Shadow Rift

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Tempest Remastered (TPR) Common
Tempest (TMP) Common

Combos Browse all

Shadow Rift

Instant

Target creature gains shadow until end of turn. (It can block or be blocked by only creatures with shadow.)

Draw a card.

Shadow Rift Discussion

PeteMcIzzet on BUW Shadow

1 week ago

I'm just gunna throw it out there, but none of these cards have Shadow... Temporal Isolation or Shadow Rift yes, i'm being cheeky, I know. :p

sleeper_agent007 on Ninja Shenanigans

1 month ago

This looks a bit like my first draft. Here are few comments.

I would run more 0-1 drops because you really want to be dropping Infiltrator or Deep Hours on turn 2. You want to get the card advantage going early otherwise you risk falling behind as the game progresses. After all, Ninja have smaller bodies, no natural evasion and are costly if not supported by cheap enablers. You can consider Tormented Soul or maxing out thopter.

I would also try to maximise your mana by adding cheaper support spells. With the in mind, I would run Duress over Thought Erasure and Vapor Snag over Doom Blade .

I REALLY like your idea of pushing Naga and Tetsuko. I would probably run the full set of Mist-Syndicate Naga and replace Cunning Evasion with a full set of either Distortion Strike or Shadow Rift so you can keep connecting with Naga and making clones. Cover of Darkness would be even better if this is just for casual kitchen table magic.

The Naga/Tetsuko synergy would be my prinary focus in this build and I might be dropping Fallen and Moonblade for Skullsnatcher and an extra Mistblade Shinobi since they are both cheap and ca potentially wreck opposing strategies by exiling cards from the yard and clearing the way your clone army. Both also benefit greatly from Tetsuko.

Overall it is very inspiring!

thesilentpyro on Colorful Footprints

3 months ago

I haven't fleshed out the description for the new list yet, but the general gist is it takes the ideas from this list and trims down the CMC (TappedOut doesn't do CMC for split cards correctly, so the number it reports is wrong), adds protection effects, efficient standalone token producers, efficient targeted clone spells, and tries to go instant speed where it can, and it removes the slow, narrow, and situational cards. In general, it's faster and more resilient with fewer dead cards and more potential to win out of nowhere.

Notable removals from this deck:

  • Mentor effects: Talrand, Sky Summoner , Docent of Perfection  Flip, Metallurgic Summonings : Mentor effects are slow, removal magnets, and generally not as good as efficient standalone token producers (the same four mana for Talrand gets you five creatures immediately off Hunted Troll ) or clone spells. These three were cut because they're the most expensive, plus Talrand and Summonings don't have the same synergy with the added clone effects.
  • Targeted token makers: Adverse Conditions , AEther Mutation , Supplant Form : Expensive, replaced by cheaper clones like Quasiduplicate . Clones have additional synergy with Hunted creatures and the few ETB utility dudes ( Eternal Witness , Imperial Recruiter , Spellseeker ).
  • Wincons: Berserk , Confront the Unknown , Fiery Gambit , Willbreaker : Berserk and Confront have been replaced by Appeal / Authority , though Confront might still be better. Gambit is a 3-mana wincon that's annoying to resolve and still doesn't win through infinite life like LabMan does. It's been replaced by Kari Zev's Expertise , which is a wincon, untap/haste effect for Earthcraft, Cryptolith Rite, and Natural Affinity, and also has the insane ability to cast a spell from your hand for free for each creature, and each of those spells then gets copied as well. Willbreaker is painfully slow, requires you to cast another spell to actually do anything, and doesn't even give the haste/untap from red threaten effects. If the deck needs to pass the turn after it tries to go off, Willbreaker's likely going to get removed anyway.
  • Synergy: Isochron Scepter and Unsubstantiate : Too slow, and your cheap instants are redundant enough that you don't really need to be able to repeat a specific one. Plus, most of the time you'd want to put a cantrip on it, and Scepter actually increases the cost of those. These are slow win-more cards that look clever but don't actually end up doing much in practice because the deck is already plenty redundant.
  • Hexproof equipment: Swiftfoot Boots and Champion's Helm : Cut for Lightning Greaves . Shroud looks anti-synergistic, but the zero equip cost means you can move it over to a token on your turn when you're ready to do things and it can be used to give a mana army haste for Cryptolith Rite or Natural Affinity. If you need to protect Ink-Treader while actually going off, shroud is worse than hexproof, but generally you'll just wait to go off until you have a protection spell ready.
  • Cantrip: Shadow Rift : This was actually the hardest cut. Instant-speed targeted cantrips are what makes the deck tick, and for a while I had Refocus in. I eventually decided that the difference between 10 and 11 1-mana cantrips was negligible, and Shadow Rift is the worst one (it does literally nothing; everything having shadow is the same as nothing having shadow). All of the others have at least some utility or synergy.

There's actually an infinite combo in the deck with Spellseeker + Earthcraft/Cryptolith Rite: With one of the rampchantments and Inktreader in play plus some mana to start, cast Spellseeker into Twinflame . Twinflame (radiated) copies Spellseeker and gets more hasty dudes to tap for mana. New Seeker gets Regrowth , which gets Twinflame back. Twinflame again gets you even more dudes, plus two new Spellseekers. One of those seekers gets Eladamri's Call into Eternal Witness , which gets Twinflame back, the other seeker getting a cantrip. The next Twinflame not only gets you four more seeker-tutors, it also gives you another Witness, which can get back Twinflame again, and further Twinning makes multiple Witnesses so you can get back your graveyard, all while drawing your deck through the cantrips you've seeker'd up and getting an infinite army of hasty dudes for attacking and mana (you're tapping two for Twinflame mana every iteration, but each cast doubles your army size).

The most exciting single new card by far is Electrodominance . For a long time I had Savage Summoning in the list because instant speed is so important for combo decks, and this just replaced it. Dominance has the downside of not being able to cast Ink-Treader from the command zone, but it works on all spell types instead of just creatures, can be used as removal in a pinch, AND it's targeted, which means it has the Kari Zev's Expertise effect of casting a free spell for each creature on the field that then also get radiated. We play targeted indestructible effects for protection and Pongify anyways, so you're likely to not even reduce the creature count from the Dominance damage. EOT radiated Electrodominance for X=3 is generally game.

suarkdivad on Pir/Toothy EDH

3 months ago

Creeping Renaissance can either get a lot of your instant tricks back or a good number of creatures if you've been wiped a few times. There's also Praetor's Counsel but renaissance is cheaper.

I dig the bounce Toothy (or other useful creature) tech.

That comment about needing Nexus of Fate is exactly why you don't want it or the other auto includes. Boring B.S. This deck actually looks fun.

Psychosis Crawler would do some work, but you've gone down that road before.

How have I not seen Forge of Heroes ?

Beast Within over Rapid Hybridization ? I know it costs 2 more, but more flexible and you've driven down the CMC of the deck as it is.

Shadow Rift over Slip Through Space ? I'm not seeing why the colorless makes sorcery speed better, or the slight risk of running into a Nether Traitor.

I don't think the cycling makes Dissenter's Deliverance better than Deglamer .

Glen Elendra Archmage is probably an auto include you should include considering how many uses you'd likely get out of it.

Spike Weaver is something I'd put in, but not really your style. But... fogs...

That_Salty_Gamr on Tireless Tribe Combo

4 months ago

mal099 I prefer to use Shadow Rift . In my experience, playing in both my local meta and at sanctioned tournaments, Shadow Rift almost always will allow the Tribe to go unblocked anyway as very few players actually use 'Shadow' creatures. Generally, the instant speed is rarely that relevant but it can be relevant sometimes. The greatest advantage to running the Rift is in the mirror match you are then able to block the Tribe. Of course if your opponent is running Slip Through Space you won't be able to block their Tribe, but the flip side is that you can then allow your Tribe to go unblocked as well. I would suggest you yourself testing in your local meta to see which of the two performs better. Having no other Tribe players around has meant that I would rather run the Shadow Rift for the possibility of having an instant speed cantrip where needed.

mal099 on Tireless Tribe Combo

4 months ago

Why not use Slip Through Space instead of Shadow Rift ? Do you want to be able to block shadow creatures, or do you like instant speed better than definitely being unblockable?

mal099 on Dog Eat Dog World

5 months ago

Nice deck! Shadow Rift , Aqueous Form and Distortion Strike might be good alternatives for Ghostform , as they're cheaper and all have other potential advantages. Also, Demonic Appetite and Vampire's Bite might be nice as an alternative to Unstable Mutation if you happen to not draw it at the right time. Could potentially replace Supernatural Stamina , Carrion Feeder or Vapor Snag ? Especially Carrion Feeder doesn't seem all that useful, as this deck doesn't seem to have all that many weak creatures to sacrifice. You might also consider one additional Dark Ritual to get those Mortis Dogs out as early as possible.

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Shadow Rift occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%