Return target creature to its owner's hand. Untap up to two lands.
|Want (2)||asan521 , Phaeophyta|
Printings View all
|Mystery Booster (MYS1)||Common|
|Duel Decks: Mind vs. Might (DDS)||Common|
|Urza's Legacy (ULG)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
1 day ago
So, a more fun/interactive way to play is adding in lantern control elements. Lantern of Insight, Codex Shredder and Ghoulcaller's Bell are excellent for sculpting hands you're gunna want to steal. Additionally, Snap and Hurkyl's Recall are such salt inducing cards when coupled with this commander:)
1 month ago
Hi Milesfuzz! Currently I'm playing in a local league, and the meta is more or less predictable. There's a bunch of Control/Miracles, some Temur Delver and a bunch of niche things. I think I like Pieces of the Puzzle quite a lot, at least more than the Snap in the main board. I considered Retraced Image but I don't see the meta as very aggressive.
On the other hand, Meditate is interesting! The problem I see with it is that, as you say, you can only cast it as you're comboing off. However I think I like Predict more milling unwanted cards from Brainstorm or Ponder for example, either early game, or while comboing off. It also has the upside of "goozling" opposing Mystic Sanctuary targets and things alike! Which admitedly, it won't come up often enough to justify it's inclusion by itself, but it's a nice upside of the card!
What I was considering these days is which pieces of graveyard hate I want in the sideboard. I think I like Grafdigger's Cage more because of Reanimator and Dreadhorde Arcanist, but stuff like Relic of Progenitus or Soul-Guide Lantern are able to draw cards in a pinch. What to you think?
Thanks a lot for your comment, it was super useful! :D
1 month ago
0rc thank you for commenting and replying on the deck. so in consideration to your Mass Polymorph and Synthetic Destiny lines of play and why i don't run them in this deck. #1 is BUDGET. the fact we don't have access to the mox's, crypts, vaults, petals and other costly fast mana we need to be blistering fast at getting the combo pieces together consistently, we are confined into shifting to a slower, grindier gameplan, relying on our control magic to draw longer games. we do not win turn 3 with this deck, but neither do our opponents. #2 is the extreme cost to cast these cards (again lack of solid ramp) means we don't typically get those cast off till later in the game and with the amount of cards we draw through recur able permanent based spells, possibility of these cards whiffing does exist. i have honestly thought about Dizzy Spell and Drift of Phantasms the dizzy spell main mode by itself is very rarely relevant so i have not included it, both cards are certainly slot-table via pilots choice. FOR THE REST OF THE SUGGESTION,many are decent options Delay especially solid i may look for a copy and then try to determine where a slot may exist. things to remeber 4 mana counters are BAD. overwhelming denial may seem to be a great card, but we are not using our counterspells for protection 99% of the time, in those instances likely we will not get to pay the surge cost for the card, as well we shy away from double blue pips in our 2 and 3 mana spells as much as possible to be able to get the mana reduction benefits from Baral, Chief of Compliance, Jace's Sanctum Helm of Awakening these cards can make so much impact on our deck allowing us to play spells like Snap Unwind and actually be mana positive. lol TCG low has me almost 5 bucks under, and i can't change the title now because the links i have posted would no longer work,. :D cheers
1 month ago
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1 month ago
I like Return to Nature over Nature's Claim, since it is modal. I also like Snap; although it's a temporary removal, getting to copy it and untap 4 lands can be handy. Might of Oaks is a fun combat trick card.
2 months ago
Hi, I just recently brewed up a Tatyova list that is aiming to be competitive and I wanted to ask about a few of your choices. I acknowledge that you have likely tested and played this deck more often but I am mostly curious about some of your card choices and the direction that you took this list. You can find my deck here: ~PDH~ When Lands Came to Value Town (Tatyova)
Why do you include so much card draw? I actually run zero spells or otherwise that draw me cards other than lands through Tatyova. When I first was putting the list together I had a bunch in the form of Ponder, Gush, and so on but ended up cutting them for other cards.
Some of your Land fetchings spells just seem bad. I don't mean to offend but cards like Nature's Lore, Search for Tomorrow, Shoreline Ranger, Spoils of Victory, Farseek, Kodama's Reach and Rampant Growth just don't seem worth it to me. Instead of some of these fetch spells, I run 40 lands. I was also surprised that you are not running Dreamscape Artist (Springbloom Druid just seems like a worse version). It's like a repeatable Harrow and gets you two Tatyova triggers. I would argue that that card is one of the most powerful cards in my deck behind Tatyova ofc and Mystic Sanctuary.
I decided to include more utility lands such as Bojuka Bog, Khalni Garden, and Sejiri Steppe. This decision on my part to include these was in spite of some of them not being in Green Blue but I though their value outweighs that downside. Bojuka Bog for example is better than Relic of Progenitus in this deck because you can flash it in with a creature like Walking Atlas and exile a target players bin and draw a card like relic. The thing is though that Bog is repeatable through your creatures that bounce your lands. Sejiri Steppe is similar in the way that its repeatable protection for Tatyova or another important creature.
I noticed you only ran 1 land bouncing creature. In my deck, these guys power much of the value. With them and Halimar Depths I can basically ponder each turn at least once, it allows me to repeat the ETB effects that I mentioned above, and It also allows me to get a land drop in if I missed one for some reason. Floodbringer, Oboro Breezecaller, Soratami Rainshaper are the ones I run in addition.
Now a few suggestions I have: Whispersilk Cloak, Power Sink, Universal Solvent, Vines of Vastwood, Scaretiller, Explorer's Scope (This works well in conjunction with Adventuring Gear and Aqueous Form), Seat of the Synod and Tree of Tales can be tutored with Trinket Mage, Library of Leng, Stone-Seeder Hierophant/Krosan Restorer, Spidersilk Armor (So the majority of your board doesn't die to Shrivel, Electrickery or something like that and harder for Pestilence and Crypt Rats.) Also Snap can ramp you is you have a land that taps for two and same with Frantic Search if you do want to play cantrips. Another win-con that will win you the game as soon as you combo off is Sage's Row Denizen that is assuming that you are not using Mystic Sanctuary.
Thank you for hearing me out. I am sure that there is a good reason for many of the cards I just questioned and I am excited to hear them to understand your deck better. If you have questions about my choices and reasoning I would be more than happy to explain further. I am trying to make the best Tatyova deck that I can and just wanted to know why a list with a similar end goal is running certain cards that I cut out.
Lastly, I just wanted to say that after looking through your list I am considering running: Lull and Moment's Peace because sometimes this deck has a problem stabilizing early because my playgroup sees my deck as a very large threat. Merchant Scroll, I don't know why I was not running it. Mystic Remora and Rhystic Study are just too good to pass up and I probably should have been running them. I have just one problem and that would be cutting cards. I would apreciate it if you could take a look at my list and tell me what you think.