|Commander / EDH||Legal|
Printings View all
|Modern Masters 2015 Edition (MM2)||Common|
|Modern Masters (MMA)||Common|
|Duel Decks: Divine vs. Demonic (DDC)||Uncommon|
|Champions of Kamigawa (CHK)||Uncommon|
Combos Browse all
Instant — Arcane
Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owner's control with a +1/+1 counter on it.
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Otherworldly Journey Discussion
3 weeks 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.
1 month ago
400.7h If an effect causes an object to move to a public zone, other parts of that effect can find that object. If the cost of a spell or ability causes an object to move to a public zone, that spell or ability’s effects can find that object.
Because moving a commander to the command zone is a replacement effect, it changes the result of Journey's effect when it's applied. Though Phage moves to the command zone instead of exile as Journey resolves, the command zone is still a public zone, and the quoted rule applies. Journey can still find Phage in the command zone.
Note that this would be different if Journey were written more like Oblivion Ring and specifically told you to return "the exiled card". If the commander was moved to the command zone instead of exile then there would be no "exiled card".
1 month ago
I recently played an online EDH with my opponent using Phage the Untouchable as commander. He brought her out using tricks with Torpor Orb and Sundial of the Infinite. I destroyed the orb a turn later. If I were to cast Otherworldly Journey or some other blink effect card on my turn , that negates the sundial's ability? Meaning when Phage returns, he loses the game, yes?
Or does Phage return to command zone?
4 months ago
I am building a Grusilda Un-EDH deck and I have some questions.
If one half of a combination can transform and does so, what happens to the combination.
If both halves can transform and one does so, do both halves transform and it becomes a combination of their other sides?
If one half melds with another creature and does so, what happens with the combination?
If one half of a combination belongs to an opponent who leaves the game, what becomes of the remaining half?
The wording of Grusilda implies that the combination has two separate names and mana costs. Is this correct?
5 months ago
I play a flicker deck, and I know that temporary exile can become permanent exile, but I can't seem to find a truly precise explanation as to how. It sounds like it all comes down to timing. I also don't know if it can be done with all of the cards below, or only some:
(I also just happened across the possibility of permanent exile of commanders, which is exciting.)
7 months ago
Interesting build. There's a lot of creature punishment in this list that involve draining your opponent, but you're extremely vulnerable to burn and control decks. I'd cut the Doom Blades entirely, move the Diabolic Edicts to the main, and add Mana Tithe to the sideboard.
Stonehorn Dignitary is another powerful punisher card in Pauper that can help shut out your opponents from attacking. In a traditional D&T build, you'd also run blink, something like Acrobatic Maneuver, Cloudshift, or Otherworldly Journey.
JuQ on Pillow Fight!
7 months ago
First thing, commander is a multiplayer game where every player has 40 life, that is a ton of damage to be done. You wont be able to succeed with just a bunch of fast creatures and burn spells to the head of your oponents, you have to be ready for a longer game with bigger creatures and spells than in the 20 life formats.
You need a game plan that synergize with your commander, If you just chose a commander for its colour identity you ahould think again what you wanna play and find a legend that supports that game plan or find a legend you like and build a game plan around it.
With Zurgo you can capitalize in his huge power (you can kill a player by deling him a total of 21 points of combat damage with your commander) and him being indestrutible during. Yo can stuff your deck with a lot of Wrath of God like spells to clear the way during your turn, you can give him some equipments that gives him trample like Loxodon Warhammer or fin some other way to overcome his lack evasion.
Zurgo is quite vulnerable when it's not your turn, some spells to protect him will be needed. Lightning Greaves and Swiftfoot Boots were really wise choices, but those are only two cards, I would include some reactions to save Zurgo (Apostle's Blessing, Otherworldly Journey) and some recursion to get him back from the graveyard, every time you cast him from the command zone his cost is increased by 2, so Zurgo's cost will go to 10 in no time.
Most of the removal you included underperforms in commander because creatures are bigger (or at least the ones you care about). To say some of them Death Wind, Gideon's Reproach, Lightning Bolt are not nearly as good in commander as they are in 20 life formats, the most popular removals are stuff like Swords to Plowshares, Path to Exile, Go for the Throat, Murder. But if you are going to use a lot of Wrath of God spells you should only use a few targeted removal spells that exile the creature, if something is surviving your board wipes it's because it is indestructible. If Swords to Plowshares and Path to Exile are out of your budget there are cheaper alternatives like Crib Swap or Silence the Believers.
You will want to draw a lot of cards to keep you game on. You are not on the best colours for card draw, but you still have many good options Phyrexian Arena, Underworld Connections, Painful Truths, Syphon Mind and many others (mostly in black).
Finally you need more lands. It depends on the costs and the amount of mana rocks in your deck but usually they run between 35-40. You also need more lands with many colors, it doesn't matter if they are not the top lands, just the common and uncommon that enter tapped are good, specially if your commander is slow like a CMC6, but don't get colour blocked. Command Tower, Nomad Outpost are no brainers.
Those are the basics, after that you will need to playtest and modify your deck to adapt to your meta.
7 months ago
If you like to create many small elementals you can also use Tempt with Vengeance and Firecat Blitz which actually create elemental cats. I advise to use together with some mass sacrifice outlet such as Ashnod's Altar, Goblin Bombardment or you can just kill them yourself with Goblin Sharpshooter or Subterranean Spirit.
If you like fireworks and you play free for all games Blade of Selves on Omnath, Locus of Rage really make an explosive combo, but it is a bit tricky. The Omnath copies go to the graveyard at the same time as soon as they are created without anyonene getting priority (legendary rule). Then each of those deaths will trigger once on each Omnath that was alive in that very brief moment. So with four players (in free for all) you would create two additional Omnath that would die and trigger six times for a total of 18 points of damage, isn't that fun? The number of triggers increases exponentially with the number of tokens, so if you are playing with more than four players or you happen to have parallel lives on the battlefield you can easily kill one or two players in that moment.
Sismir, for that Sundial of the Infinite trick to work you have to wait until your end step when the delayed triggered ability that says "exile those tokens" is on the stack, then is when you activate the Sundial to end your turn. If you activate it before your end step the delayed triggered will still occur on the next end step, in this scenario means the end step of the next turn.
This way you can trap a commander in the exile forever if you flicker it (with something like Otherworldly Journey) and then you counter or exile the delayed trigger that would bring it back at the beginning of your end step.