Summoner's Pact

Summoner's Pact


Search your library for a green creature card, reveal it, and put it into your hand. Then shuffle your library.

At the beginning of your next upkeep, pay . If you don't, you lose the game.

Latest Decks as Commander

Summoner's Pact Discussion

BenWin on Omnath V2

1 month ago

Savage1988, I appreciate your recommendations of what to change in my deck. You may not have seen Compost in the list because I am making little changes all the time. I'm aiming to build my OmRath list as competitively as possible, and that requires maintenance and play-testing!

Khalni Heart Expedition, Devoted Druid, and Summoner's Pact are all great cards for you to use in the list. For these it's important to note that a lot of people don't neglect these cards because they are bad, but choose to use others because they think others are a slightly better fit. For example, because Omnath, Locus of Rage benefits from landfall triggers, it is usually advantageous to prioritize ramp spells over mana dorks like Devoted Druid.

Gruul Turf is a fantastic card, but doesn't make the cut for the same reason other come-into-play-tapped dual lands don't. It is advantageous to have 1) as many double land drops like Fabled Passage as possible and 2) as many basics as possible for Perilous Forays should you draw it. While Gruul Turf is a great include, it is neither of those 2 things and gets cut from competitive lists. It is worth noting that these two conditions are meant to be for mana fixing lands, not those like Reliquary Tower.

Eternal Witness allows you to recur anything from your grave with any of your creature tutor cards: Green Sun's Zenith, Finale of Devastation, or Chord of Calling. This also means you can recur non-creature cards like enchantments with creature tutor cards. It is important to understand that by adding 1 Eternal Witness to the deck, you yield up to 4 outs in the deck should you ever want to recur something from your grave. While it may not always be your choice, it vastly increases your range of options with creature tutor cards.

Hope this helps!

Inkmoth on Yeva Draw-Grow

1 month ago

SynergyBuild: Correct. Which is why things like The Great Henge and Guardian Project are being looked at. Also on the radar are Joraga Treespeaker and Elvish Archdruid in place of Karametra's Acolyte and Caustic Caterpillar. The deck is slowly morphing into a Faux Farm, FlashHulk, and IsoRev hybrid where we're trying to assemble a "2 card combo" with Ashaya, Soul of the Wild and one of the rangers (Quirion Ranger/Scryb Ranger) taking advantage of literally any dork under the right circumstance; a 2 mana producing one being the ideal choice, hence the Treespeaker consideration.

  • Rush a dork, draw, and/or stax
  • Cast Yeva, before our turn
  • assemble 2 card combo for 6/7 mana, wait on the prowl to shotgun blast the table.
  • NEVER shoot for win, just build while keeping options to win open once 6/7 is reached.
  • 4 creatures means free Allosaurus Shepherd with Chord of Calling or one mana with Summoner's Pact
  • Bonus points if you can create THE BUBBLE: Casting Veil of Summer into the obvious counter, storm off some more into Allosaurus Shepherd.

We have our pretection, we just need to look for the opening and streamline. Weigh in how easily it is to go infinite with Ashaya and NEED a mana sink or need a Glimpse effect.

Savage1988 on Omnath V2

1 month ago


Neat interaction, hadn’t thought of that. I tend to shy away from infinite combos like this, my playgroup doesn’t really appreciate them, and I don’t mind not playing them. Keeps games a little more interesting i feel. If you’re going for power though, it sounds great!


Thanks for the insight. I’ll have to think on it a bit. With regards to what to cut for Into the North: i don’t see Compost in the list? Perhaps a land. 42 seems like a lot, even though it’s the answer to life, the universe and everything. Sensei's Divining Top seems odd too, but i’m sure i’m missing something there.

Do you have an opinion on my Khalni Heart Expedition and Devoted Druid as ramp and Summoner's Pact as tutor? They seemed good to me but i don’t see them around really.

VorelNailo on VorelNailo

1 month ago

Pact of the White Elephant

Pact of the Titan/Slaughter Pact/Intervention Pact/Summoner's Pact + Sudden Substitution = unless your opponent can pay for the pact, they lose the game.

Flooremoji on Neobrand Combo

2 months ago

I'm curious about some card choices in your list:

17 lands? Seems a little high. In testing have you needed that many?

How has 4 Wurms been working for you? I have never needed more than 2 with Summoner's Pacts.

No Life Goes On? Most of the time I've got the wurm, but not a shoal so having a standalone draw 7 has been pretty critical for me.

How often have you needed 4 Noxious? I feel like you could trim a couple and the deck would run smoother.

Why are you using lab man? This isn't a criticism, I just want to hear some different opinions. (I use Oracle)

Finnaly, your sideboard seems really strange for a Neoform list. Care to explain your reasoning?

SynergyBuild on T&T Bloom Scepter [cEDH Primer]

2 months ago

Tomik, while an interesting piece, actually probably can be worked around well. Sure, some parts are turned off, but you can still just use the value half of a ton of the relevant pieces, the lands aren't affected, squandered resources is fine, and bloom is good too.

I am looking more into layering this into a more defined shell, medium green in particular.

The idea is that cards like Green Sun's Zenith, Summoner's Pact, and to a lesser extent, Force of Vigor are incredibly powerful, but specifically for a list like medium green, they find Biomancer's Familiar and Seedborn Muse, and that allows the list to gain high value in grinding out games against the slower decks. The issue is early game consistency and mana screw/flood. This doesn't necessarily fix the former problem, however certainly helps with both the late game value, simply adding more to the deck's absurdly strong endgame, as well as fixing up the mana screw/flood issues.

Ramunap Excavator is one of the more important value pieces, which with the help of Summoner's Pact and Green Sun's Zenith the deck can really get it going. Adding in Excavator, Bloom, and Squandered Resources is all the combo needs, outside of some important lands.

This means the whole combo and value engines could fit in 3 cards, a strong few cards that adds in a backup wincon, another 2 ways of going mana positive during a storm-style turn, and a value engine that is easily tutorable. Crucible, while nice, isn't as easily tutorable. It will definently be another consideration though.

TriusMalarky on Should Tutors Have Additional Effects?

3 months ago

Tutors are almost always going to grab one or two specific cards -- they're not supposed to be card draw, they're supposed to be extra copies of your most important spells with the downside of costing some extra mana and having two chances to counter it.

There's a reason Summoner's Pact is good in modern. And to build on that, there's a reason Tolaria West is good in modern. It's because Tolaria gets Pact gets Primeval Titan. So you have 12 copies of primetime, 4 of which are lands which primetime can go get.

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