will almost always be a draw three, but if your opponent mills you three they're gonna take a TON of damage while also giving you more reanimation targets. Speaking of your CMC, it's big but that seems mostly due to overcosted creatures with cycling. Even so, I think you need more land in deck to be able to cast these cards if you have to. So, I would say cut Leave, you've already got four each of Tormenting Voice and Cathartic Reunion along with all your cyclers and that is enough card draw. The extra four slots free you to add two apiece of Inspiring Vantage and Glacial Fortress for better consistency. I also like Spirebluff Canal here, and three of them could replace Evolving Wilds.

Funkydiscogod on Card creation challenge

9 months ago

Ok, let's try something different with split cards...


Determined // to Leave

//

Determined: Instant -- Other spells you control can't be countered by spells or abilities this turn. Draw a card.

Leave: Instant -- Aftermath. Return any number of target permanents you own to your hand.


Can we have more fun with Split/Fuse/Aftermath cards?

jubale on The Lone Rider Beats Red Deck Wins

10 months ago

20 land is not greedy but Evolving Wilds is just weaker than your other options. Deck thinning is extremely minimal, and having a tapped land instead of an untapped is not minimal. If you stick to that concept, Desert of the True would be better than Evolving Wilds.

What you want instead is mana sinks so that if you do draw too many lands you can spend that. Shefet Dunes is a better alternative.

Sideboard, I would strongly consider having Repel the Abominable. Leave looks like a fine card for many situations (bounce and recast Thalia's Lieutenant maybe?), but Repel is much more aggressive. Shuts down Sweltering Suns and Hour of Devastation, or makes you completely victorious in combat, or stop you from taking damage from whatever the opponent is doing so you can keep attacking.

Other than that, deck looks fine!