Memory Plunder

Memory Plunder

Instant

You may play target instant or sorcery card in an opponent's graveyard without paying its mana cost.

Browse Alters View at Gatherer

Trade

Have (1) metalmagic
Want (1) TheDauntlessFew

Printings View all

Set Rarity
Commander 2017 (C17) Rare
Shadowmoor (SHM) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Memory Plunder occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Memory Plunder Discussion

ShreddedByCrows on Surrakar tribal challenge

1 week ago

Cool concept, even if it's pretty hard to match. A bit of an easy take on your theme, but why don't you play some Shapeshifters as a way to have more Surrakar? Tribal cards also could help.

As Surrakars' living places are mostly wild forests and underground rivers, there's a lot to do with that without having to back up only on the Zendikar's expansions.

1.) River cards:

  • River of Tears not the best land you could find, but fits in there

  • Underground River certainly an essential

  • Bad River cheap fetchland fitting the theme

  • Rushing River great removal, really underplayed, fits the theme / you can try something revolving around self land destruction if you decide to give it a try (Crop Rotation, Crucible of Worlds, Wasteland, etc.)

  • River Kelpie interesting creature, which design feels otherworldly and weird, according to the Surrakars /n needs a graveyard gameplan to be effective, and that will seem fine (obvious synergy is [card:Cauldron of Souls] and it's a playable card in there) / pretty good interactions with Yarok / card draw

  • Carpet of Flowers staple in lots of decks for mana production, depends on your playgroup though

  • Dire Undercurrents excellent synergies with Yarok, enabling your creatures without etb-abilities to be more effective / card draw, card advantage

  • Undermine weird counterspell, not really that good, not bad either / illustration matches with the theme

2.) Cave cards:

3.) Cloning your Surrakars cards:

  • Mirror of the Forebears not the most flavourful one, but gives you a cheap way to get more Surrakars so it deserves being at least mentioned

  • Fated Infatuation same comment as for the Mirror, with the advantage of the more abstract card name / waterpoint in the illustration

  • Mimic Vat classic card, not the most flavourful

  • Wall of Stolen Identity more of a Ravnica-themed card, but worth mentioning

  • Phantasmal Image if you can alter a bit the card's image, it could be some Surrakar there / otherwise, it's a good card, and the illustration is strange enough to not injure your theme-deck-style imo

  • Metamorphic Alteration also a nice one

  • Mirror Image not as good as the others, still a wildish illustration style according well with Surrakars

  • Unstable Shapeshifter funny card, a quality+ illustration

  • Bramble Sovereign Surrakars also living in the Guum Wilds/Tangled Vale, this one feels really good / has some interactions with Yarok

  • Rite of Replication Zendikar-themed, water-themed, excellent card, good interactions with Yarok

  • Supplant Form let's just assume for a while that this is Surrakar's magic lel

  • Dual Nature yeh it is slow, but it is strong / interactions with Yarok

4.) Tribal outlet:

5.) Yarok outlet

6.) Other cards

I hope you'll find something helpful amongst those suggestions, keep on brewing and thanks for sharing it!

Beebles on Silumgar's Vile Offering | V-THB

2 months ago

Hey MagicalHacker. Thanks for taking the time and sharing some tips! I actually had a look at your deck in action as one of the sources for inspiration. Great stuff!

Before going over your suggestions, do you have any tips on what to cut :)? Would be nice to also hear your view on what cards you think I shouldn't run.

This is how I currently evaluate the cards you mentioned:

  • Animate Dead , Necromancy & Reanimate : I like these cards, but I found the other graveyard recursion cards to be more appealing. I prioritized runing cards that can get me multiple creatures from the grave over one-shot effects. I might get Reanimate back in the list someday just because of the nostalgia factor.
  • Aura Thief , Steal Artifact & Steal Enchantment : I don't like that these cards are narrow in application. I prefer to have card with a lot of options over more efficient ones in a control deck like this. Aura thief is really strong, but I am not running ways to get it to the grave reliably (like a sac outlet). That is why I ended u cutting it.
  • Control Magic & Dream Leash : Great options if I get some more room for more steal effects. Dream leash is really strong. However, I prefer the other 5-drops I'm running atm, and I want to keep my curve nice and smooth.
  • Geth, Lord of the Vault : love this card. However, I ended up cutting it for curve considerations.
  • Grave Betrayal & Mind's Dilation : Both cards I like and have been in decks before. However, they are both do-nothing-enchantments for 7 mana. I like the 7-drops I ended up including better (and again, I want to keep a smooth curve).
  • Memory Plunder : I don't like this card. It's mana cost is quite prohibitive with all the colored mana and only gets back 1 card. I like Spelltwine better. I might undervalue the fact that it's an instant, but with my playstyle I'm not expecting to hold up 4 mana with this deck.
  • Mimic Vat : Fun card, but more at home in an arsticrats-style deck imo. It doesn't have additional synergy with what the deck is doing as I run very few ways to kill creatures.
  • Agent of Treachery & Gilded Drake : I already run this duo in my Roon deck, where they are way more busted than in Silumgar. And I prefer to keep my decks distinct if possible.
  • Mass Manipulation : Cool card and one I'd like to try out sometime :). Will see if I can acquire one.
  • Commandeer : A card I would love to run, but quite pricey, and I haven't gotten around to acquire it yet.
  • Pendant of Prosperity : A lovely trinket to steel back. I will give this card some thought :).

Again, thanks for checking out the deck!

GL & HF,

Beebles

MagicalHacker on Silumgar's Vile Offering | V-THB

2 months ago

Comparing my Silumgar deck to yours, they are about half or more different (including lands), but I wanted to point out eighteen cards I think you should consider adding, nine of which are already on your maybeboard:

Animate Dead , Aura Thief , Control Magic , Geth, Lord of the Vault , Grave Betrayal , Memory Plunder , Mimic Vat , Mind's Dilation , and Steal Artifact should move into the mainboard from the maybeboard.

Agent of Treachery , Commandeer , Dream Leash , Gilded Drake , Mass Manipulation , Necromancy , Pendant of Prosperity , Reanimate , and Steal Enchantment should skip the maybeboard and go straight to the mainboard.

These are simply my suggestions! If you are unsure of if these cards are as good as I say they are, check out my deck at The Bloodhall Season 1 - Dragonlord Silumgar and you can see how the deck plays in videos in its description.

Ziusdra on Card creation challenge

2 months ago

Stickbreaker Stagbeetle

Creature - Insect

Haste, trample, first strike

Whenever a creature blocking or blocked by Stickbreaker Stagbeetle dies, put a +1/+1 counter on Stickbreaker Stagbeetle.

1 / 1


I've always had a problem with cards like Covetous Urge and Memory Plunder . I just can't make them work in decks... there's almost no synergy in casting opponents' sorceries and instants because usually those sorcs and insts are synergized with their deck and colors, not with mine. And it isn't like taking over an opponent's creature, because Traitorous Blood effects can be highly synergistic... if you're building it, you can usually be happy taking over any creature controlled by opponents (because you can swing with it, force them into an unfavorable block and 2-for-1 them, or sacrifice it to your own effects).

Anyway... the next challenge is to make these stolen sorcery/instant effects actually synergizable, if that makes sense. Make someone want to build a deck around stealing opponents' sorcs and insts.

Tzefick on Prismot, King of Leylines

3 months ago

Boza and how would a WUBRG colored Prismot that only truly benefits 2 colors be less obscure about what's in your deck than a variant that have you choose your colors at the start of the game?

The main problem I think with the idea of having you select his color identity and tie your deck limitations to the start of the game, is that there's no rules that actually stop you from having Dimir in the 99 and name Boros as you start the game.

The rules on Prismot then states your deck is essentially illegal - but those rules are based on the deck building portion of the format - not the game itself.

Without an actual color identity at the time of deck building, it is actually illegal to put anything but colorless cards into your 99.

In short: I think what OP is going for will be a mess of rules and there is a relatively simple fix with the side casualty that you can actually put any color spells into the deck but only have Prismot benefit two of them.

If you really want to be locking it down into two colors, I guess you could have him say:

"At the beginning of the game, if Prismot is your Commander, choose two colors. Prismot is those colors and you cannot play cards you own with a color identity not chosen this way, except for colorless cards, for the rest of the game."

This way it doesn't make your deck illegal if you have cards outside the chosen colors, but it disables the ability to explicitly play/cast them. You could effectively still cheat those cards out if you don't cast them but then you need to jump through hoops to go there. I included "cards you own" to allow the use of Memory Plunder on a non / spell.

However this templating is weird and if you include him in the 99, then you're stuck with a load of text that has no meaning - which usually is a no-no for WotC. They allow a certain amount of "only relevant as commander" for specific legendaries like Derevi, Empyrial Tactician but so far they don't allow the majority of the card's effect go to waste if not the commander.

Load more