Reverberate

Reverberate

Instant

Copy target instant or sorcery spell. You may choose new targets for the copy.

Browse Alters View at Gatherer

Trade

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Want (2) Eudaemoniac , thejordan0

Printings View all

Set Rarity
Magic 2013 (M13) Rare
2012 Core Set (M12) Rare
Premium Deck Series: Fire and Lightning (PFL) Rare
2011 Core Set (M11) Rare

Combos Browse all

Legality

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

Reverberate occurrence in decks from the last year

Commander / EDH:

All decks: 0.04%

Red: 0.45%

Latest Decks as Commander

Reverberate Discussion

Vulnoth on Turbo Aggro Grind Time

1 week ago

Continuing where I left off.

continuing from creatures

Something to consider when addressing what to drop for my suggestions is how it affects your overall strategy and politics. Ashenmoor Gouger looks good because on paper it can deal damage, but consider what happens if you draw it 10 turns in and the table has all dug in for the long game. Hyper aggressive cards of the sort that do little else aren't going to help you after the first few turns. Hackrobat, Rakdos Firewheeler, Thrill-Kill Assassin, and the like are what you should look for when hacking cards out of the deck in the creature department. You might be gearing up to go fast and hit hard, but you still are playing the "long game", if you can even call it that.

Support

Onwards we march, starting with the strict spell category. Here, you should be looking for either utility or pure power. Spot removal cards like Go for the Throat work in regular 60 card formats, but lose a ton of value as the game is slowed enough for that one spell to have a diminished effect because it can only hit a single creature, often to little effect. Now Bedevil, on the other hand, is outstanding because you can hold it for either an artifact or 'walker, thus expanding your range and making it always live and effective.

  • Allure of the Unknown - A huge resource generation spell. Additionally, it plays into politics well by letting an opponent (or friend) have a card. Gotta keep the train moving.

  • Bituminous Blast - Perhaps not the most clutch of cards, but at least worth considering since EDH is slow enough for these types of spells to put in work, mostly because Cascade is nuts. I'd understand if it didn't make the cut, though.

  • Captive Audience - Hilarious and effective. Instant enemy-maker, but if you haven't farted in the general direction of everyone at the table, others might turn a blind eye. In my experience, when Joe Shmoe poops out an army of dargons and you slap him with this, the table would generally point and laugh.

  • Cauldron Dance - A nice little shuffling of creatures, which is nice if you're rich in chunguses.

  • Kolaghan's Command - The best charm from its cycle, for good reasons. It's always live in EDH.

  • Spiteful Visions - Perhaps risky for politics, but it does put damage on board, thus making Rakdos live, and generates card advantage.

  • Fork/Reverberate/Wild Ricochet - copy spells, in my experience, tend to do a lot since they're just whatever everyone else is playing.

  • Beacon of Unrest - There will always be something in the grave, and self-recursion is a godsend in my books.

  • Scheming Symmetry - Helps your consistency and makes a friend.

  • Subversion - Nibbles at your opponents while sustaining yourself, and makes Rakdos live.

  • Generally any spell with X in its cost. As the game drags on, they only get better.

I did a brief skim of cards in Gatherer and from among my own decks, but don't be afraid to look at other decks or EDHRec for things that will help you. Just remember that your goal boils largely down to pinging to make Rakdos live, cards that Rakdos is payoff for, and utility general support that rounds out the deck.

Artifacts

Necessary gears to get the machine moving. Mostly it will boil down to mana rocks to accelerate your state, but there will be others that you want purely because they work well for you.

Lands

Here you can start to have some fun. Being 2-color, you do have to be somewhat mindful of what you're running, but you can definitely make use of a lot of offbeat lands since you're not trying to be a fool and mana fix 5 colors. Keep in mind that you may not necessarily need everything listed here, but it's just a matter of helping keep your ability to produce both colors consistent.

  • Temple of Malice - Slow lands may be unappealing, but Scrying usually helps.

  • Arch of Orazca - Yet another personal choice. All you need is to have 10 permanents at any point while controlling/playing a card with City's Blessing and you have it for the game. At which point, Arch becomes something to do with spare mana.

  • Reliquary Tower - Like Thought Vessel, it's worth considering, but is acceptable to pass on if you keep burning your hand up.

  • Command Tower - Staple.

  • Graven Cairns - Filter lands are always nice.

  • Rakdos Carnarium - Slow, yes, but in the long run gives more mana.

  • Shadowblood Ridge - Another pseudo Filter Land

Chopping Block

I encourage you to think these things out on your own or ask friends about this part, because understanding the process of what and why things stay or go is important to understanding your deck. Below are my suggestions for what needs to get yeeted.

  • Ashenmoor Gouger/Hackrobat/Hellhole Flailer/Rakdos Firewheeler/Thrill-Kill Assassin/Rakdos Guildmage - All just don't do that much. Awesome to drop in the first turns, but soon are just fodder. They're nice fodder for Lysolda and Judith, but overall too narrow in use and too low impact.

  • Void Winnower/Blood Moon - As someone who wins almost all his games through player politics, I advise against these types of cards that choke the entire table. Like infinite combos kept as panic buttons in decks, you really only get to pull it once before the group starts remembering what you have up your sleeve. After that, you risk being targeted because they'll know what you have.

  • Phyrexian Obliterator - BBBB in 2-color is a bold move for what's essentially a 5/5 unblockable.

  • Dark Ritual/Doom Blade/Go for the Throat - I personally would cut them, but feel free to play around with at least the removal spells for consistency in board control. Ritual, however, is just not suited for this format.

  • Everlasting Torment - It's the only card of its type in your deck, and actually makes you vulnerable to getting chump blocked.

  • Urborg, Tomb of Yawgmoth - Urborg serves almost no purpose in this deck.

  • Rakdos Guildgate - Guildgates are just packfiller.

  • Rakdos Signet/Rakdos Keyrune - In the modern day, your mana rocks mostly should be more useful than an overcosted creature, and if it only produces mana, it needs to be efficient like Sol Ring.

  • Lava Axe - Shouting "Catch" while literally throwing this is hilarious, but the card's just horribly overcosted.

  • Anthem of Rakdos - You will lose a lot of games you shouldn't lose because of this.

  • Ogre Battledriver - Giving a dude Haste to swing is nice, but it's a lot easier to just run a pinger like Goblin Fireslinger or Lobber Crew

  • Ob Nixilis, the Fallen - His Landfall is nice, but by nature isn't consistent, which is what you're looking for in ways to ping your opponent. Becoming a chungus is nice, but you're better off just skipping the hoops and playing an actual chungus.

  • Vial Smasher the Fierce - This one I'm not totally sold on cutting, but she seems more complicated than just running a pinger. Play around with her and see how Vial Smasher synergizes.

  • Master of Cruelties - Another I'm not totally sold on chopping, but he can only attack alone, which bottlenecks your options.

I know this all is sort of messy, but when making edits, start with comparable replacements (i.e. swapping a creature for a creature), run a few test turns, and see how things work.

Jasoa on Kaalia of The Vast

2 weeks ago

I would very much suggest that you add Pyroblast or Red Elemental Blast. If someone counters one of your spells like your commander, you can counter their counter spell. Something like Reverberate would also work, and it provides a bit more utility

Rhadamanthus on Multy Combat

2 weeks ago

You can use double square brackets around a card's name to create a reference link: Relentless Assault, Reverberate, Repeated Reverberation. It's the easiest way to make sure everyone understands what's going on in your question.

The extra combat phases created by the copies will mostly be wasted. Relentless Assault and most other similar spells only untap the creatures at the time the spell resolves. If you make copies of it, any creatures that attack during one of the additional combats will still be tapped when the next one starts.

You can get around this by either using creatures with vigilance or using a spell that works in a slightly different way. The two examples I found are the "Resurgence" half of Response / Resurgence, which gives your creatures vigilance as part of its effect, and World at War, which specifically untaps your attackers at the beginning of the additional combat phase.

multimedia on Torbran, Thane of Red Hell

3 weeks ago

Hey, nice budget version of Torbran.

Tectonic Reformation is an often overlooked budget source of repeatable draw for red. Combine damage from Torbran and Glint-Horn Buccaneer with Reformation's repeatable cycling, Molten Vortex and Neheb, Dreadhorde Champion's combat damage to player to do a lot of damage to your opponents when you discard cards. When you can use Mountains as sources of draw or damage then this can give you a lot of wanted value with mono red because the one thing mono red has is a lot of Mountains.

Consider other budget cards that can be repeatable sources of damage, disrupt or stop many opponent strategies: Zo-Zu the Punisher, Harsh Mentor, Immolation Shaman? Ancient Runes can put the hurt on opponents who play lots of mana rocks or other artifacts. Pyrostatic Pillar can shut down combos that require casting cards. With Circle of Flame opponents will think twice about attacking you with ground creatures.

Smoke is a very good budget disruptive card for nonaggro mono red. Reverberate and Dualcaster Mage are helpful cards to play since mono red lacks tutors and they can copy an opponents tutor.

Good luck with your deck.

nightfire7 on nightfire7

1 month ago

Game of Chaos can be fun but requires someone to really play along. Most of the time people will stop after one or two flips. It totally fits the theme but since it requires voluntary participation it usually falls flat. This is really the only card that I would likely replace. I don't think I would switch out Progenitus so I would choose this card for Dragon Mage.

You may consider taking out one of the doubling spells: Fork, Reverberate, or Twincast. They can really be fun because they interact not only with your opponent's spells but your own spells for double the chaos! Maybe just replace one or so depending on what you have in mind.

Chaos Moon can be hit or miss depending on how lively the board state is.

StopShot on How Does Harmless Offering Not ...

1 month ago

Harmless Offering could have been in blue though. The difference is Donate allows you to give the targeted permanent to yourself if you choose to. Harmless Offering forces you to give to an opponent, so you can't use it on a creature you stole with Act of Treason or Claim the Firstborn to permanently give that stolen creature to yourself.

Even Reverberate is strictly worse from Fork. Let's say you play an important spell and your opponent tries to counter it with a blue counter spell. In return you could Reverberate the counter spell effectively countering it with the copy, but if your opponent(s) has a second counter spell in the form of Red Elemental Blast or Guttural Response they can effectively win the counter war. If you had used Fork and their were no other counter spells available you would have won the counter war.

Also Fork is better even if you account for spells like Blue Elemental Blast/Flashfreeze because that spell can counter the initial Fork/Reverberate anyway. Fork only fails if the spell you want to copy isn't red and you need it to target a creature with protection from red which is more niche than the example I gave above.

Effectively you can make a practical reprint so long as it has some aspect it falls short in, even if that downside is really negligible.

shadow63 on How Does Harmless Offering Not ...

1 month ago

I mean theres Fork and Reverberate

dingusdingo on Best Counterspells in Commander?

2 months ago

Blue

Your very top tier auto-include for lists is going to look like

Your situational includes are going to look like

Other blue stuff is usually just too expensive. Paying over 2 mana for a counterspell just doesn't cut it when there are so many threats for so cheap. Don't pay more than 2 for a counterspell unless it does something wild on top. Counterspells with fewer restrictions on what it can counter are going to be better.

Other Colors

This is where it gets saucy boys

  • Red Elemental Blast Pyroblast are VERY good. In a pod, there is almost definitely blue at the table. Every single red deck can slot these for commander without fear. Do note that REB works against any spell that includes blue (multicolor), while pyro only works against spells that are ONLY blue (monocolor).
  • Fork Reverberate (Twincast) these allow you to copy a counterspell to create a counterspell. More access for red to counterspells. They also conveniently work very well against tutors, ramp, big draw spells, and extra turn spells.
  • Guttural Response Weird hybrid color and somewhat restricted but still a good include in most RG decks.
  • Burnout a bit worse then the elemental blasts as it costs 2 mana and it is limited. The cantrip is nice though
  • Mana Tithe not that good in EDH but give it a whirl I guess
  • Lapse of Certainty costing 3 hurts, but this is more a tempo card than anything.
  • Dash Hopes Don't play this card in EDH lol
  • Withering Boon on the chunkier end at 2 CMC, but in a color that doesn't get much of this. The 3 life and the restriction hurt, but definitely EDH playable. Every deck runs a commander, 99% of which are creatures
  • Imp's Mischief can counter a spell by having it target Mischief, as can Misdirection Shunt Swerve and Ricochet Trap.
  • Veil of Summer 1 mana green Cryptic Command
  • Autumn's Veil Counterspell + silence against UB
  • Bind I bet you didn't even know this card existed. Cantrips. GOOD IN THE YISAN MIRROR MATCH?
  • Avoid Fate Weird protection oriented counterspell
  • Nether Void Mostly ran in stax builds, brutal lockout card
  • Planar Chaos One of my new favorite cards. Brutal with recursion like Hall of Heliod's Generosity. Play when you're ahead
  • Deathgrip Lifeforce These are based if you have any method of color shifting. Realistically, you could run Lifeforce in Momir Hackball. These cards can cause scoops on casual tables lol.
  • Vexing Shusher can render counterspells useless. Similarly, Dosan the Falling Leaf Grand Abolisher Prowling Serpopard Gaea's Herald can all protect against counterspells. Far more marginal but still worthwhile are Hall of Gemstone and Ritual of Subdual for turning off counterspells for opponents.
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