Return to Dust


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2017 (C17) Uncommon
Commander Anthology (CMT) Uncommon
Commander 2014 (C14) Uncommon
MTG: Commander (CMD) Uncommon
Time Spiral (TSP) Uncommon

Combos Browse all

Return to Dust


Exile target artifact or enchantment. If you played this spell during your main phase, you may exile up to one other target artifact or enchantment.

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Return to Dust Discussion

BabyK on Boardwipe 100% Competitive

1 day ago

Splash blue and run Supreme Verdict and Wrath of God. That would also let you play Master Transmuter for getting darksteel out faster. The only downside is that Return to Dust, Path to Exile and Swords to Plowshares are all things, even in casual settings. Bant tempo wouldn't be a bad idea though with some Negate and Mana Leak action. Much like old cruel control grixis decks, just without lightning bolts and cruel ultimatums. Instead you get ramp, big fatties and uncounterable board wipes.

Again, this is all strictly casual, but more so on the competitive side of casual. Primeval Titan is also a really good ramp/finisher after you have cleared the board.

zaerox12345 on Gwafa the Generous

2 days ago

Also, I would cut Seal of Cleansing and add Return to Dust Much more solid card for removing pesky enchantments especially two for one on your turn.

Bchong on Stack Attack

5 days ago

Instead of having a lot of the bigger draw effects like Sphinx's Revelation or Blue Sun's Zenith you should be running things like Brainstorm Ponder Mystic Remora Preordain Serum Visions these are just better cards and just in general if you have blue in your deck you should almost always be running these cards.

You should take out the less impactful cards. These are cards like Pentarch Ward Reality Acid Solemn Simulacrum Palinchron Angel of Invention Clever Impersonator Phyrexian Metamorph Stonehorn Dignitary Luminate Primordial DuplicantAltar of the Brood Disdainful Stroke Counterspell Disallow Return to Dust Spine of Ish Sah. Admittedly some of these cards are good in a Brago deck and they are fun to play with. But you are neglecting the fact that you don't have enough ramp, or a consistent and wincon that can be tutored for. While you have the tangle wire and static orb combo as one wincon, you have a lot of random cards that in the end don't do that much.

In a competitive match you need to be throwing things like Thorn of Amethyst or Sphere of Resistance turn 1, because your opponent will be close to wining by turn 2 or 3. A stronger card that you need is Blind Obedience this will have more impact by itself than all the creatures you have combined. This is because your game plan is way too slow. For you to get real value out of your cards they must be on the battlefield for more than 1 turn. This is of course only if you are trying to be seriously competitive. Having oppressive cards like Ethersworn Canonist or Arcane Laboratory and other hatebears will actually make people hate you rather than a slow overtime value deck. Because this prevents them from even getting to play magic at all.

By the way you are missing the Aura Thief combo and Cleansing Meditation this will make people concede.

Dreno33 on Zacama Control EDH

1 week ago

Hey man. I started making mine nearly a week ago with the same exact intentions.

A few things I am surprised I don't see in here that I thought you should consider.

I'm a fan of exiling things as I see recursion far too often. I would consider adding some mass graveyard hate as it will DEFINITELY hurt your opponents more than you.

What to remove?

  • Izzet Chemister - WAY too slow and vulnerable. So man better cards to add before him.

  • Ulvenwald Hydra - Big dumb creature with no evasion. Not what your deck is about. If you need more ramp, pick something cheaper. There are plenty more options.

  • Evangelize - It's a cool effect, I guess. But the fact that THEY choose makes this terrible. You are trying to cast board wipes, why spend a turn casting this with buyback when you are going to kill it soon anyways?

  • Mizzix's Mastery - cool, but more for storm. Casting more than one mass boardwipe is redundant. I like it only for the ramp, but make sure your ramp fits well with your manabase (aka. not running out of targets on your recasts)

If you want to check out mine for comparisons, feel free. Also, I grabbed Wear / Tear and Slayers' Stronghold from you. Thanks :)

Zacama, Primal Control

Commander / EDH* Dreno33


JustAn0ther on Zacama's Cacophony of Catastrophe

1 week ago

even though Zacama can destroy artifacts and enchantments with its ability, it still might be a good idea to pack cards like Austere Command, Return to Dust, Swords to Plowshares, and others just to have removal that's not "sorcery speed" (needing to cast your commander if it dies). Since you're playing big fatties you can also try out Pyrohemia to make sure your opponents don't get little annoying baby creatures. Beyond that you can also mess around with cards like Cloudstone Curio and lower CMC ramp creatures like Farhaven Elf to go infinite with your commander for mana. In the same boat is also Temur Sabertooth. If you wanted to ramp up the ramp even more, you can also throw in cards like Tireless Tracker, Seer's Sundial, Rampaging Baloths, Omnath, Locus of Rage to take advantage of that. Also you can try using enrage creatures with >3 toughness to trigger them on each turn with Zacama's damage ability, so something like Ripjaw Raptor, Silverclad Ferocidons, or Trapjaw Tyrant could be really strong. And speaking of the damage ability, Basilisk Collar.

imoutogetyou on Ally Ambush

1 week ago

Hey, love the risk of boros cause it is so hard to play. If I were you I would consider Sunforger. Best equipment and it lets you dodge boardwipes if you search for Boros Charm. Additionally it means that you do not need have any combat tricks as all of them are cheap enough to cast off of it except Resupply. Imagine the blowout of having an opponent swing at you with no cards in hand and you Settle the Wreckage + Sunforger them out of nowhere.

Additionally there are some reasonable instant speed targets to include with Sunforger in mind: Orim's Thunder, Comeuppance, Rootborn Defenses, Wild Ricochet, Return to Dust, and possibly Dawn Charm. Just something to think about.

There is also a shortfall in card draw effects in red and white so maybe Skullclamp would be good. Because you are going to be making a lot of superfluous 1/1 tokens.

I don't think that your life gain and single target removal would work that well in practice. Although I can see why you would include them as Resupply seems pretty on flavor for Ally tribal.

patrickd117 on Rith, the Awakener Jan 2018

1 week ago

The lands definitely jump out at me as being not ideal. I'd Vivid Crag, Vivid Grove, and Vivid Meadow are almost always better than evolving wilds and terramorphic expanse. Rith's Grove is bad. I'd try out Krosan Verge. That's a must-play for me in white-green.

Seed Spark impresses me less than Return to Dust or Sylvan Reclamation, even considering that it's more synergistic with your deck.

I'd probably run Secure the Wastes over White Sun's Zenith. I've never been impressed with Dictate of Heliod. True Conviction also seems like a card that's not quite as good as it was when we started playing. It's also not as good with 1/1's; you need a pump for it not to be +1/+1.

Emeria Angel seems pretty low-impact, as does Requiem Angel. Farhaven Elf isn't the best option either. I think you really only want to run it if you're gonna be blinking it.

Random stuff that could be worth trying: Champion of Lambholt, Pathbreaker Ibex, Hornet Queen

Definitely add Cryptolith Rite and Rishkar's Expertise

DespairFaction on Aurelia, the Warleader

4 weeks ago

Hey there I'm a long time Aurelia player. I'm digging your build, my token builds of Aurelia are usually lackluster, but I'm interesting in trying yours out.

Heres some recommendations of cards I really like: Glorybringer gives you more removal, Odric, Lunarch Marshal flying vigilance haste for all of your creatures. Mask of Memory The card draw is awesome on this thing.

Mana Fixing: I recommend Tithe, Gift of Estates, Worn Powerstone, Thran Dynamo, Sword of the Animist is also really powerful.

Sunforger package: I really like Return to Dust, Wear / Tear, Comeuppance is crazy good, and I would swap out Legion's Initiative for Teferi's Protection

Lands: I run a lot of fetches to find Plateau and Sacred Foundry which allows me to run a smaller number of basics, and run pretty greedy with utility lands. Strip Mine, Tectonic Edge, Ghost Quarter, Emeria, The Sky Ruin, Opal Palace, Command Beacon Homeward Path this one is important for when Aurelia inevitably gets stolen. Path of Ancestry.

Other thoughts: I personally prefer to run 37-38 lands. I have found Sunblast Angel to be underwhelming. I prefer Angel of the Dire Hour for that type of effect. Crescendo of War is a funny card, sometimes you win easily, sometimes it kills you. I think you could probably cut of some of the additional combat step cards since Aurelia already does that, but I would add in Eldrazi Displacer, you can blink Aurelia and keep getting combat steps and get there with your tokens.

Anyway check out some of the suggestions. Hope you enjoy them.

I have bunch of Aurelia builds you can check out here:

45 Creatures!

Angel Tribal

Normal Equip and Creature Build

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