Retether

Retether

Sorcery

Return each Aura card from your graveyard to play. Only creatures can be enchanted this way. (Aura cards that can't enchant a creature in play remain in your graveyard.)

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Set Rarity
Planar Chaos (PLC) Rare

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Legality

Format Legality
Commander / EDH Legal
Modern Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Noble Legal
Magic Duels Legal
Vintage Legal
Oathbreaker Legal
Unformat Legal
1v1 Commander Legal
Tiny Leaders Legal
Highlander Legal
2019-10-04 Legal
Penny Dreadful Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal

Retether occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Retether Discussion

king-saproling on White Weeny

3 weeks ago

Flickerform is a fun aura. It can be used to protect the enchanted creature from both boardwipes and targetted removal. It can also be used in conjuction with dudes like Heliod's Pilgrim, Totem-Guide Hartebeest, Auratouched Mage, or Boonweaver Giant to find more auras (these dudes even find flickerform int he first place, making it easy to set up an aura-tutor engine). You could even use Flickerform to set as a draw engine by flickering a creature that is enchanted with Unquestioned Authority or Sage's Reverie.

You might like these too: Flickering Ward, Kor Spiritdancer, Pariah, Darksteel Mutation, Murder Investigation, Hope Against Hope, Eidolon of Countless Battles, All That Glitters, Retether, Crystal Chimes

Regoober on Tuvasa - Enchantment Deck

9 months ago

Season of Growth is one of my new favorite cards in my Enchantment deck--Especially If I'm running this many auras.

Additionally, Retether can make for one-shot commander knockouts after your commander gets burnt a couple times.

You should consider at least Unquestioned Authority for creature evasion if you're going for Voltron wins.

One Artifact means you should really punish people with artifacts: Stony Silence , Collector Ouphe , and Seeds of Innocence are all crushers for decks that rely on rock ramp spells. Archon of Valor's Reach is my favorite card in my bant enchantress deck. It does control effects on certain decks (I tend to pick instants or artifacts, but sorcery is a good pick if you're afraid of boardwipes. Planeswalker is only good against decks that are themed that way.) AND it doubles as a flying vigilance body to put auras on.

Finally, I don't think you need this many lands. Your curve is pretty low and you have a ton of ramp-chantments. A basic or three could probably get cut.

Hope that helps! keep building (and definitely consider Serra's Sanctum . Pricey, but just as relevant to your deck as Gaea's Cradle is to elfball.)

Nemesis on

11 months ago

Okay, this list will probably be long so I'll see if I can break it up.

Sram, Senior Edificer - basic stuff, card draw when you play an enchant

Kor Spiritdancer - same thing as above

Sphinx's Revelation and other x draw spells like Pull from Tomorrow , or Read the Runes

Curator's Ward - hexproof for your enchanted and draw if it's on bruna

Starfield Mystic - not crazy about this one, but it does reduce the cost of your enchantments when you have to cast them.

Danitha Capashen, Paragon - More Enchantment cost reduction

Hero of Iroas - same as above

Traumatize fast, ableit expensive, way to dump a ton of enchantments into your graveyard for Bruna
Winds of Rath - self explanatory

Divine Reckoning - nice when you have bruna and want to keep her

Single Combat - same as above

Umbra Mystic - good safety net for your auras

Eldrazi Conscription - expensive, but powerful aura

Spectra Ward - usually makes bruna unblockable

Spirit Mantle - usually makes bruna unblockable

Temple of the False God - land ramp, usually nice

Hedron Archive - ramp that turns into card draw if needed

Tons of tons of cards tutor enchantments, so consider those as well.

jakeelephant006 on Uril, Ultimate Bench-Presser

11 months ago

This deck seems to have a couple of weird things and a couple of holes in it. First off, your ramp seems to be through the roof and I don't really see why that's necessary. I would recommend cutting some of, if not all, the cluestones or maybe a sorcery speed ramp spell. Maybe consider switching one of your current sorceries for a Skyshroud Claim and probably switch Druid of the Anima for Sylvan Caryatid . Related to this is your current lack of enchantment cost-reducers. I would recommend adding one or two back in. You can switch some of your ramp for cards like Herald of the Pantheon or the new Starfield Mystic .

Next is card draw and tutors. You're not doing too bad at this, but I'm surprised you're not running Satyr Enchanter , Kor Spiritdancer , Sram, Senior Edificer or Open the Armory . Maybe even Three Dreams or Plea for Guidance are playable as well. Also, I think Harmonize deserves a spot because it can get you back in the game without any help.

Another thing you seem pretty weak on is removal. Both targeted and mass. I think Beast Within or Generous Gift or both would pretty easily fix your targeted removal. Maybe even Decimate or Qasali Pridemage . I think you ought to run at least one more board wipe. Single Combat or Divine Reckoning seem prudent. If you wanted to be able to hit more types of permanents, I'd highly recommend Tragic Arrogance .

My final category of things to add are other auras/enchantments and recursion/protection. Bear Umbra has been reprinted and it's still not here and Unquestioned Authority is also good. Also, the new Treefolk Umbra seems good enough to run. Maybe add back in Snake Umbra for card draw. Maybe On Serra's Wings or Asha's Favor for the host of abilities they grant and maybe Boar Umbra . For recursion and protection I'd say Hall of Heliod's Generosity , Umbra Mystic and Boros Charm are all cards that belong in here. Adding back in Retether seems like it would be fine and including either Eternal Witness or Auramancer or both might be good too. In general, I think this deck needs to be rebalanced a little bit.

Now, I'm sure you're thinking, "But my deck is already perfect. What am I supposed to take out?". I'm here to tell you, you're wrong and there are a few cards that seem ripe for removal. First off, Gideon's Intervention seems kinda silly in here. Really not what the deck wants to do. Maybe there are one or two cards that you really don't want to see in a game, but I think having single target removal in place of that would be better. Next off is Combat Celebrant . This guy is kinda slow, really vulnerable, and not an enchantment. If you really want this effect go with Aggravated Assault which, in concert with Bear Umbra, can give you infinite combats. Also, I think it's time for Wall of Reverence to bow out. It can gain you a bunch of life, but I don't think that it's worth the slot. As I mentioned before, the Keyrunes are easy pulls for some card draw spells, enchantment cost-reducers, and maybe another (probably basic) land or two. Maybe one or two other ramp spells (I might consider cutting Burgeoning if you don't add in more card draw) are worth cutting. I think 10-12 is a good number of ramp cards for this deck. Some of the weaker auras I'd look at are Scourge of the Nobilis , Felidar Umbra and maybe Mammoth Umbra and Burning Anger . Maybe I'm wrong about most of or all of those auras. That seems like the most difficult category to cut from.

I hope you've had fun reading all of this and that maybe a couple of my suggestions make a difference.

kamelyan on Im poor, so i ll play Uril CHEAP

11 months ago

I know it's almost five bucks, but you're gonna want'a grab yourself a Retether .

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