Raise Dead

Legality

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

Printings View all

Set Rarity
Welcome Deck 2017 (W17) Common
Conspiracy: Take the Crown (CN2) Common
Ninth Edition (9ED) Common
Ninth Edition Foreign Black Border (9EDFBB) Common
Eighth Edition (8ED) Common
Seventh Edition (7ED) Common
Starter 1999 (S99) Common
Classic Sixth Edition (6ED) Common
Portal Second Age (P02) Common
Portal (POR) Common
Fifth Edition (5ED) Common
Fourth Edition (4ED) Common
4th Edition Foreign Black Border (4EDFBB) Common
Revised Edition (3ED) Common
Revised Foreign Black Border (3EDFBB) Common
Unlimited Edition (2ED) Common
Collector's Edition (CED) Common
International Collector's Edition (CEI) Common
Limited Edition Beta (LEB) Common
Limited Edition Alpha (LEA) Common

Combos Browse all

Raise Dead

Sorcery

Return target creature card from your graveyard to your hand.

Price & Acquistion Set Price Alerts

W17

CN2

9ED

Ebay

Raise Dead Discussion

Boza on The Guildmage Cycle

1 day ago

Additionally, the OG ravnica guildmages were weak as hell and/or more useful because of their mechanics and interactions with other guilds:

Selesnya Guildmage vs Conclave Guildmage - they both have comparative token making abilities, since the token on the one is bigger. Trample for 1 mana vs +1/+1 for 4 mana - trample is way weaker, but not in the context of GRN. The payoff for the selesnya guild in OG Ravnica is a wide board - convoke on Scatter the Seeds vs GRN's payoff of Rosemane Centaur. GRN Selesnya is tall, compared to RAV's wide Selesnya.

Izzet Guildmage vs League Guildmage - League guildmage's copy ability is better than izzet mages. There are likely no turns where you can use Izzet's ability twice, since paying 6 mana on top of another 4 mana for decent spells is a lot. Getting to copy any spell, not just 2 CMC or less is a big plus in League's favor. When you do not cast a spell, Izzet guildmage is a bear. League can at least draw you into spells to copy.

Golgari Guildmage vs Swarm Guildmage - Golgari's abilities cost entirely too much - paying 5 mana for a counter or a worse Raise Dead is not really a worthy investment. Swarm has two relevant abilities and both put you further ahead in the game that shore up what the guild lacks.

Dimir Guildmage vs House Guildmage - is 4 mana draw a card vs 3 mana surveil 2 comparable? Yes, in GRN, the House guildmage has better abilities. The tap ability is rarely useful, but potent when the opportunity arises, but instant speed surveiling is very powerful. Dimir guildmages's abilities are both sorcery speed, which limit their uses significantly.

Boros Guildmage vs Legion Guildmage - Boros' abilities are a bit overprised, especially the haste ability for 2 mana is rarely useful. The first strike ability is very powerful though and makes for tough combat math, but has very limited cases in which it allows you to actually win combats, because it is open information compared to a combat trick. Legion on the hand is much better at pushing damage with its (overpriced) 3 mana tap ability, which actively changes combat whether you are attacking or not. The 6 mana ability is a game ender and mana sink for a guild made up of low-cost aggressive cards. Legion guildmage is more versatile than its RAV counterpart.

I would say all of the new guildmages are better than all of the oldest ones. However, none of them are better than Ravnica 2's guildmages.

TLDR: Powerlevel of guildmages goes Ravnica 2 -> Ravnica 3 -> Ravnica 1

Gattison on Holy Chit, Earring Ghosts!

1 week ago

PooperDix: Yeah I figured it was a typo of some sort, lol.

I've considered Gravedigger, but that would mean, if I draw no ramp, and am lucky enough to hit a land play each and every turn, I would have no recursion until turns 4 or 5 (by playing Gravedigger or Midnight Scavengers, respectively). If I draw 1 of 3 Dark Rituals, then I could reanimate as early as turn 2, but only if. Raise Dead is a only single to get any creature back. Additionally, I have no manual discard in here, thus I would never actually be able to activate Grave Scrabbler in this deck. Gravedigger would still be be preferred, imho, but only if Raise Dead didn't exist. And Fierce Empath is restricted to tutoring creatures of CMC 6+, and Midnight Scavengers is CMC, making that a whiff.

Finally, I'm considering -3 Crow of Dark Tidings & -1 Raise Dead in exchange for +4 Butcher Ghouls. Probably gonna playtest that tomorrow. I'll report back later with my mission's results.

Gattison on Holy Chit, Earring Ghosts!

1 week ago

PooperDix: Normally Unearth would be the option, but here Raise Dead's purpose is to bring back Midnight Scavengers, which does fall outside of Unearth's conditions. I only have four of Scavengers, so once I get one, it might be the only one I see during the game. Thus Raise Dead, which can bring it back.

Shred Memory, on the other hand is an interesting proposition that I'll keep in mind. I could see adding one or two Shred Memorys and one or two Brainspoils. They could help tutor up the combo... hmm. Let me see if I have any....

And lastly... "playlets?" lol, do you mean Playtest? If you do, I have, if not, then, huh? =)

PooperDix on Holy Chit, Earring Ghosts!

1 week ago

one thing that really Pops out at me ( see what I did there?), is Raise Dead could be replaced with Unearth, i mean none of your creatures fall outside of the parameters and skips a slower jankier return. You should really do yourself a favor and look at some of those black transmute cards, in exchange for some of the drawing your doing here. I see you want to find your baddie fast, and the transmute ability works great i.e.: Shred Memory this is your build so have fun and stick to your limits, that's where you really stretch some value out of cards that might not ever see play, and I am a fan of rogue decks ( that's none meta, unexpected spice)

Raven's crime got reprinted so you should find those really easy right now, and oh yea do yourself the biggest favor and hit the playlets button on the screen that has your deck list here if you haven't tried that out yet.I will look again after you complete it. Right now I just dreamed up a doozy

knightfall666 on Rob's Zombies

2 weeks ago

keeping zombies in the graveyard is an asset, so using Raise Dead to bring them to your hand when you can eternalize them is not very good. Byt if you want to get them back to use things like Gempalm Polluter you should use Ghoulcaller's Chant, which is strictly better. For cheap mana base you can get Tainted Isle and Darkwater Catacombs, Sunken Hollow (synergy with cards that use swamps) and Drowned Catacomb

Wild_Camilleon on MtG Party Mode: The Tower

3 months ago

Hey there! I have alot to cover but bare with me here, I think you might like this post idea. A while ago I was sitting around organizing my cards, given I am little over a year into the game, I had plenty to build with... but nothing “game changing.” Ixalan had released and Tribal was killing my two person play group, so we taught a few of our friends... or well we tried. Yet it was clear tribal was a mechanic that took a deeper understanding of the rules to truly play effectively. I wanted to be done with tribal for a bit, even if my Modern Merfolk was doing great. I wanted to teach the others the key basics of gameplay, threat assessment, and color combos. Well I had ALOT of white border old cards... and it hit me. A new idea, that probably has already had versions posted before I bet, and I called it “The Tower” I spent all night working on it and the next day during Study Hall.. four of us gathered around a table and I brought out two deck boxes stuffed with cards. The others looked confused given my recent wins with my Merfolk, but the confusion deepened when I told them I didn’t have a 60 card deck. I had 120 cards in one box, and 120 lands in the other. The game had begun, and suddenly we were having a blast. A land every turm, a new spell every turn, and quirky old cards that were simple and fun at heart. Well since then the tower has changed... it has become something... truly complex at heart. Not in how it is played, but how intense each match is. With a Modern set of 360 cards, and 160 lands... Tower is a game like no other. Any number of players, crazy combos, no game is ever the same, and over all just a fantastic game of Magic. Cards like Last Stand are the exact kinda crazy this game mode wants!! Even better is the game allows friends who cant afford a deck to play, all players have the same shot to win, and at no point can anyone pull off a turn 1 win. Oh did I mention the number 360 spells was chosen so a tower could also be a cube if you wanna draft? :)

What You’ll Need:

-360 Spells

—60 Red

—60 Blue

—60 Black

—60 White

—60 Green

—30 Colorless (Artifacts or Eldrazi)

—30 Multi-colored

-160 Lands

—30 Mountains

—30 Islands

—30 Swamps

—30 Plains

—30 Forests

—10 Searchlands (Like Terramorphic Expanse

-A few people, 2 - 8 players ideally but I’ve done 10.

-Storage Container (A Bundle Box container is perfect size un-sleeved! Sleeved is a monster of a whole other kind)

How to Play: -Each Player starts the game with 30 life.

-Separate the Spells from the Lands, stack them in center. (You will probably need two “stacks” for the spells, and again the Land stack should be separate)

-Determine who goes first. -Shuffle up

-Draw in a clock wise fashion starting with Player 1.

-Each Player draws 3 lands and 4 spells to start.

-NOBODY DRAWS ON THEIR FIRST TURN. This ensures everyturn you end with two in hand assuming you played a land. This helps us make sure you have the right number of cards in hand!

-Play Magic!!

Additional Rules We Have Added: -Before the game begins each player has 2 Perfect Mulligans for the spell stack, and 2 Perfect Mulligans for the land stack.

-During the game each player has 3 Perfect Mulligans for the spell stack, and 3 Perfect Mulligans for the land stack.

-When a player runs out of spells in hand, they draw 4 spell cards from the spell stack. This happens everytime.

-If a player is asked to discard a card from hand, they may NOT choose a land card. This is an easy choice, and messes with two lands in hand at end step. Ergo a player MUST discard a spell. The only time this is negated is if the card requires or ALLOWS the player to discard a land card. In which case, the player should have 1 land in hand at end step for the rest of the game. Or 0 of the end up discarding both land cards in hand.

-Max hand size is still 7, however your lands in hand do not count. In other words 2 lands and 6 spells is okay, but 2 lands and 8 spells is not.

-Everyone shares a graveyard, but if there is an aftermath or from yhe grave play, only the player who had summoned it may use that.

Cards to Avoid:

-Mass amounts of life gain, this keeps the game from ending practically.

-Blaze #turn21nuke

-Crappy commons.

-Tibalt.

Cards to Include:

-Massive mana drop spells.

-Crazy powerful spells.

-Legendary Creatures, Eldrazi Titans, and Planeswalkers.

-Five-color-non-sense

-Unset cards like Earl of Squirrel

-Classic commons like Cancel, Lightning Strike, or Raise Dead.

Well... that sums up everything I had to share with yins all!! I hope you try Tower out sometime!!

Kogarashi on Vampire's Bite!

5 months ago

Maybe replace some of your instants with different effects, like Murder or Doom Blade? Those are more direct answers and removing an attacker or blocker often saves you from having to regenerate a creature (which doesn't recover it from the graveyard, it actually taps it, removes all damage from it, and removes it from combat). Doom Blade is cheaper to cast, but can't hit black creatures.

I also recommend Undying Evil (one of my favorite "surprise, it's back!" tricks, and super cheap). Tragic Slip is a good way to bypass indestructible creatures if you cast it after something dies.

Raise Dead isn't instant-speed, but it does only require one mana to cast, and will recover something big from your graveyard to your hand. You'd still have to recast it, but it's an option.

How do you feel about getting yourself some Vampire Nighthawk?

Danno1011 on Is returning a creature from ...

5 months ago

I am working on a Balthor the Defiled EDH deck and want to include Phage the Untouchable. Would Balthors ability make me lose the game if Phage is in the graveyard? I'm pretty sure returning to play is still casting. I just want to be positive before I leave her out or add cards like Raise Dead to work around her first ability.

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