Summoner's Pact

Legality

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

Printings View all

Set Rarity
Masters 25 (A25) None
Modern Masters (MMA) Rare
Future Sight (FUT) Rare

Combos Browse all

Summoner's Pact

Instant

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.

Price & Acquistion Set Price Alerts

A25

MMA

FUT

Ebay

Recent Decks

Summoner's Pact Discussion

SynergyBuild on Najeela's Hulk Pod Project (Primer)

1 week ago

I mean, yeah, Summoner's Pact is fine, but wouldn't Chord of Calling or Sylvan Tutor have more value here?

ChaosHazard on Najeela's Hulk Pod Project (Primer)

1 week ago

I feel like Summoner's Pact is an easy inclusion here. It turns Spellseeker into an extra copy of Hulk and can also search for Derevi in order to go infinite with our Warriors. Would probably cut Brainstorm for it, unless Brainstorm's been doing serious work in the list; you already run Edric, Spymaster of Trest, Mindblade Render, Mystic Remora and Dark Confidant so I can't imagine we're hurting for card draw too badly.

vomitpile on Sylvan Turbo

1 week ago

Good on you, that's a big undertaking in modern. Maybe try Lotus Cobra? That card does crazy stuff with extra lands being played. Splashing for red would give you more interaction like Lightning Bolt and Molten Rain effects, and finishers like Banefire, black would be useful for Fatal Push and other effective removal, Ob Nixilis, the Fallen and my favorite baby boy The Gitrog Monster. White would give you strong sideboard options, Knight of the Reliquary and Renegade Rallier, with other random creatures that could help lean in a more aggressive direction. Blue tends to be the weakest color to pair with green for stuff like this besides Bring to Light style decks or amulet titan, since it only helps control and draw cards and doesn't really have its own payoffs. I would consider splashing some other color as a way to help close games, Sylvan Awakening is very strong when you have 10+ lands but leaves you vulnerable to something like Terminus, which is seeing more and more play lately. Adding more midrange creatures can help you survive the early game also, things like Tireless Tracker which also counts as card draw, and Courser of Kruphix offers life gain and is sort of a backup Oracle of Mul Daya. You could also consider Wayward Swordtooth as an aggressively costed ramp creature. Something like Hornet Queen and Obstinate Baloth are strong sideboard cards and Summoner's Pact is useful for finding those silver bullet creatures when you really need them. I threw a lot at you, I really like big mana and play titanshift primarily so those are all things I've considered for similar decks to yours. Good luck and happy brewing!

Slivortal on Freyalise High Tide

1 week ago

Haven’t been impressed with Elvish Visionary; trying Summoner's Pact in its place. Hoping for a decent token generator from GRN to take its place.

Saljen on RG Bloodbraid TitanShift

3 weeks ago

Why run Relic of Progenitus in the main board? Is graveyard play extremely common in your meta? You'll get more value out of Lightning Bolt copes 3 and 4 than you will by main boarding Relic, unless you're playing against graveyard play almost every game.

Having 1x Reclamation Sage in the main board gives you some utility. Summoner's Pact can function as more than copies 5-6 of Primeval Titan to give you the option to remove things like Ensnaring Bridge and Leyline of Sanctity, or any other annoying artifact / enchantment that will prevent you from winning the game.

With Titanshift, you get a lot less value from fetch lands that are not Wooded Foothills. You want to run a good number of Mountains between your dual lands and your basics. I'd suggest dropping 3x Windswept Heath for 1x Stomping Ground, 1x Cinder Glade, and 1x Mountain. That'll more consistently make sure you have the Mountains available for Scapeshift as well as letting you hit both colors easier. Sheltered Thicket also exists, if you think you'll need to filter through your deck. It does always come in tapped which is a huge draw back, but the cycling can help you get out of a bad hand.

SynergyBuild on Inalla combos "competitive"

1 month ago

First off, I accidentally linked a player, so Murmaider | Thrasios Combo is what I meant. For a 200-300 dollar upgrade, the first thing I would get are better lands, I know that they are unexiting, but a good untapped lands can push a deck to win a turn or two earlier. The things I would get would be like City of Brass, Tarnished Citadel and Mana Confluence as life rarely matter, and some other cards like Forbidden Orchard or Gemstone Mine as well because they rarely hurt. Demonic Tutor, Green Sun's Zenith, Worldly Tutor and Summoner's Pact are great tutors for the deck that can help out very well. You can also drop Body Double and Carrion Feeder for a single Deathrite Shaman, which does the trick.

A few cards that are ubiquitous among EDH decks I simply couldn't fit into the tight budget like Preordain and Sol Ring, so slotting them in would help smooth out the deck. Other cards I would suggest would mostly be more tutors, card draw, and lands, but a couple exceptions could be Lotus Petal, Cabal Ritual, Fatestitcher over Dregscape Zombie, and minor things like that.

The full cost of all of these suggestions equals $130 on tcgplayer, and should serve to win you games nearly a turn and a half faster than the estimated turn 5.6 win, to around 4.1 win on average, with faster hands winning turn 3, godly hands winning turn 1 or two, and slower hands winning turn 5. The deck doesn't need to mulligan too often given the abundance of tutors, but it still needs some protections against hate, removal, and countermagic, but the original deck did all of that pretty well.

If you want to spend $70 to $170 additional dollars on upgrading the deck. I would recommend simply upgrading the landbase, or moving the combos over to the ones listed on Murmaider | Thrasios Combo.

Mokan on The Goat Man and a Fish, Two Peas in a Pod

1 month ago

This deck is way too good-stuff-y to match anything I've had experience with, so it's a bit difficult for me to help you out. You could put in Summoner's Pact for a bit more consistency and combo potential. Also I didn't see much interaction, aside from counterspells - maybe you could think of putting a couple of silver bullets to combat different strategies (depending on your playgroups), and the tutors will do the rest; first thing that came to mind was something like Bane of Progress. Surely you can upgrade the counterspells themselves, no? A Cryptic Command might prove itself useful, albeit expensive manawise. That being said Austere Command springs to mind and brings back the silver bullet topic. Anyway, great list! I hope I was of use to you.

SynergyBuild on Why Every Commander is Competitive

1 month ago

Yes, the true terms for the control I specified are "Permission" and "Stax", the reason I separate them is because the point of this isn't to delve into the technical theory behind gameplay, instead I want to be able to build a base for any player trying to make a cEDH deck. I can build up a deck with extreme ease if I know three things:

  • The Colors of the deck (The Commander)

  • The Base to use (The Archetype)

  • The Win Condition (The Combo)

I can build up any commander deck using those 3 things in mind, and I built up plenty of examples for them. I went over cEDH staples because I wanted to show the type of cards you should be interested in, though there are tons more than I said.

You mention countermagic in combo decks, but I suggested that if you look at "So, How do I Build Combo?", so I don't think I ever disagreed there. I also wen't over beatdown in stax, it was in the "Pick a Win Condition!" strategy where I mention blood pod being a beatdown strategy. This isn't to say they don't run Karmic Guide/Kiki-Jiki, Mirror Breaker/Felidar Guardian/Birthing Pod combo as a finisher separate to beatdown.

You say you run Eidolon of Blossoms in your Saffi Eriksdotter, which I assume means you can sac Saffi, then the Eidolon to draw a card, but then wouldn't you rather Elvish Visionary? Harmonize is actually a card I greatly suggest against for most people. Green decks are mostly creature-based strategies, and would rather a tutor like Summoner's Pact, Chord of Calling, Green Sun's Zenith, Worldly Tutor, Birthing Pod, or Sylvan Tutor or they would rather a better draw spell like Lead the Stampede. Harmonize rarely is useful in cEDH, it is simply too clunky.

Again, in this list I have made no claims of any card not being cEDH worthy or anything, there is a use for most cards in mtg, not all, Eager Cadet will have to sit this one out, but Eidolon of Blossoms could be in an enchantress deck, and I guess a dredge deck could use the Harmonize to great ability, I never claim a card can't work.

Okay, this next one is the hardest... Edric, Spymaster of Trest and aggro. Yes, it is a deck that wins by dealing combat damage, yes it is a creature based deck that wins... "fast." No, it isn't aggro. Here is my argument, the deck is an extra turns deck, that has a draw engine based on dealing combat damage. This means that it isn't an aggro deck for two reasons, The goal of the normal Edric, Spymaster of Trest deck isn't to win as fast as possible by setting your opponents' life totals to 0, it is a deck based around being able to draw enough cards in a turn to chain effectively infinite turns together, which wins through use of combat damage as a finisher.

I would claim it is a combo deck, no, it doesn't set up a combo like Time Vault + Voltaic Key + Storm Crow to win a game, but it does effectively the same thing, in the same way a storm deck isn't technically a combo deck, nothing it does goes infinite or does something that was an unintended side effect of two or more cards in conjunction, a storm deck simply uses a lot of cards that synergize well, yet they are considered combo because they play the game with a mindset based on winning as fast as possible (while being protected from interaction) without the use of normal creature swings or general burn.

If you were wondering, I will come back to this primer and revamp it, give me a week though, because I have been working on making a primer for all of EDH... and that will take time.

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