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

Printings View all

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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C16

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Reins of Power Discussion

Tappedoutman on Teferi, and his chill policy

1 month 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

2 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

2 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

2 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.

CaptSillva on Talrand and His Minions of Flying Doom

2 months ago

Here is a few cards you could consider Frantic Search, Bribery, Temporal Mastery, and Reins of Power.

BlueScope on Talrand Wants Opinions

3 months ago

Picking up the Polymorph discussion - As you already said, you get a Drake for a Drake, but I believe what EmmaMuu was going on about was that you might potentially hit something not worth spending the on, such as Baral, Stratus Dancer, or Willbender. Baral could be worth it depending on your hand at the time, but for the other two, seeing as they're utterly useless when entering the battlefield face-up, those aren't good draws and will leave you wasting a turn, as well as mana you could've left open for counter magic.

I haven't made good experiences with those two cards in particular myself - Willbender is too situational and rarely mattered when I was playing games. I originally intended to steal the opponent's Time Warps with it, but you really need to spend the initial for Morph, protect the permanent until it matters, then unmorph for another , and then hope your blue opponent doesn't have a Stifle. Insidious Will is the better card here by far, all things considered.
As for Stratus Dancer, it's a cool card because it can counter Split-Second cards, which is the only justification I can see to play it. Well, it's a 2-powered flying creature, which I guess plays into your deck's mechanic. Either way, it's pretty much sub-par for the same reason as Willbender, though if you have to leave one of them, it would be this one, as it's at least a hardcounter (so it will help against something like Blasphemous Act).
Still, I'd go with cutting both, replacing them with potent counterspells such as Cryptic Command and Mystic Confluence. Since your list doesn't include Disallow yet, that might be a chance to cheat it in there if you're worried about the former two's mana costs. I could also see Torrential Gearhulk replacing one of them, as it will even get you another Drake, plus the chance to get two uses out of a counter spell should you draw and cast it.

As for the rest of the deck, the only things that stand out to me are Halimar Depths (which is a land that I personally deem one for slow control decks, which yours is not), which I would replace - the same really goes for Myriad Landscape, which seems redundant when looking at your mana curve, and will probably slow down your early game, with nothing to use the mana on later on. Of course, there will always be those turns where you leave mana open for a counter spell, and your opponents don't do anything, so maybe I'm wrong about it.
As for suggestions in the Land department, I would very much include Homeward Path to prevent getting hosed by Reins of Power, or Insurrection. Unlike the aforementioned lands, it also comes into play untapped, so it will be marginally faster. Other than that, I like the Cycling lands Lonely Sandbar and Remote Isle. While these are slow, they aren't useless if you draw them from the top, and since you can cycle at instant speed, you don't have to worry about the investment for it all that much.

I also noticed you're not playing a Cyclonic Rift... what kind of blue commander player are you? :D

mickalopagus on The Hate Game

3 months ago

Hey man here is a deck Ive been playing since 2006 or so. Its been updated since but maybe you can get some ideas. Urborg land is a fantastic idea, I just sold mine too haha.

http://tappedout.net/mtg-decks/12-01-15-poisoned-lands/

I recommend Stab Wound over Errant Minion as it prevents damage against you and racks up the damage to boot. Siren's Call is one of my favorites with Propaganda out there. I used to use it with Ensnare which is dirtier, but hey this deck is pretty damn dirty as is ;p. Also with no creatures you can always Reins of Power FTW, which is quite hilarios

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