Never // Return

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
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet (AKH) Rare

Combos Browse all

Tokens

Never // Return

Sorcery

Never:

Destroy target creature or planeswalker.


Return:

Aftermath (Cast this spell only from your graveyard. Then exile it.)

Exile target card from a graveyard. Create a 2/2 black Zombie creature token.

Price & Acquistion Set Price Alerts

AKH

Ebay

Recent Decks

Never // Return Discussion

RedUndead40 on Ninja Gaiden

2 weeks ago

rob_shifflett great idea, I didnt even think of that. Far // Away, Never // Return, Consign // Oblivion, and Rags // Riches seem pretty playable. I will add them in for now but I need to cut a bunch more.

Chasedrk1 on Mono-B Midrange

1 month ago

in many cases, a single Arch of Orazca can be to many if it comes to early, or you have more important things to spend your mana on. I would reduce the count to a singleton & add another Swamp. 19-20 Swamp is a good bench mark with Cabal Stronghold

Also, 2x Torgaar, Famine Incarnate in addition to 2x Demonlord Belzenlok & 2x Josu Vess, Lich Knight is way to top heavy. you do not want any of them in your starting hand or the early game in general. I would recommend dropping Torgaar entirely for something smaller and more useful - Gifted Aetherborn Fatal Push, & Never // Return are definitely top priorities.

Also, the same is true with Mastermind's Acquisition 4x of them is too top heavy without purpose. treat that card as an emergency duplicate for your sideboard. having 1 or 2 in the opening hand or early game is just not a good thing as everything you may want is further into the late game. dropping to a singleton or 2 of will allow you to speed up the decks aggression.

Khunjund on Lich's Approach to the Glorious Trials

2 months ago

@AlienoftheLand Post-board, you have 3 Gideon, 3 Aryel, 3 Lyra, and 2 Chandra to threaten Teferi, as well as 4 Vraska's Contempt, 2 Ixalan's Binding, and 3 Duress to deal with one directly (on top of Glorious End, which can be used as a "counterspell" if you have Gideon Emblem or Lich's Mastery out). If that's really not enough, you could switch some number of Disintegrations for Never / Return, or add Cast Out, but that's pretty much it. I believe the card-advantage engine you're looking for is Arguel's Blood Fast  Flip.

purplesandpaper on Tormenting Cards

3 months ago

mavryk you are right about taking out the Bontu's Last Reckoning, I used to have very few creatures but with Dominaria I put in some more. I might replace it with Battle at the Bridge and another Never / Return. About the Walk the Plank thing, I think it is more reliable than Cast Down, and there are very few merfolk decks now, but I might change that later. Thanks for the suggestions.

mavryk on Tormenting Cards

3 months ago

Maybe take out a couple of bontu's and instead replace those with another Never / Return and Harsh Scrutiny nice low priced deck though. Also, Cast Down can replace your walk the planks... cause if you run in a merfolk deck, you'd be done for.

Rhadamanthus on Does card:Dauntless Bodyguard help a ...

3 months ago

Yes, you're allowed to do this. The words "the chosen creature" don't mean the chosen object is required to be a creature at the time you activate the ability. It's just simpler to write out the ability that way since 99.9% of the time the object will still be a creature.

Keep in mind that making a non-creature planeswalker indestructible will only protect against "destroy" effects specifically (Never / Return, etc.). It won't prevent damage, save the planeswalker from dying due to having 0 or less loyalty, or protect against "exile" effects (Vraska's Contempt, Cast Out, etc.)

Argy on No Reanimate No MTG

4 months ago

No worries.

We all make mistakes.

I wouldn't have known that English is not your first language, so you are very proficient with it.

I actually already tested your deck, as you seemed to be a nice person, so here are my suggestions.


This crushes other Creature decks but, as you pointed out, it struggles against Control.

Kambal, Consul of Allocation is a bad card to use against Control as it will just be Countered, or won't stick around.

You might do well to replace it with two more Supernatural Stamina. Control HATES that card.

Vraska's Contempt is a superior card to Never / Return.

It has much more versatility, and is a must play in any Black deck, at the moment.

Blood Sun is an atrocious card to use in Standard, right now.

It makes all of your Opponent's lands come in untapped.

I would use two more Vraska's Contempt instead of those, or add some Lost Legacy to the Sideboard.

You'd be far better off including some Field of Ruin in your Mainboard, to deal with problematic Opponent lands. That will let you get rid of Scavenger Grounds handily enough - a big problem for this deck.

You might also add an Arch of Orazca to your lands. The late game draw it provides helps to close out long matches.

Hope those Comments help you.

Draw well.


This is a terrific idea.

The deck is very original, and is as fun as hell to play.

Argy on Blue Black Control

5 months ago

Glimmer of Genius is far superior to Hieroglyphic Illumination.

Tetzimoc, Primal Death is better than Ravenous Chupacabra.

Vraska's Contempt is far better than Never / Return, and is a staple of all good Control decks, at the moment.

All Control decks need lots of draw, so they don't run out of cards when they need them.

I would suggest that you put some Search for Azcanta  Flip in your deck, to help with this.

One copy of Arch of Orazca would also help with this.

Suggest you increase your land count to at least 25, to avoid missing land drops.

Some people even run 26 lands in their Control decks.

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