Return to Action

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Return to Action

Instant

Until end of turn, target creature gets +1/+0 and gains lifelink and "When this creature dies, return it to the battlefield tapped under its owner's control." (Dying is being put into the graveyard from the battlefield.)

wallisface on Dimir-Ninjutsu w/ Neo Dragon Spirits

7 months ago

If you’re looking to improve this, here’s some general tips:

  • The deck is currently running waay too many cards as 1-ofs and 2-ofs. This makes it pretty impossible to form a coherent strategy, or have any form of reliability. The vast majority of the deck should be run as playsets (4-ofs). A good approach for new deck-builders is to pick 9 cards, and run playsets of each of those (making 36 cards) alongside 24 lands (for a 60 card deck).

  • your mana curve feels very high. Yes, there are alternate costs to a bunch of your cards, but you still have 6 cards which will unavoidably cost 4-or-more mana (this is quite high, considering a lot of these also cost 5-6, which is outside the range decks can typically justify).

  • Ninjitsu decks generally want lots of 1-mana evasive creatures so that they can make the most of their ability - i don’t see that here. Specifically, i’d be expecting stuff like Changeling Outcast, Slither Blade, and/or Ornithopter.

  • You’re currently running a lot of weak/inefficient cards and should he looking to upgrade these where possible. For example, Hero's Downfall being a 3-mana killspell makes it incredibly weak, and really should be Fatal Push. Likewise, Return to Action is very weak when there are multiple cards with this effect __(or better)_ for only 1 mana.

nuperokaso on Ninjas and Rogues

10 months ago

Remember that you are an aggro deck. As such, you want to lower your mana curve. You don't want to give up on card advantage, but you are willing to ignore life gain and pay some life instead.

Ca1m_down on BlitzKrieg

1 year ago

Hey, cool list. I think there are a couple of different ways of building Henzie and I feel like you have a couple of different ideas going on here. Here are my thoughts on the different themes you can focus on that synergize with Henzie's abilities:

Cost reduction (making big impactful creature cost as little as possible to cast multiple in a turn every turn) Goreclaw, Terror of Qal Sisma, Nylea, Keen-Eyed, Cloud Key, The Immortal Sun, Marauding Raptor, Heartless Summoning, Krosan Drover, Goblin Anarchomancer, Semblance Anvil

"Blink" (lots of undying, persist, and plenty of "Feign Death" effects to maximize etb/dies triggers and keep the creatures after blitz) Cauldron of Souls, Conjurer's Closet, Kaya's Ghostform, Supernatural Stamina, Blood for Bones, Undying Malice, Minion's Return, Demonic Gifts, Abnormal Endurance, Unholy Indenture, Return to Action, Fake Your Own Death, Flayer of the Hatebound, Mikaeus, the Unhallowed, Puppeteer Clique, Woodfall Primus, Murderous Redcap, Faceless Butcher

Value Town (maximize card advantage, keep the cards flowing, recursion, keep non-creature count low) Guardian Project, The Great Henge, Greater Good, Lifeblood Hydra, Demonlord Belzenlok, Gorex, the Tombshell, Deadwood Treefolk, Acolyte of Affliction, Evolutionary Leap

I think doing a combination of these three things is solid, but I'd recommend focusing on one and trying to keep the game plan somewhat focused. My brew leans towards Value Town.

Things in your current list that I'm a little skeptical of:

Sundial of the Infinite I think since Henzie is only giving us a small mana discount, this would just be used as a weird "your creatures have haste". I think you often want to take advantage of the "when this dies, draw" rather than 1+ mana cost reduction.

Deathreap Ritual This doesn't trigger if your creatures are dying in your end step to blitz, creatures need to die before the end step for the Ritual trigger to go on the stack. Even if that wasn't the case, I feel like it's better in decks where you're the one making sure it's triggering on each of your opponents turns. What Henzie is doing doesn't really help with doing that. I feel like Moldervine Reclamation would be similar in concept, but more synergistic once the deck is going (but I also don't think it's worth an inclusion).

Living Death How are you filling your yard? Henzie doesn't get cards into your yard very quickly. I think the is a card that fits better in decks that are doing plenty of looting and self milling. It's very likely the other graveyard players will benefit more than you when you cast this.

Most of your creatures that are less than 4 cmc don't seem like they do enough with Henzie to take a slot. I think you'd be better off if your CMC<4 mana stuff was non-creatures that ramp and/or setup for your game plan. I can understand the sac outlet ones if you're really taking advantage of the instant speed aspect, but most of the time you're having to sac end of turn anyway, so I think it'd be better to take advantage of the better payoff of the non-creature sac outlets (like Evo Leap, Vampiric Rites, the various Altars, Greater Good, etc.) As far as mana dorks, I feel like 2 mana ramp spells will help more in the long run. I don't think Henzie is powerful enough of a turn 2 play to risk losing mana sources to pings and/or wraths.

All that being said, it's great seeing other peoples takes on Henzie. I've certainly gained a bunch from reading your comment on my decklist and thinking critically about yours. I'll try and keep my list updated as I play it more. It's been a blast so far. If I didn't already have a black based "blink" deck I think I'd probably lean Henzie towards that strat. :)

legendofa on return to actionin vs legend …

1 year ago

Unfortunately, this doesn't work. Once the original Lord Xander, the Collector with Return to Action leaves and returns to the battlefield, it's treated as a completely new creature and doesn't get the benefits of Return to Action anymore.

Once you cast Rite of Replication and the token copies enter, if you sacrifice the original Lord Xander, the Return to Action basically "wears off" and it's effect doesn't apply to Xander once it returns. You still get a big pile of Xander's etb/dies effects, though.

Legendxp on Tivit, seller of secrets

1 year ago

Hey, I'm glad someone else saw the potential of this guy. I'm making a deck with him as well.

I went a slightly different route with using the following cards as psuedo blink spells;

1x Abnormal Endurance

1x Demonic Gifts

1x Fake Your Own Death

1x Feign Death

1x Malakir Rebirth  Flip

1x Return to Action

1x Supernatural Stamina

1x Undying Evil

1x Undying Malice

It helps that they can also be used to surprise an enemy during combat to get one of their creatures killed. The rest of my deck is basically stuff that gets stronger based on the number of artifacts I control.

Have (1) reikitavi
Want (1) C0LDE