Pacifism

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Battlebond (BBD) Common
Masters 25 (A25) None
Eternal Masters (EMA) Common
Tempest Remastered (TPR) Uncommon
Dragons of Tarkir (DTK) Common
Magic 2014 (M14) Common
Magic 2013 (M13) Common
2012 Core Set (M12) Common
2011 Core Set (M11) Common
2010 Core Set (M10) Common
Duel Decks: Divine vs. Demonic (DDC) Common
Tenth Edition (10E) Common
Ninth Edition (9ED) Common
Ninth Edition Foreign Black Border (9EDFBB) Common
Eighth Edition (8ED) Common
Onslaught (ONS) Common
Seventh Edition (7ED) Common
Classic Sixth Edition (6ED) Common
Anthologies (ATH) Common
Urza's Saga (USG) Common
Tempest (TMP) Common
Mirage (MIR) Common

Combos Browse all

Pacifism

Enchantment — Aura

Enchant creature

Enchanted creature can't attack or block.

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Set Price Alerts


BBD

A25

EMA

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Pacifism Discussion

littlefartloser on Trying to support Hero of Bladehold

4 days ago

Saljen I had some serious problems against token decks. That's what the Wrath of God is for. You are correct though Pacifism has not been performing as well as I had hoped and only has helped a few times.

Saljen on Trying to support Hero of Bladehold

4 days ago

Why Pacifism and Wrath of God ? Pacifism just really isn't a good card outside of limited and Wrath of God goes against your creature heavy strategy.

RoaringBunny on Mr. Steal Yo Topdeck

2 weeks ago

I don't know what kind of group you play with so I'm going to make a bunch of general sugestions.

Hopefully some of this is helpful.

Catpocolypse on Green/white cats

3 weeks ago

Ive seen decks similar to this. In fact I have one(Its Humans not Cats). You are missing a couple staple cats and some non-creature spells that could really help.

Fleecemane Lion - This is a winocn plain and simple

Collected Company - Can put most of yours creatures onto the battlefield at any given time and can easily swing a game in your favor.

Harmonize - Gives you much needed card draw

Blossoming Defense / Heroic Intervention - It can be played in your main board as an buff/anit board wipe

Now i should probably talk about some cards that probably shouldn't be in this deck. I understand if you own all these cards but if you do not, i don't think that there is any reason for them to be in here. If you have counter argument Id love to hear it.

Pacifism - It is honestly a removal spell but worse. Cut 2x Pacifism and have a playset of Path to Exile .

Heroes' Reunion - I'm sorry if you are going for a lifelink, but it just isn't worth to have a straight lifegain spell as apposed to say Collected Company or Blossoming Defense or something that gives you more value than simply 7 life.

Recumbent Bliss - See Pacifism

Disenchant - This is a card for your sideboard, something that you sub in when you need it

Survival Cache - im on the fence. I feel like there could be better options, but it seems to fit relatively well.

Soul Net - Isn't legal in Modern and doesn't really work regardless

Revisions

Id drop 2x Pasifism so that you have a playset of Path to Exile

-2x Recumbent Bliss and -2x Heroes' Reunion and -1 Disenchant for 3x Collected Company and 2x Blossoming Defense

id go for -1 Regal Caracal and -1 Brimaz, King of Oreskos for 2x Forest for more dependability.

You might also want to think about -2 Survival Cache for 2x Harmonize , but I think that these two cards are interchangeable.

In case you want to check out my humans deck here it is: Thalia's Horde of Humans but this is your deck and as such, you get the final say in any change.

admiralackbar on WG Aura

3 weeks ago

I would recommend going down most of your instants probably only keeping the ones that protect your creatures like vines and emerge. You are running both Ethereal Armor and Aura Gnarlid so not running as many enchantments and auras feels like a mistake. I would run some enchantment based removal. It may be worse then other removal options but cards like Journey to Nowhere and Pacifism would work pretty well in your deck.

Vman on Simple Humans

1 month ago

Ill help you out a bit here, tappedout can get a bit confusing. The competative meter isnt an accurate way to find out how good/bad a deck is. Its not to show how competative a deck is.

What does it do? It shows wether cards you put in the deck are the best variant of its type.

For example Cancel will be less competative than Counterspell in modern. Dont feel bad for not having 100% because the meter doesnt understand what the deck is trying to do.

Now working on the deck itself you might want a direction, what do you want to achieve?

A fast deck that drops effecient threats to kill an opponent fast? This archytpe is generally called white weenie, Champion of the Parish and Thraben Inspector are already great cards. If you add 4x Honor of the Pure suddenly these guys get very scary fast!

Or do u want a slower deck with more power?

Angelic Overseer is great if thats the case. Youd want stuff that keeps you alive long untill you have the mana to cast the big stuff and win from there.

Add ur vision of the deck into the description so people could help out :)

Also drop down to 24 lands as of now. 25 is quite overkill. If ever you go the white weenie route 21-22 is fine.

Whats the budget? Theres plents of good kill spells out there better than Rebuke . If you have some savings the best is Path to Exile . If you are low on budget thats fine too! Pacifism is very good at making opponents cards useless.

Pro_Noob on Isao stands alone

1 month ago

This deck looks super fun, but I do have a few concerns. A lot of this is going to depend on the playgroup you encounter, so take it with a grain of salt. The two main issues I see are EDH-specific removal and go wide decks.

Lets look at removal first. Obviously in a green deck, the ramp you will be getting is going to make it very easy to just regenerate or recast your commander if you need to, but many players run removal that doesn't put your commander back to the command zone. I'm a filthy blue player, so the immediate example for me is Imprisoned in the Moon , but think things like Pacifism , or even Mind Control or Act of Treason effects. Currently, you only have 4 cards that protect against this type of removal in Alpha Authority , Canopy Cover , Swiftfoot Boots , and Krosan Grip . All of these except for grip are only options that work if you preemptively draw and play them, they cannot save your commander if he is already under a bit of removal. That would be fine, but with only 4 pieces of protection, your chances of drawing and playing them before your opponents can respond to your commander is not actually super great. That means you might be staring down a game where your only creature is stuck as a land, or just unable to attack. I would definitley consider trying out either more protection style enchantments, or running something like a sacrifice outlet i.e. Ashnod's Altar . Altar probably isn't the best choice for mono green, but its the first thing I could think of. If you wanted to run more creatures I would recommend trying out something like a Birthing Pod or Evolutionary Leap , but if you want to keep the count low the other option is to run more enchantment removal. Krosan Grip is a good choice, but if you are banking on going tall, you need more ways to defend your dude. With commander damage being a thing, you should be in a good spot to close out the game with only 2 or 3 enchantments on your commander, so I would prioritize more slots to protection to actually be able to swing in.

Go wide decks might be another big issue. Going up against a Krenko, Mob Boss or a Marath, Will of the Wild , even trample might not be enough to get through chump blocks. You are also open to a blowout by just not having enough blocks to stop your opponent. If they swing with 10 tokens and you can only block one, you aren't really going to be alive very long. You do have some Fog effects, but that's potentially not going to be enough on its own, and again it falls into that issue of only being one or two cards in your deck. Something like Silent Arbiter could help out in this aspect. Arboria could be a neat include too once you have your dude suited up. you won't have to cast spells after you have a beefy commander, but your opponents will eventually have to do something, opening them up to attacks. Elephant Grass could be another option, as a token deck probably won't want to pay 10 mana just to sneak in 5 damage.

Also, if you end up doing any playtesting, keep note of what your deck struggles with and feel free to add it to the description. Having a list of problems to tackle helps out a lot in strengthening decks, and it helps commenters stay on the right track a lot easier. This deck does look super fun though, so definitely let me know how it goes in any future games!

AdamChafee on Shaun's Deck

1 month ago

Get rid of Pacifism and Gaze of Justice for Condemn and you got yourself a super solid budget deck!

+1

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Pacifism occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%