Reins of Power

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Commander 2016 (C16) Rare
Commander 2015 (C15) Rare
MTG: Commander (CMD) Rare
Stronghold (STH) Rare

Combos Browse all

Reins of Power

Instant

Untap all creatures you control and all creatures target opponent controls. You and that opponent each gain control of all creatures the other controls until end of turn. Those creatures gain haste until end of turn.

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Reins of Power Discussion

Bxbx on "Did you just attack me?" spot removal tribal

4 weeks ago

Hi,

your deck-idea is great! +1

I once thought about a similar deck, but it was more goofy. It tried to incentivize the opponents to attack each other and then cast pump spells and cards like Berserk or Blood Frenzy on the attacking creatures - ideally on their commander. Your deck somehow reminded me of that idea. I think, I'll have to start working on that again.

Some suggestions:

The following cards were in the deck I mentioned before and could be nice in yours as well:

That's all for now. Let me know what you think

Dezibell on Defensive UB Zombie Mill

1 month ago

I changed a few things about the deck. Mainly I removed a lot of 1offs to streamline the draw. I had 3 different 3-4 mana zombies that buff all other zombies with +1/+1 and different effects, which are now all death barons etc.

I thought about adding the discard effects, but I feel bad adding Liliana Vess when I exile every creature card from their graveyard via Undead Alchemist. Waste Not is a really cool card, but I don't think I have enough removal instants to make running multiple copies worth it. Instead I found Reins of Power and added that in.

NV_1980 on I'll hold on to that for you!

1 month ago

Hi Sheld,

Again, thanks for the input!

Though this deck does contain counter spells, I wasn't planning on using more than 3-4. These are mostly meant to make the deck slightly more versatile, especially during the early stages of a game. That's why the counter spells in it don't have a CMC above 3. I like all the cards you mention on this front though (Mystic Confluence, Commit / Memory and Wild Ricochet). Rest assured I'm using some of them in other decks (some of which still need to be posted).

I'm using one wheel effect in this deck; Windfall. I included it because I wanted something to complement the sparse battery of counterspells this deck containts. Also, it's a nice, cheap form of disruption I can use early game. Adding more of these effects, ... I dunno. I feel that to get more out of them, I would need to add more cards that would damage players for drawing cards and preferably also for discarding cards. I have a Grixis deck with Nekusar, the Mindrazer as a commander (this deck still needs to be posted), which already does precisely that.

Though Ral Zarek is pretty darn awesome and I happen to own one, I'm not sure I should add him. His primary power does come in handy combined with the creatures that have an activated ability, but other than that he doesn't fit the theme all too well. I'll think him over some more.

When comparing Sanctum and Electromancer, I'd say Sanctum has more abilities (scrying as well) and is harder to remove, whereas Electromancer has a cheaper CMC. As the deck already has plenty of draw and scrying stuff AND it's hard to get started as a blue-red deck (without Mizzix) to begin with, I'd rather have the cheaper Mancer.

Djinn of Infinite Deceits, now there's a card I completely overlooked! I'm definitely going to add him. He'll probably be replacing Erratic Portal; I've not needed it all that often anyway, I got more use out of Cloudstone Curio.

Cultural Exchange could fulfill a similar role as the Djinn, but as a one-off effect and on a larger scale. It would be brilliant if one could cast Reins of Power or Blatant Thievery first and follow it up with this card to take control of a second opponent's creatures. You'd even get your own creatures back by the end of your turn. However, these are the only two situations I'd deem this card to be worth its CMC. If I'd be generating more tokens somehow I would add this card, but since I'm not doing that ...

Guttersnipe has been great. Usually I play three opponents. That means that whenever Snipe is on the field, each instance/sorcery I cast will cause 6 damage (2 per opponent). That doesn't seem like much but it does begin to stack up after a while. As this deck contains 26 such spells AND I can cast Snipe during the early game, I consider it to be too valuable to replace.

Tappedoutman on Teferi, and his chill policy

3 months ago

If there are many aggros like Prossh and Marath you could try to play Clone Legion, Reins of Power, Expropriate, all cards which could help you to steal the opponents strength and using that against theirself.

jkolb712 on

4 months ago

megaPisces13 The cards I took out are these:

Creatures

Gigantoplasm, Broodbirth Viper, Illusory Ambusher, Lone Revenant, Warchief Giant Goblin Electromancer, Charmbreaker Devils, Arjun, the Shifting Flame <-(Might be worth keeping), Etherium-Horn Sorcerer, Melek, Izzet Paragon, Dragon Mage.

Sorcery

Faithless Looting, Stolen Goods, Chain Reaction, Call the Skybreaker

Instant

Echoing Truth, Desperate Ravings, Reins of Power, Steam Augury, Word of Seizing, Aethersnatch, Magmaquake, Act of Aggression, DominateFor artifacts its a toss up, but I got rid of Seal of the Guildpact.

Get rid of all three enchantments.

For lands, limit it down to 36. Get rid of Rogue's Passage, and Temple of the False God.

Replacements*

I'll just put this is as a block text. Dig Through Time, Pieces of the Puzzle, Void Shatter, Swiftfoot Boots (or Lightning Greaves, if you prefer, thought you can go with both), Whispers of the Muse, Mystical Tutor, Part the Waterveil, Scour from Existence, Commit / Memory, Desolate Lighthouse, Cyclonic Rift, Tezzeret's Gambit, Mirrorpool, Disallow, Insidious Will, Shivan Reef, Spirebluff Canal, Metallurgic Summonings, Temple of Epiphany, Reiterate, Past in Flames, Learn from the Past, Meekstone, Epiphany at the Drownyard, Ponder, Merchant Scroll, Blasphemous Act, Mnemonic Nexus, Treasure Cruise, Guttersnipe, The Locust God, Wheel of Fate, Reforge the Soul, Sky Diamond, Expropriate, Insurrection, Caldera Lake, Halimar Depths

If you want some other upgrades to make this deck truly yours, you can go to EDHRec (https://edhrec.com/commanders/mizzix-of-the-izmagnus) to see what else you want to do. My deck is by no means the end all be all of upgrades. Keep it fun and make it work for you. :)

CaptSillva on Edric, Spymaster of Trest

4 months ago

You look like the type of guy who wants to be holding all the cards and always have a trick up their sleeve. Here are a few solid and flavorful options for your deck. Illusionist's Gambit, Reins of Power, Bribery, Acquire, Grip of Phyresis, Intellectual Offering, Sower of Temptation, and Treachery.

Ashmed on Talrand and His Minions of Flying Doom

4 months ago

Hi CaptSillva, thank you for the suggestions!

Frantic Search is a good card which I may test out.

Bribery is awesome, however I am fairly poor! I will keep an eye out though as it would be an amazing addition.

I find that extra turns don't help out in this deck, so Temporal Mastery would not be a great addition.

Reins of Power is a card I did test for a little while but I didn't get on with it personally.

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