Raise Dead


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
Unlimited Edition (2ED) Common
Collector's Edition (CED) Common
International Collector's Edition (CEI) Common
Unlimited Foreign Black Border (2EDFBB) Common
Limited Edition Beta (LEB) Common
Limited Edition Alpha (LEA) Common
Revised Foreign Black Border (3EDFBB) Common

Combos Browse all

Raise Dead


Return target creature card from your graveyard to your hand.

Price & Acquistion Set Price Alerts





Recent Decks

Raise Dead Discussion

Senomar on Brawling Bontu Creatures

1 month ago

Hey buddy,Really nice deck ! Unfortunatly you can't have Raise Dead and Dominaria's cars into the same deck am I wrong ?

Tevanu on Tevanu

1 month ago

Nice ok thank u I guess Raise Dead

xyr0s on Grimoire: Radial Control

2 months ago

Curious here: what kind of decks have you played this against?

Because in all the excitement about transmute, you forget that it's not for free. It costs 3 mana each time. At sorcery speed, so you can't keep counterspell mana up and transmute at opponents end of turn. And the cards you can transmute to aren't exactly the kind that turns the game around: Pain Magnification is win-more card, only good when you already are hitting your opponent hard, and the value of Soul Manipulation decreases a lot when you consider that you have to reveal it when you transmute, so now your opponent knows what counterspell you have. Add to this the added mana cost of transmuting, and it's kinda bad (6 mana for countering a creature with a Raise Dead tied to it).

Same goes for the 2 cmc transmute: You transmute from a conditional counterspell to a card that lets you draw one card, and opponent gets to influence what you can get. Even on the best of days the cumulative effect reads: "pay 5 mana to get a card from among the top 5 cards of your library. Opponent chooses one or more cards, that you really can't be allowed to have". Flexible, perhaps, since you use alternate abilities of cards and have options and all that. But not particularly good ("5 mana for 1 card has been the worst cards-for-mana deal in the history of cards-for-mana deals, maybe ever", to paraphrase the oddly orange guy).

I know that a budget deck isn't supposed to match up to tier 1 decks. But you'd do yourself a service by actually having a look at expected opposing decks and planning for it: What do you do against tron (even a cheaper tron build, with budget-level threats), against elves (even at budget, they have you dead at turn 4), or monowhite blink, or maybe against something like my two monored budget decks Daughters first deck/kuldotha 8whack? This is a grixis deck, so there should be plenty of control options - you could have a single Pyroclasm to transmute after, for example (that takes care of tokens and a bunch of go-wide strategies. Especially when you claim that your deck is a control deck, it's smart to have a look at what other decks are doing, and find some strong answers to that.

Suns_Champion on Flashback to the Past

3 months ago

Dralnu seems really risky to run as a commander. One Blasphemous Act and you're pretty much out of the game.

So let's protect him!

Magebane Armor, Blinding Powder, Shield of the Avatar, Soratami Cloud Chariot maybe?

If not, some emergency sac outlets may help. Ashnod's Altar, High Market etc...

Further, I think the deck could use a greater mass of instants and sorceries. Maybe up it from 25% of the deck to 33%, cutting some creatures and enchantments.

From the maybeboard, Secrets of the Dead, Nephalia Drownyard, Cyclonic Rift, Ancient Excavation, and Rise from the Tides all seem pretty good.

If you go really heavy into the self mill aspect, some creature recursion might be nice. Raise Dead, Fortuitous Find, Dread Return...

Good luck! +1 for risky commanders!

Austin_Smith_of_Cards on The Ol' In-Out, In-Out

3 months ago

Gavony Unhallowed seems like the nasty beater this deck wants; extremely high toughness and gets big really quickly.

You could try Unearth in place of or alongside Raise Dead, I think. More efficient, and is able to target most of your creatures anyway.

xyr0s on Whispers Of The Damned

4 months ago

A couple of card suggestions, if you want to turn your deck more controlling:

Gatekeeper of Malakir: a verdict, with a 2/2 body, for 3 mana. Played with kicker, it's already card neutral. If opponent has to spend a card getting rid of it, you are ahead by 1 card. Obvious weakness is that you don't get to choose what dies. Obvious strength - it gets around hexproof and shroud. Good synergy with Mutilate, where you play mutilate first, gets rid of all the small, scrawly creatures, and follow with this one for taking out a surviving, bigger creature.

Puff the magic dragon (Well, he was forgotten for a LONG time, and he never really got over it). Resilient, and if you play Duress you can often remove the few cards an opponent might have that could kill him. Also - surprise haste.

Tendrils of Corruption. In a deck, that cares about swamps in play, this is the removal/lifegain to go to. Forget about drinking up 2 life here and there in turn 2 - go for a real drink later instead.

And then you need some card draw. A lot of monoblack is 1-for-1 cards, and you need to draw ahead. Perhaps Disciple of Bolas? Ob Nixilis Reignited (now, that's a control-guy - both draw and removal)? Old faithful? Anyway, I imagine this could take the place of your Raise Dead-variants, since they give some card advantage (sheer numbers), and do not rely on already having drawn and lost really good creatures (raise dead is never better than the best creature in your graveyard). Palace Siege in khans-mode is a step in this direction too.

xyr0s on Whispers Of The Damned

4 months ago

Jet Medallion is not usually legal in modern.

Also, way too many high-cost easily-removed creatures. If what you want is to play control with some high-end finishers, you could try Damnation instead of various kinds of spot removal. If that is too expensive and non-budget, Mutilate is an option (but then you need more swamps, so you are sure to hit land every turn). Liliana of the Dark Realms to ensure a steady stream of swamps, perhaps?

Besides: Just get those 4 Inquisition of Kozilek/Thoughtseize. Boring and often-played, maybe, but that is because it's just THAT good to discard your opponents best card out of his opening hand. Murder is a pretty bad card (you often end up paying 3 mana to remove a 1 or 2 mana creature in modern). Fatal Push is a lot better, or Victim of Night, if you want a budget-option. Same argument in the other direction: Most removal in modern costs 1 mana. Playing 4 mana creatures that die to all the most often played removal is not going to be a winning strategy (Bloodhunter Bat, Deathgaze Cockatrice and so on). Yes, you can get them with Raise Dead. That makes it cost even more mana, and the overpriced creature is just as vulnerable the second time it's in play, as it was the first time. Suggestion: Avoid all the small creatures, and just go for control elements instead: sweepers like Mutilate, spot removal, and low-cost discard. You probably also won't get much out of those expensive enchantments, since they eat up a whole turns mana, but doesnt do anything when you play them.

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