Liberate

Liberate

Instant

Remove target creature you control from the game. Return that card to play under its owner's control at end of turn.

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Set Rarity
Invasion (INV) Uncommon

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Highlander Legal
2019-10-04 Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Liberate Discussion

rumpy on Gilded Feather

3 weeks ago

Hey there, you've got a pretty good thing going on here, especially for a first deck. A lot more cohesive than my first EDH attempt many moons ago, which was a horrible mishmash of netdeck and "super secret tech" that in fact did not work as intended. Your secret sauce of mild pillow fort actually makes sense!

That said, here are a few pointers that should help you smooth out some rough edges:

  • You should run all seven one-drop instant speed cantrips. They're just good, no matter your specific Feather game plan. You're missing Heal and Panic. They don't get you an instant card, but they're still good.
  • Dowsing Dagger  Flip is really good ramp that flips quite easily because Feather has wings, and you can make use of the big mana shot with your red-centric pump quite easily.
  • I agree that Scroll of the Masters is very nice for ending people with voltron damage, I ran it until taking it out recently to focus more on the whole storming out angle. This is a bit of a sad truth, but decks tend to work better when you zoom in on an particular angle of attack. In your case, keep an eye on how the cast payoffs work. You run quite few rocks, so you won't have obscene mana to keep a crazy number of spells in constant circulation. The token guys are still gonna be good for gumming, but the various Guttersnipe variants might end up lacking. I expect Aetherflux Reservoir in particular to do little for you.
  • Some voltron stuff I always thought could be good is O-Naginata and Leering Emblem.
  • Emerge Unscathed does nothing for you as you don't care about its rebound. You should have enough repeatable protection stuff to not care about Deflecting Swat. Sheltering Light is nice as it's a form of protection while scrying for 1 mana. Faith's Shield is like a second Apostle's Blessing in that it can also protect a non-creature in a pinch. Not sure how vital that will be for you. My personal protection suite is the one-drop insta-flickers (Cloudshift, Ephemerate), two-drop EOT-flickers (Liberate, Long Road Home, Otherworldly Journey), a few colour protection options (Gods Willing, Apostle's Blessing, Faith's Shield, Shelter) and a bit of indestructibility (Ajani's Presence, Ephemeral Shields, Sheltering Light).

LordBlackblade on Most American Cards

11 months ago

Prosperity and Liberate came to mind as American buzzwords that are also cards.

Kerakis on Feather's Spell Recycling Service

1 year ago

After playing last night, I get the feeling that the deck is being pulled into too many different directions. My advice is to lean into the cantrip effects while protecting Feather and the other creatures, and try to win through combat as soon as possible. I think that the token subtheme is solid, but I'd chuck the redirect shenanigans. It would make for a good laugh when/if it finally goes off, but the combo is too fragile, too expensive, and takes up way too many card slots.

My suggestions (in no particular order):

In: 25

Maybe:

  • Purphoros, God of the Forge - On the fence with this one, but I think you have enough token generation to warrant him.
  • Twinflame - Multiple Heroic trigger and synergizes well with Purphoros
  • Spawning Breath - Puke up tokens for ramp/Purph triggers. Bonus points if you proc Heroic.
  • Assemble the Legion - Another iffy card that I'd probably only run with the Purph package. It pretty much has to be answered or it will get out of control, but it takes time.
  • Skullclamp - Plenty of tokens to draw cards off of. May already have enough card draw, if there is such a thing. Test to find out.
  • Bathe in Light - Protection for likely many of your creatures, but no card draw, and it doesn't protect against board wipes.
  • Grand Abolisher - We aren't a particularly counter-heavy meta, but I think this might warrant an include to protect from getting hit with a 2-for-1 destroy spell in response to your targeting your creature with a spell. This deck will be reliant on swinging hard every turn.
  • Duergar Hedge-Mage - We have a pretty enchantment/artifact heavy meta, but if you are fast enough, it may not matter.
  • Runaway Steam-Kin - Useful for storing up some red mana for those X spells, but there aren't many in the deck currently.
  • Vandalblast - cough Meta cough
  • Soul's Fire - Good way to finish someone off, if you can't get through easily. Might not be necessary.
  • Emerge Unscathed - Protection. The free cast is nice, but lacks the card draw.
  • Sentinel Tower - Iffy on this one, but I think you'll cast enough spells to make this valuable.
  • Graceful Reprieve - ETB triggers/"Protection". Definitely better than Gift of Immortality in this deck, but you should be able to keep your creatures alive without needing this.
  • Teferi's Protection - Dodging boardwipes is useful, but this may be unnecessary. No way of abusing Feather's ability here.
  • Gilded Lotus - Colored mana rock, but with such a low average CMC, this may not be necessary relative to the cost.
  • Fell the Mighty - Board wipe that will let you keep at least something of yours. Test to see if it is necessary. You may be able to outpace opponents without it.
  • Austere Command - Value city. Likely to be used to wipe other threats while keeping your own. Test to see if it is necessary. You may be able to outpace opponents without it.
  • Chandra's Ignition - paired with one of the spells that give protection or indestructible, and targeting a heavy hitter, you can wipe everyone else's creatures and keep your own. Might be too heavy-handed, but probably worth testing.
  • Bandage - Card draw/possible protection. The protection seems a bit weak, so I'd only add it, if you feel that you're stalling out on card draw.
  • Heal - Card draw/possible protection The protection seems a bit weak, so I'd only add it, if you feel that you're stalling out on card draw.

Out: 25

  • Crowd's Favor - Not sure that it does enough to warrant a card slot, especially without drawing you a card.
  • Galvanic Blast - Part of the cut redirect package. Little use outside of said package.
  • Liberate - Currently, the only ETB effects in the deck are Captain of the Watch and Stuffy Doll 's choose a player clause, both of which I would recommend cutting. It would synergize with the Purph package, but even still I'm not sure it warrants a spot, given all the protection you already have.
  • Lightning Bolt - Part of the cut redirect package. Little use outside of said package.
  • Lightning Strike - Part of the cut redirect package. Little use outside of said package.
  • Magnetic Theft - There are currently only two equipments in the deck, and you're unlikely to face too many equipments in our meta, since your decks make up most of the equipment in said meta.
  • Shock - Part of the cut redirect package. Little use outside of said package.
  • Authority of the Consuls - The small amount of lifegain is unlikely to be needed. The hatebear effect is too easy to play around.
  • Gift of Immortality - This card doesn't synergize with much of anything. You're better off running protection spells that Feather can return to your hand.
  • Guilty Conscience - Part of the cut redirect package. Little use outside of said package.
  • Indestructibility - With as many instants that give a creature indestructible, this card seems unnecessary and only serves to slow the deck down.
  • Pariah - Part of the cut redirect package. Little use outside of said package.
  • Shielded by Faith - With as many instants that give a creature indestructible, this card seems unnecessary and only serves to slow the deck down.
  • Boros Reckoner - Part of the cut redirect package. Little use outside of said package.
  • Captain of the Watch - There are only 3 other soldiers in the deck. She might (barely) make the cut, if you had Purphoros, but I'd likely still cut her.
  • Coalhauler Swine - Part of the cut redirect package. Little use outside of said package.
  • Fabled Hero - Basically, just a beater. I'd much rather proc the other Heroic triggers in order to get tokens to protect against forced sacrifice effects.
  • Firesong and Sunspeaker - You have 1 white spell that can trigger this, and that is if you swords your own creature. You have 6 (cut to 2 with these suggestions) red spells that will gain you life. Using Blasphemous Act to gain a bunch of life is neat, but lifegain in Commander is often negligible due to commander damage, and with so few ways of actually triggering this card at all, it definitely doesn't make the cut.
  • Stuffy Doll - Part of the cut redirect package. Little use outside of said package.
  • Truefire Captain - Part of the cut redirect package. Little use outside of said package.
  • Fire Diamond - Not terrible when you get it early, but coming in tapped is going to feel bad when you need the mana that turn.
  • Marble Diamond - Not terrible when you get it early, but coming in tapped is going to feel bad when you need the mana that turn.
  • Pariah's Shield - Part of the cut redirect package. Little use outside of said package.
  • Pearl Medallion - Not enough high CMC white cards to warrant this, especially since it doesn't discount the color cost.
  • Chain Lightning - Part of the cut redirect package. Little use outside of said package.

Chill_Casual on Three Times A Lady - Triad $40 Budget Blinkers

1 year ago

love the deck, although you may want to consider Liberate, Otherworldly Journey, and Long Road Home to either evade boardwipes or to put opponents creatures in time out for a turn (aside from liberate) at instant speed.

Brylon on Shalai EDH

1 year ago

shalai edh update number 2:

out :: 21

creature:

Azusa, Lost but Seeking

Flickerwisp

Glimmerpoint Stag

Azusa, Lost but Seeking is very expensive. I am very aware she is awesome, so I've added her to a maybeboard if I decide I want to further upgrade this deck. Flickerwisp and Glimmerpoint Stag are removed because I am largely removing flicker effects because the strat is not powerful enough in this deck.

planeswalker:

Karn, Scion of Urza

Elspeth Tirel

Elspeth, Knight-Errant

Garruk, Caller of Beasts

Ajani Unyielding

Originally I wanted to take advantage of Shalai, Voice of Plenty's hexproof for planeswalkers, but I didn't make great picks on planeswalkers, and ultimately Karn, Scion of Urza, and Elspeth, Sun's Champion were really the only ones worth it. I can't reasonably afford Karn for this deck, so he has been moved to the maybeboard.

instant:

Liberate

Flicker effects have largely been removed.

sorcery:

Flicker

Fumigate

Sudden Disappearance

Flicker effects have largely been removed. In this case being sorcery speed makes them less valuable, because they cannot be used for avoidance. Fumigate is removed in order to make way for better mass removal.

enchantment:

Privileged Position

It's just too expensive. Shalai, Voice of Plenty does the same thing, and I can just cast her from the command zone.

artifact:

Coalition Relic

Darksteel Ingot

These are less valuable in a deck that is only 2 colors.

land:

Veldt

Vec Townships

Tranquil Garden

Riftstone Portal

Windbrisk Heights

Secluded Steppe

The first 4 of these are just bad, and the last 2 are being removed to make way for more plains.

in :: 21

creature:

Serra Ascendant

Birds of Paradise

Midnight Guard

Birds is great mana ramp. Serra Ascendant exists to be a win con. Midnight Guard is in as one piece of an unlimited token combo.

instant:

Condemn

Powerful spot removal that puts the card where the player can't get it.

sorcery:

Krosan Grip

Rout

Oust

Krosan Grip is in as artifact/enchantment hate. Rout replaces Fumigate. Oust is spot removal that avoids the graveyard.

enchantment:

Flickerform

Shield of the Oversoul

Presence of Gond

Flickerform is in for avoidance on key creatures. Presence of Gond is the second part of the infinite token combo, and Shield of the Oversoul is in because it looks fun.

artifact:

Relic of Progenitus

Urza's Incubator

Elixir of Immortality

Mind's Eye

Relic of Progenitus is in as graveyard hate. Urza's Incubator is in for cost reduction. Elixir of Immortality is in for mill protection, and Mind's Eye is in for draw.

land:

Path of Ancestry

Reliquary Tower

Homeward Path

Emeria, The Sky Ruin

3 Plains

Path of Ancestry is good for tribal. Reliquary Tower gives me no max hand size. Homeward Path protects me from effects that take my creatures. Emeria, The Sky Ruin lets me cheat back in dead creatures, and the Plains are added to support Emeria.

Cards for later

expensive, but maybe at some point:

Teferi's Protection

Karn, Scion of Urza

Vedalken Orrery

Sublime Archangel

Azusa, Lost but Seeking

Qasali Pridemage

maybeboard:

Debt of Loyalty

Reconnaissance

superhuman21 on Bruna, Light of Alabaster

2 years ago

Indestructibility, Angel of Condemnation, Liberate, Otherworldly Journey, Long Road Home. Except for the first they are all meant to protect her from removal or directedly damage by bouncing her to exile until after damage resolves for the turn. Not the best approach as it prevents her from dealing damage. Although this can also be used if she is swinging real heavy and you need to temp. remove 1 of an opponents blockers so she gets through. There are a lot more cards in the 'protection in exile'.

kengiczar on Eldritch Moon Spoiler Thread

3 years ago

Pr-release weekend makes me sick... it's like a mini anime convention except you can't enjoy the product alone with tissues or a loved one.

Anyways Sigarda's Aid and Collective Defiance seem pushed to me. Not saying they are going to see play just that they are good.

The set is very subtle about it but a lot of cards are going back to designs similar to very old magic cards. For example Boon of Emrakul. It's very well costed.. until you consider that it's a removal spell and a buff spell at the same time. Something that the great ones don't do very often. Then you have Lunar Force which we were all gaga over but then abandoned. Thing is the card can still be used to put locks on people. Maybe not in Standard but in a 1v1 EDH environment it can do work with cards like Arcane Laboratory on the field. Shreds of Sanity seems pretty bad but it does get you back two spells for . The closest comparison is Mystic Retrieval which costs a total of .

Then lets look at Displace. That is a VERY effect. I mean yes there was Deadeye Navigator the greatest blinker ever, but if we're talking about spells then Displace is much more similar to Cloudshift, Eerie Interlude, Ghostway, and Liberate. only gets these types of effects when paired in a set where gets them, and before had to have in the cost as well. It's definitely a color bend and almost feels like a color break.

The set doesn't "look" or "feel" very interesting to me froma Dev standpoint (it's way to cute in the figurative sense) but what the mechanics are doing is very fun. Well fun isn't the right word there either... I'm the type of MTG player though that wants to really tax my brain when I play MTG and prioritize that over "fun". These cards I mentioned before go back to that old-school design feeling.

I just wonder why they couldn't have printed something functionally similar to Boon of Emrakul when Fleecemane Lion and Constellation were a thing. I mean Nyx Infusion was garbage and we all know it.

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