Revoke Existence

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Born of the Gods Common
Duel Decks: Venser vs. Koth Common
Scars of Mirrodin Common

Combos Browse all

Revoke Existence

Sorcery

Exile target artifact or enchantment.

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Cardhoarder (MTGO)

0.01 TIX $0.02 Foil

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Revoke Existence Discussion

joshuaizac on Sidar and Tana

5 days ago

I love the synergy between Tana & Sidar...I think these two were made for each other more so than any other 2 partners.

Beyond that I think you got lost....Single target pump spells / bloodrush effects and the like are horrible in multiplayer games....unless this is intended solely for 1 v 1, I'd say ditch ALL of them. Aside from Intangible Virtue I wouldn't put any other static effect Anthems in either...once you get your tokens to be bigger than 2/2 then you just lost all synergy with Sidar...and have defeated yourself. Collective Blessing, Gaea's Anthem > out.

Creatures / Spells that will only ever give you 1 token (in addition to the creature that comes with it) also not that effective. Again unless this is 1 vs 1. Attended Knight and Tukatongue Thallid and such...out...

Deckbuilding for edh: When I build an edh deck, I too just start throwing cards at it, then cut lots then try to figure out how much ramp I need, and how much card draw I need, and how much removal I'm going to put in. These three things I put in pretty much EVERY deck. I may not run much but at least a little. (I'm only seeing a few of each on your list) After I get things balanced out and make my cuts I work the land base usually 35-39 lands depending on the deck/mana curve, amount of ramp ect. This deck I'd say 36-37 lands.

I'm not going to price check all the following recomendations, but bear in mind the tcg prices on this site doesn't account for different / older prints / damaged card discounts ect, though a few still might be 20 cents over your budget, but I'm gonna list them anyways.

Cheap ramp: (in addition the the couple of mana dorks you already have pick 3 to 5 more) Wayfarer's Bauble, Rampant Growth, Explore, Burnished Hart, Fellwar Stone, Commander's Sphere, Darksteel Ingot

Cheap removal: (keep Pacifism if you must pick 3-5 here also) Revoke Existence, Fate Forgotten, Oblation, Terastodon, Smash to Smithereens, Entrapment Maneuver, Desert Twister, Scour from Existence ... there's several others but still this is a descent selection...

Cheap Card Draw: There really isn't much in the way in these colors to begin with, even less on your budget... maybe throw Faithless Looting a few cards that give you the Monarch like Protector of the Crown and or Crown-Hunter Hireling and get a Skullclamp and maybe a Slate of Ancestry once you can find/trade for/afford one (they're only $1.50 tops)

Cheap Efficient Token Gen: You got a few good ones already a few more worth mentioning, Decree of Justice, Sporemound, Ezuri's Predation, Twilight Drover, and again...maybe later add Rith, the Awakener and or Sigarda, Heron's Grace.

Cheap Pump: Aside from Borrowed Grace, which you could leave in or not, you really only need a few good GLOBAL pump spells spells for finishers. Usually I'd suggest something like Beastmaster Ascension, but in this case again...no synergy with Sidar. I'd probably throw Titanic Ultimatum and Overwhelming Stampede (stronger 1x use versions of Overrun) and also throw a Leonin Sun Standard at the deck for repeated use/abuse after declare blockers step. Those three alone should probably do it.

Cheap Land Base: Aside from basics there are quite a few good lands to run in budget builds in the case of a Naya deck, you've already listed Jungle Shrine (I'd ditch the bounceland), there's also Naya Panorama, Rugged Highlands, Blossoming Sands, Wind-Scarred Crag, Evolving Wilds, Terramorphic Expanse. I'd run every one of these, and then basics for the rest. (Again, 36-37 total lands for this deck.)

Yea...so ...holy wall of text Batman, hope some of it helps, gl & hf

Firebones675 on Sharuum and the Funky Robot

2 weeks ago

i'd add in more in counterspells (Counterspell/Disallow/Rewind etc.)

Here's a link to the edhrec page about your commander

https://edhrec.com/commanders/sharuum-the-hegemon

It polls from lots of different decks and shows what cards show up the most in them. This can offset the fact that you might not about what's out there.

Your deck looks like a good start, it already has most of the catagries of cards I look for. The one thing i think you need more of is removal. In almost any game you play your opponents are going t play a creature you need to get rid of quickly. Swords to Plowshares and Path to Exile are efficient but others work too. As for non creature permenants Revoke Existence is nice. Some cards like Grasp of Fate Detention Sphere or Oblivion Ring can hit both

the.beanpole on Field to Plowshares

3 weeks ago

Eliminate the Competition and Gaze of Justice seem a little redundant with what your commander is doing. I generally try to stay away from one-shot effects in this format unless they are really back-breaking or X-for-1s or something. Revoke Existence could easily be Leonin Relic-Warder to give you extra-sac fodder that still perma exiles if you time it right. I also play Voldaren Pariah  Flip in my Teysa deck. Twilight Drover is always good in token decks, especially Teysa, and provides a mana sink as well. There is also the Enduring Renewal + Ornithopter/Memnite/Phyrexian Walker combo that goes "infinite" with any of your free sac outlets.

kamarupa on Soulja Boy

1 month ago

Well done. I really like this build. +1

I think maybe it might be just as good with Scout's Warning as it is with Cavern of Souls. You don't need the Cavern to mana-fix, so all it does is prevent counterspell. It would make the deck a lot less expensive - without Cavern and Path, this deck is basically budget. Which I think is awesome.

A few cards to maybe consider:

Immortal Servitude - you have a lot of 1 drop creatures - for 4 you can bring them all back after a wrath. Alternatively, Return to the Ranks.

Windbrisk Heights - 1x might be an unlikely, but viable cheat for Captain of the Watch.

Sejiri Steppe - 1x of these can be nice mid-late game. There aren't a lot of non-basic mono-white lands worth considering.

Sanctimony might be worth considering for the sideboard.

Tezzeret's Gambit can draw you 2 cards and proliferate counters bestowed by Thalia's Lieutenant.

Erase seems like it has a place in your sideboard. Or drop Kataki, War's Wage and just go with Disenchant or Revoke Existence.

I like Pithing Needle a lot, but Oblivion Ring is even more useful. It's broad spectrum seems worth 1x in just about any deck.

Serra's Blessing can deliver vigilance (to your tokens, too!) for 1 less than Always Watching , albeit sans the +1/+1.

kamarupa on Cocaine

1 month ago

Thank you, WhisperingBlade - you made some really, really good points there and I want you to know that I appreciate the time and thought you put into the comment.

I'm definitely considering Knight of the White Orchid, specifically for the ramp effect. I'm actually thinking of building a deck around just him. I've been aware of him for a years, but never thought of him as a ramp. (How'd I miss that?!) What I really like about Gift of Estates is that it thins the deck out. If I can put 3 lands in my hand on t2/t3, the odds that I draw land after that go down quite significantly, which tends to lead to ideal card draws.

Usually I use Immortal Servitude to bring back all of my 1 drops after blocking deathtouch creatures or some such, but I do also use it after wraths, either my own or opponents. Convoke won't help after a wrath. Return to the Ranks might be cheaper/easier to cast in some cases, but in others, not as good. Maybe I'll try two and see how it goes.

The wraths in there because I have them sitting around, but in all honesty, this deck is so fast, it usually wins before opponents can get scary enough to want a wrath.

The only reason I like Revoke Existence is that it exiles and sometimes that's really clutch, like against modular artifact decks, for instance.

kamarupa on We Can All Be Heros

1 month ago

First off, wow. Under $7! That is BUDGGG-EEEET. Bravo!

I never got into "tribal" Heroic because it seemed like there'd never be enough room in a deck for creature targeting spells and lots Heroic creatures. That said, if you really want this deck to be better, I can offer a few tips that can make it more powerful.

For starters, I think you can do better in the land department. I suggest biting the bullet and going with 4xSunpetal Grove. Good lands work in so many decks, they'll be worth it. If you really don't want to spend the money on better lands, I suggest dropping white and going mono-green. It will make it faster and you'll avoid the frustration of not having the right land at the right time.

Another thing that will get you more wins is better disruption, usually in the form of removal. 2xPacifism and Plummet is just not enough. While white has some passable options budget options, green has very few. White: Celestial Flare, Reciprocate, Journey to Nowhere, Oblivion Ring - there are more, these are just off the top of my head. Green: Beast Within.

You should be running a sideboard, and in that sideboard, there should be spells that will come in handy often and can be swapped in for other removal spells that don't line up with specific matches. Specifically, you should have some sort of artifact and enchantment removal in your sideboard: Revoke Existence, Sundering Growth, Erase, Back to Nature, Natural State, Naturalize. On top of that, having some sort of planeswalker removal is a good idea as well: Pithing Needle does the job very well, but Beast Within and Oblivion Ring will work as well.

I would probably cut just about all the enchantments and instants you currently have. Ethereal Armor is really good, but you don't have a lot of enchantments to really power it up. So if you put more enchantments in, keep it, otherwise, drop it. (keep in mind Journey to Nowhere and Oblivion Ring are decent removal options that count toward the Armor!!) Blessing on the hand, is just down right awful.

Your creature base has too many high CMC spells, and would benefit from stronger synergy. Right now, I suppose it doesn't matter that it's unfocused because you're not missing the synergy from particular combos. Ideally though, your creatures should be picked so as to have the maximum synergy and thus, you'd want a full set of almost every creature. Additionally, you especially don't want spells that have CMCs like WW or GG without a very solid mana base. IE, Phalanx Leader's casting cost looks like a problem to me. The Leader looks like a great card, but probably in a mono-white deck.

I think I'd go ahead and run a full set of Elvish Mystic. This is partly because I think it's essential to use T1 and partly because I don't think you're going to take my advice and limit your spells CMC 4+ to four or less total, so I think you need the mana ramp very badly. Deadly Recluse isn't terrible, but I do wonder if we can do better for 2 CMC. Having reach in a green deck is good, but I'm betting that the deathtouch is the ability that gets more use. Perhaps Narnam Renegade would be just as good?

Kalonian Tusker may well be the worst creature in the deck. The only thing I like about this spell is that you're likely to be able to cast it despite it GG casting cost.

If you end up with a lot of creatures with ++counters on them, I'd say Inspiring Call is better draw card than Warriors' Lesson. (and you get temporary indestructible out of it!)

If you're going to run more enchantments and run with ++counters, Hardened Scales is going to be good here, though I find trying to drop it early can be too slow.

I realize my comments are kind of all over the place and very long. I hope at least something I've written proves to be helpful to you in some way. Good luck!

The7thBobba on

1 month ago

holy shite, mate! this looks really nasty! I've also often dreamed of doing an angel deck :) if you want your ladies out faster, I'd highly recommend Semblance Anvil :) also, if you're willing to lose instant speed, I find that Revoke Existence is superior to dienchant :) I really like this deck, my man. And I look very much forward to reading the description

TheDuggernaught on

1 month ago

sounds to me like there are a few cards that you can put in your sideboard that can wreck a lot of the decks you are seeing -- Rest in Peace, and Grafdigger's Cage being the primary ones. Both make Snapcaster Mage very sad, and almost completely neuter the Borborygmos Enraged deck you described. The Borby deck probably has Ancient Grudge in the side, so Rest in Peace is likely the best option. Did you see any Delver of Secrets  Flip in that Jeskai list?

But overall, it sounds like the B/W tokens list would likely be the hardest match up of the 3 you mentioned. Thoughtseize/Inquisition of Kozilek can absolutely wreck you -- or at least slow you down enough where they can strangle you out. Dawn Charm and Leyline of Sanctity are both good in this matchup to dodge their targeted discard so you can keep your scepters. However, they could very easily also be packing Revoke Existence in their side -- although, it is a much less common artifact/enchantment hate card as compared to Disenchant or Fragmentize -- which both destroy and can thus be fizzled by a Boros Charm.

Remand might also be better than Mana Leak. I think that generally speaking, Mana Leak is better in control lists, and Remand is better in tempo and combo lists. I think the list might edge more towards tempo and combo than control.

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