Seasons Past


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Mythic Rare

Combos Browse all

Seasons Past


Return any number of cards with different converted mana costs from your graveyard to your hand. Put Seasons Past on the bottom of its owner's library

Price & Acquistion Set Price Alerts



Seasons Past Discussion

multimedia on I'm gonna make him an offer he can't refuse...

2 hours ago

Hey, nice version of Tasigur. Seasons Past is sure a fun card to play.

Consider cutting some counterspells except Drain, Pact, Flusterstorm? Replacing them one mana blue draw:

You could even cut the rest of the counterspells for mana dorks. Penthoplayer already suggested this although I think Arbor Elf is not a good choice here because there's too many nonForest lands.

Also consider cutting Eldritch Evolution and replacing it with Carpet of Flowers? Evolution is good with lots of creatures, but there's not a lot creatures here and there's not much of a step up either. It also exiles after it's cast, that's going against the recursion strategy.

hkhssweiss on Intet of Infinite Dreams (Combo)

6 days ago


Hey thank for checking out my baby!

In regards to your question on the ramp, I am a bit confused by that as I am running quite of ramp in the form of Farseek, Nature's Lore, Rampant Growth, Cultivate, Kodama's Reach, as well as Search for Tomorrow. I also have the fast mana rock ramp in the form of Chrome Mox, Mana Crypt, and Sol Ring. I currently don't have Mox Diamond in the build due to it being swapped over to my Kess deck. In addition there is another form of ramp with lands with Exploration and Oracle of Mul Daya. Not to mention Carpet of Flowers as well. That's 12 instances of ramp and more than adequate as this is not a deck, we only use the most efficient form of ramp. The only one that would be missing is Three Visits but I don't own one currently as of yet.

In regards to the lack of counterspells, this actually has quite of a history behind it. In the original V1 of this deck I used to run spells like Counterflux, Stifle, Misdirection, etc. however it doesn't help me to win. It just stalls this deck and slows down the speed of the combo, our main focus is to abuse Intet's ability and paying 2U to flip into a free cast counterspell is a feels bad. Most of the time we are tapping out quite a bit unless we have untappers in the form of Nature's Will or Bear Umbra or running tool box control. In the V2 I decided to go anti-counterspell route and that has actually worked out perfectly, in this iteration came in the package of Vexing Shusher and Boseiju, Who Shelters All along with tutors that can grab them reliably ex. Crop Rotation or Green Sun's Zenith. This improved the chances from our spells getting countered. The current iteration in V3 I was finally convinced that Mana Drain should be added in this deck no matter what as my friend convinced me that it is a ramp spell essentially and lo and behold it is the ONLY counterspell to make it in the deck as of now. There can be arguments where Pact of Negation can be fit in here, but when your going off on extra turns the paying 5 to protect your combo next turn is a detriment. Force of Will is actually not really good as well as most of the blue cards we are reluctant to pitch away whereas in the protection we only have to pay mana to make it uncounterable or life.

I play in a hyper competitive meta with optimized and tuned decks, this is the result of what I have currently for a "competitive" Intet deck. She is not a true competitive commander, but the deck build is competitive enough to go against other "true" commanders in a pod. She is easily cast on T3 or T4 but you have to be aware of the mindset as well, the turn you cast her, can you protect her? That's why we have cards like Autumn's Veil and Heroic Intervention. Our goal is to go off with Intet and one turn is all you need when you have any extra turn tutor in hand. We play with combat tricks and set up is important. All our early game plays is to set up overwhelming advantage and out value your opponents while disrupting them as well. We can play the long game as well, the Seasons Past combo takes 12 mana to execute, Intet short cuts this to 9 mana and we can easily achieve that by turn 4-5. Piloting Intet and decision making is also a core part of playing the deck as well as when your in the control pod you will go for the more stable route instead of burst.

I hope that clarifies some points for you, I'm always tuning and brainstorming to see how else I can perfect her, I still feel there is a better way to optimized her as I am still not fully satisfied with her yet like how I am with my Teneb deck. So I am open to any and all suggestions. This is my first EDH deck and it's been a wild ride refining her to this point. As of now the spellslinger/combo route is what I came up with as the most "optimized" version of Intet.

hkhssweiss on All Bow Before the True Queen

1 week ago

xander11 No problem!

I always feel that Dictate of Erebos was a tad too slow and the 5 cmc hurts quite a bit, Grave Pact is also quite hard to justify running sometimes. I would replace this card with Vindictive Lich.

While ramp is good, it can be sometimes a bit too slow and for value World Shaper out values Darksteel Ingot especially if your grave is full of lands.

Hmm Protean Hulk is a hard one as you want to find the right balance between reanimation targets as well as cmc curve. As much as I like Seasons Past it can be a doable swap. Either that or Whisper, Blood Liturgist.

I'm not too sure how your meta is like but I hope this helps!

Drakoy07 on Atraxa's Wrath of Life

2 weeks ago

Hey hkhssweiss, sorry took me a while to reply.

  • Tempt with Discovery - I don't have the same issue as yet with people grabbing land destruction, but they do benefit by grabbing Cabal Coffers or Urborg, Tomb of Yawgmoth, but I do also get the benefit of usually ramping out about 4 of my utility lands. With all that said, I have taken your advice and cut Tempt with Discovery for Nature's Lore and the instant available ramp fixing was beautiful early game grabbing lands like Breeding Pool quickly so I definitely see the benefit, plus it fits right into the low CMC ideals.

  • Farseek & Three Visits Have been added to the maybe list with Three Visits being a little too heavy on the wallet for now :)

  • I'm seeing what I can drop for Carpet of Flowers as you made a good point. Just x1 opposing island and the spot in the deck is justified, x3 and you're laughing. Also a lovely target for my opponents to waste removal on. Just need to figure out what to replace. List is getting really tight now.

  • Sylvan Library - I didn't actually realise the draw-fixing benefits this actually provides besides the draw. Will be dropping Underworld Connections as its the only one that has a mana cost associated with it and ties up a land.

  • Search for Azcanta  Flip I think I'd struggle with this one. My graveyard doesn't get filled very much in this deck, unless I'm getting milled or wheeled. Not currently a fan of sending anything to the graveyard willingly either. And without recursion, not a good fit for the deck atm, but love the flipped ability of the card though. I started to realise I get land-swamped more often than I'd like, hence the recent inclusion of Azusa, Lost but Seeking & Oracle of Mul Daya to try to ramp it all out as much as possible when I get the chance. The flipped ability of that card would've been a nice addition.

  • I know I said I didn't have any recursion, but it was all deliberate. I'm not too interested in going through my graveyard in this deck atm. Feels like if I do it would unbalance it a little too much for my liking and may end up cutting some nice pieces. So I prefer to just leave it out completely for the meantime. If I can't save it with a counter spell then I'm currently fine with it going to the grave never to return. But when I can find some other cards to drop for efficiency, the top 2 contenders for recursion would be Regrowth & Noxious Revival.
    Seasons Past is just a little too fat for the effect in this deck (with or without recursion) given the phyrexian ideals.

Also thanks again for checking out my build and making some really great suggestions! :D

I'll be checking out your builds soon enough ;P

hkhssweiss on Intet of Infinite Dreams (Combo)

2 weeks ago

Hmmm I can see where you are coming from. Here is the rundown and game plan for this deck, basically Intet is the engine that makes all your spells cast for 3 mana. We run all the tutors accessible that I know of to reduce the cost and abuse Intet's ability. Early game is all about set up and setting up your ramp as well as your manipulation. We don't cast Intet until she can be protected, and we usually don't swing with her the same turn she is casted. This isn't a control deck, which is why there is no counterspell package in here with the exception of Mana Drain (Which was only added in due to a compelling argument my friend made that I lost, as essentially it is a ramp spell). This is a full out combo extra turn deck abusing Seasons Past and using Intet's ability to start it off earlier. She is there to be a threat and my meta knows it, it's the reason why I run the reactionary spells.

The reason I run wheels is because they are the fastest way to refill your hand as well as hand disruption. I generally empty my hand by turn 2-3, having that wheel is essential for Intet. Draw spells have to be burst or else it slows me down so cards like Pull from Tomorrow aren't great and plus they are feels bad when you rip them off the top with Intet.

Yes I agree Intet may not be the best commander for this type of build, but the personal goal is to refine her as much as possible to the utmost limit. Her current build is notorious at my LGS and has won about 70% of the games played with her. This is what I came up with after playing with her for 4 years and tuning after certain cards being banned (Prophet of Kruphix).

The extra turns aren't as clunky as you would think, they essentially become an overcosted Explore but that's one turn further than all the other players as well as if you have library manipulation you are able to dig deeper. On average Intet starts to combo out by turn 6-7 unless you mulled a really bad hand.

Hope that helps to explain! :)

SargeWhiskeyJack on Top o' the Food Chain

2 weeks ago

@shyachi33: No worries about the length, I appreciate your thoughts. Doubling Cube is actually great with all the doubler's I'm running. Plus, with Mana Reflection it becomes a tripler. Shapers' Sanctuary actually usually nets me an average of 3-6 draws. And no one really messes with it too much because of the other threats. Most of the time, I'm not dropping my doublers until I get the most out of them (on my turn), they also eat some hate from people that know what my deck does. Otherwise, it's a way for me to sneak my commander out without them realizing what happened until it's too late. I've been looking at Traverse the Outlands, and Seasons Past. I have an Eternal Witness on the way.

Depending on the game, I will typically use Plea for Guidance to go get Food Chain + Mana Reflection unless I have enough doublers out, then I'll grab Myth Unbound. Food Chain is great. I was running Abundance, but found I don't really need it now.

I like the lands that give haste, and Whitemane Lion.

I hadn't thought about Aurelia's Fury over Rolling Thunder. Thanks for that!

I'm also waiting on a Tooth and Nail.

Thanks for the ideas!

Shyachi33 on Top o' the Food Chain

2 weeks ago

wall of text warning, sorry i got a little carried away, i love Zacama, and been playing a lot of it so i couldn't resist trying to help another player out.

My thoughts on your artifacts:

Doubling Cube it's not very good in a zacama deck as it's not really recur-able like the other mana doublers.

Lightning Greaves switch it out for Swiftfoot Boots the shroud hurts you more often than it helps, specially when you're trying to target Zacama or something to save them with temur not on your turn.

Sunforger it's essentially 8 mana to tutor for an instant, that's mana better spend just drawing cards, or better tutors.

Whispersilk Cloak same reason as lightning greaves. if you want redundancy, Champion's Helm

The Immortal Sun if you're trying to stop a lot of planeswalker in your meta, keep it, otherwise it's too expensive of a cast.

after you cut those artifacts add in Stony Silence and/or Null Rod which adds more stuff for your enlightned tutor to fetch. this will not really stop you other than your equipments, sol ring, and mana vault (which I MIGHT cut, up to you though on that one) which is waaay less important than everyone else's rocks that they're probably relying on more than you.

thoughts on Enchantments:

Aura Shards you're not running enough creatures to really benefit you, and Zacama IS aura shards.

Aggravated Assault + Bear Umbra is cute at best, but outside of that just a straight double strike is just better than wasting your time with this combo, other than Etali you don't really benefit from additional combat steps.

Dictate of Karametra, Heartbeat of Spring, Zhur-Taa Ancient don't help other players, unless your deck is fast enough to win on the turn these come out, you're helping 3 other players that's NOT you. that's a strict 3 to 1 disadvantage no matter how much more lands you have. if you really want another doubler, Zendikar Resurgent.

Sunbird's Invocation is another cute card, and in a zacama deck i feel like it's just more a "win-more" card than actually helping you advance your board state, specially for it's mana cost.

please let me know how successful you've been with Food Chain + Myth Unbound combo works out for you, i thought about it, but didn't pull the trigger for it yet. Also how is Shapers' Sanctuary working out for you? i like 1 drops, and ones that can draw you cards is even better. On average how many cards do you think you draw from that card per play?


Banefire is that to remove planeswalkers? if so that's actually pretty smart, i didn't think of using it that way, but it's good to have.

Plea for Guidance this is to get your aggravated assault/bear umbra or food chain/myth unbound combo i assume, any other combos i'm missing? it's pretty expensive to play, 6 mana to search, then another 6-14 mana to get those other combos going. If you decide to keep it, i recommend adding Abundance to combo with Sylvan Library pick up lands or non lands to your liking and not pay life.

Rolling Thunder switch it out for Aurelia's Fury it's just a straight upgrade, it's at instant speed, and so much more utility, this card can win you games.

other than that, i'd recommend more ramp spells and tutors:

Rampant Growth, Hunting Wilds (don't ever pay the kicker), and Traverse the Outlands gets crazy as soon as Zacama drops, Kodama's Reach and Cultivate wouldn't hurt. Hour of Promise ramps AND searches for ANY land.

Green Sun's Zenith and Chord of Calling are great to find your combo pieces.

Uncage the Menagerie can play well too, but you'll have to actually build your deck around it a bit more to actually be effective.

As far as creatures go, i recommend the mana dork squad, having a consistent turn 1 play every game will really affect your board state advantage, having 3 mana on turn 2 is a big difference, specially for all the ramp spells you want to be casting.

Chameleon Colossus is a great creature for mana sink, pump it up, then you can Soul's Majesty it, or similar effect with it.

Goreclaw, Terror of Qal Sisma and Spellbreaker Behemoth this is hit and miss. you only really have 7-10 creatures they actually affect, if you feel like you're running enough green, Emerald Medallion can be better value than goreclaw, and Vexing Shusher and Prowling Serpopard would affect more of your deck than spellbreaker.

Whitemane Lion combo's with Panharmonicon to infinitly bounce zacama for the same mana cost as Temur, if temur ever gets exiled. also having flash, can save a creature in case of a removal or something.

Garruk, Primal Hunter is pretty much another Soul's Majesty. it's worth the slot even for just a 1 time use draw card when your fatties are out.

Recursion, your deck is lacking pretty much every basic form of it. Eternal Witness and Regrowth are just green staples. and personally, i would cut Praetor's Counsel for Seasons Past it's cheaper to cast, and will get back most of what you need anyways.

also i would up your land count to 36-38 your deck's average CMC is too high to be greedy on lands.

adding Slayers' Stronghold combos with Sunhome, Fortress of the Legion (remember Hour of Promise?) to get Zacama up to 22 commander damage to get a sneaky kill on someone without a blocker.

Kessig Wolf Run is just another quality land.

Hanweir Battlements and Flamekin Village along with slayers' can give creatures haste for some other sneaky plays.

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