Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier 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
Dominaria (DOM) None
Urza's Destiny (UDS) Common

Combos Browse all



Return target permanent you control to its owner's hand.

Price & Acquistion Set Price Alerts




Recent Decks

Rescue Discussion

SmashPortal on Infinite Paladin

6 days ago

Counterspell and Sejiri Refuge aren't legal in this deck, as one was never printed in a standard set, and the other hasn't been printed in a standard set since 2009. Unsummon will be leaving standard in a couple weeks, so you might want to use Rescue instead. Counterspell can be replaced by Essence Scatter or Syncopate. Sejiri Refuge can be replaced with Glacial Fortress or Meandering River.

Suggestions Search for Azcanta  Flip, On Serra's Wings, Triumph of Gerrard, Seal Away, Fountain of Renewal, Shalai, Voice of Plenty, Dive Down, History of Benalia.

FastIsFaster on Ral’s Controlled Burn

2 weeks ago

I feel like Guttersnipe and Enigma Drake are somewhat at odds with one another. Guttersnipe is considerably worse if drawn late and you have spent most spells trying to keep your opponent at bay. Enigma Drake is nothing but a big (big-ish I guess) blocker until you get enough spells in your graveyard for it to really start swinging out, and that whole time it is a prime target for removal. Given the other spells in your deck, I think you are better off running Enigma Drake and Mirror Image to give you extra copies of the drake. I think Guttersnipe is more at home in a deck running 1 cost spells like Warlord's Fury, Crash Through, Rescue, etc where 5 mana can be 10 damage (plus any damage the spells might do). If you are trying to go for a more controlling route, Enigma Drake rewards you for countering your opponent and filling up your graveyard will spells, but every spell you cast without a Guttersnipe on the field is one less trigger. In the case of Ral, I think his first two abilities work much better with Enigma Drake, and it isn't until the third ability (very difficult to actually get to) that you have synergy with Guttersnipe, and the emblem plus Enigma Drake will win you the game too. Just a few thoughts.

FastIsFaster on Adeliz Wizards

2 weeks ago

I think Rescue should take Spell Pierce's spot, as it allows you to protect your creatures better and opens up the option to use a land twice if you haven't played a land for turn.

FastIsFaster on Guttersnipe burn

3 weeks ago

I would recommend using as many one-drop spells as you can if you are building around Guttersnipe. Consider some of the following:

Warlord's Fury and Crash Through both will let you draw a card, and they cost less than Chart a Course, and you don't have to swing in with creatures (this is especially important when Guttersnipe is your only creature out).

Rescue allows you to protect your Guttersnipe without having to use space for Siren Stormtamer, and it will also allow you to bounce a land you have already used and play it and use it again (if you haven't played a land for turn.

Jaya Ballard seems way too slow for this deck, and for 5 mana I would rather have The Mirari Conjecture out.

In my build, I found myself holding onto Doublecast for a long time, hoping to set up a crazy big damage play, but I switched to Primal Amulet  Flip, I found I played it out as soon as I drew it, and within a turn or two it was flipped, doubling my spells every turn after

FastIsFaster on Prowess Aggro

4 weeks ago

I play two Izzet decks, one is built around Guttersnipe and the other is a wizards deck very similar to this. For both decks, I have found Rescue to be a very (and surprisingly) useful card. My deck focuses a bit more on red than blue spells, so being able to bounce a Mountain back to hand and then use it again is great for things like Warlord's Fury, Crash Through, and Wizard's Lightning. Even with just Island, Mountain, Mountain, you could play Wizard's Lightning + Warlord's Fury + Rescue, return a mountain, play land for turn (the mountain you just returned) then drop another spell that costs just R. You can also use it to return one of your creatures if they try and target it.

capshanks01 on Upgraded Ezuri Precon

1 month ago

Hello some possible changes to reduce the manacost some creatures that trigger Ezuri: Quickling instead of Rescue +Bramblewood Paragon Sage of Fables Abzan Beastmasterinstead of Tuskguard Captain enchantment:+Awakening Zone-From Beyond and more ramp maybe: Cultivate orFertilid(triggers Ezuri) I see that you use Kaseto, Orochi Archmage maybe you can trySnake Basket for snake tokens, another advise, reduce the cost of your counterspells:add Stubborn Denial Swan Song etc in general try to avoid creatures that surpass the 5 manacost :D

Kogarashi on Merfolks not Mermaids

3 months ago

Tatyova is a very good choice for merfolk tribal right now.

I would swap two Deeproot Waters for Aquatic Incursion

I assume the idea behind Storm Sculptor and Rescue is to bounce the merfolk that grant counters, so you can get more counters and more tokens off of Deeproot Waters? Not a bad strategy.

Vasher on Is it wizards?

3 months ago

I'm surprised you're not running any counters... Spell Pierce, Admiral's Order (it's as good as cancel, but with a situational betterment)Unwind, Syncopate, and ESPECIALLY Disallow arguably the best counterspell ever printed.

Rescue + Ghitu Journeymage I a great way to use his EtB effect multiple times.

Ghitu Lavarunner is a must, surprised you're not running him.

Seismic Shift is a great sideboard card against agro, slowing their tempo.

Load more