Repel the Abominable


Format Legality
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eldritch Moon (EMN) Uncommon

Combos Browse all

Repel the Abominable


Prevent all damage that would be dealt this turn by non-Human sources.

Price & Acquistion Set Price Alerts



Have (1) rakdos24
Want (0)

Repel the Abominable Discussion

Rex_JB24 on The Second Sun Casts It's Shadow...

2 months ago

It's nice to see an Approach list that is dedicated control. I doubt you need it with this much removal, but have you considered a white fog such as Repel the Abominable or Encircling Fissure?

FullmetalWes on God-Pharaoh's Gearhulks

3 months ago

This is so original and fun! Well done. I'd recommend Repel the Abominable as a fog effect against aggro and to not take any damage from Madcap Experiment! Plus Abrade will be staple removal in Standard for a while so that can at least be sideboard for ya. Good luck!

Atroxreaper on

3 months ago

Wouldn't Repel the Abominable be better then saving grace?

Atroxreaper on R/W Humans are abrading (3-1 at FNM!)

3 months ago

I run a mono white humans at my FNM someone suggested to me Repel the Abominable gets you around sweltering suns, hour of devastation, can prevent a lethal attack or even just let you attack with always watching out and not care about what creatures they have out to block with.

jubale on The Lone Rider Beats Red Deck Wins

3 months ago

20 land is not greedy but Evolving Wilds is just weaker than your other options. Deck thinning is extremely minimal, and having a tapped land instead of an untapped is not minimal. If you stick to that concept, Desert of the True would be better than Evolving Wilds.

What you want instead is mana sinks so that if you do draw too many lands you can spend that. Shefet Dunes is a better alternative.

Sideboard, I would strongly consider having Repel the Abominable. Leave looks like a fine card for many situations (bounce and recast Thalia's Lieutenant maybe?), but Repel is much more aggressive. Shuts down Sweltering Suns and Hour of Devastation, or makes you completely victorious in combat, or stop you from taking damage from whatever the opponent is doing so you can keep attacking.

Other than that, deck looks fine!

speedchicken29 on

3 months ago

ooo thanks for the suggestion! Repel the Abominable is a good fit for this deck! I'll definitely swap it in for something else.

As for noncombat damage decks, the current solution is giving myself hexproof.I'll add more cards on the sideboard for that, but the current solutions are Leyline of Sanctity of which I currently own 1 that I dunno how I managed to get (they so expensive D:), but the more budget option is Ivory Mask.

hwagner on gw humans

3 months ago

I would play Gather the Townsfolk over Raise the Alarm.

Also I'm not sure on your budget but Other suggestions include removing Sigarda, Heron's Grace, Heron's Grace Champion, Surrak, the Hunt Caller, Odric, Lunarch Marshal, Thalia's Lancers, Doomed Traveler, and Consul's Lieutenant.

I would replace those cards with 4x Avacyn's Pilgrim, 4x Mayor of Avabruck  Flip, 3x Thalia, Guardian of Thraben and 3x Thalia, Heretic Cathar.

Also Path to Exile is an upgrade over Condemn.

You should replace the Repel the Abominable and Collective Efforts with 4x Collected Company. Once again I am unsure of your budget.

Manabase wise you should play Windswept Heath, Temple Garden, Razorverge Thicket, the full 4 Fortified Village.

Let me know what your budget is and I can help furthur!

Funkydiscogod on

3 months ago

If an opponent tries to Grapeshot you, or win through with noncombat damage, you're in for a bad time. What about Purity in the sideboard to fight against decks that will try to win without creatures? Or Repel the Abominable as another fog that can stop noncreature or noncombat damage.

Load more