Summoner's Pact


Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters (MMA) Rare
Future Sight (FUT) Rare

Combos Browse all

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.

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Summoner's Pact Discussion

Pheardemons on If you hate people... Play this deck

2 weeks ago

IzzetFanatic. I do understand that Platinum Angel serves a purpose that Platinum Emperion cannot fill. For the few decks that still try to run the Hive Mind and Pact combo (Slaughter Pact, Pact of Negation, and Summoner's Pact) Platinum Angel can stop those decks. However, 99% of the time, we are using it to stay alive through some sort of damage or life loss, which Platinum Emperion literately stops their deck entirely. This may be a personal preference, but it is definitely the route I have decided to go.

As for the Supreme Will argument, I disagree that the first ability isn't relevant. Mana Leak is a staple counterspell in modern for a reason. Granted, two mana vs three absolutely is something that changes the value of the card, but we can still consider it a hard counter in modern. Then, if it is something we feel we don't need (losing and trying to desperately find something, we have a lot of other counters in hand, or counters just don't seem to matter against the deck) we can filter. It has the same CMC of Thirst for Knowledge so holding up the same amount of mana to counter something we don't like or couldn't deal with, or Anticipate for four cards is great utility. I haven't done the split as I am trying the deck without the Talisman of Dominance, but I haven't been able to playtest the Supreme Wills enough to guarantee the slot. I feel optimistic based on how it has played thus far though.

Spellskites have been a huge improvement to the deck. I have stalled many an aggressive deck until I got what I needed. I would highly recommend this in the meta that we are in right now. Granted, somewhat better with Thirst for Knowledge as it can be pitched if not needed in the deck, but still relevant. My favorite interaction with it so far was equipping a Batterskull onto it against a burn matchup. I looked at him and said, "Do you really want to continue?" He tried, but after the second attack he couldn't get anywhere haha.

So I did try Epiphany at the Drownyard, and just didn't care for it. Maybe it is the way I built the deck, but I hated to see it, rarely gave me what I needed, and I usually had to choose between holding up mana to cast it, or one of my big things. In most cases, the big things won due to the situation. If you've had success, I may try it again.

As for Trickbind over Squelch I took it because of the triggered ability part, and the fact of my opponent not being able to play anything else. Not sure you know about the Vizier of Remedies and Devoted Druid combo yet (forgot to mention it above), but they make infinite mana, filter their deck with Duskwatch Recruiter, then cast an infinite Walking Ballista to ping you to death. Trickbind can stop any piece of that combo. It also does stop the storm mechanic. Your opponent will get the original cast, but not any of the copys. Not to mention, split second seriously comes in handy. I would recommend you playtesting it over Squelch. I do not play on making the switch anytime soon, or at all most likely. I'm even looking to add a third copy into my deck because of the success I've had with it.

You seem to like Epiphany at the Drownyard, but looking at your list that would be the card to look at replacing for Endbringer if that is something you really wanted to try. Endbringer helps you draw which Epiphany at the Drownyard essentially does as well. Obviously creatures are easier to get rid of, but if it was something you truly wanted to playtest I'd say try that. As for Spellskite, maybe try replacing Spatial Contortion. I took them out of my version as it seemed that I was constantly holding them. Occasionally, I would use it on a Wurmcoil Engine to gain some extra life, but that is nothing more than a cute interaction. Also, have you seen Filigree Familiar? Is the draw more worth only gaining one life less than Bottle Gnomes? Being Bottle Gnomes is your interaction against burn, I thought I'd bring this to your attention.

Mandalorian on Riku the Doubler

1 month ago

I don't think you currently have a way to have infinite turns since Part the Waterveil exiles itself on resolution and Walk the Aeons requires sacrificing lands to buy back. Here are some ways to go infinite with Riku

Eternal Witness+Conjurer's Closet+Walk the Aeons

Cast Walk the aeons, end step Conjurers Closet targets Witness, Witness gets back Walk the Aeons, take extra turn, repeat.

Sage of Hours+Sandsteppe Mastodon+Roaring Primadox or Conjurers Closet

Put 5 counters from Mastodon on Sage of Hours, remove counters to take another turn, next turn upkeep return Mastodon and recast, repeat. Or end step Conjurers Closet target Mastodon and bolster Sage of Hours again, repeat.

The oldest infinite turns combo that's ever existed is expesive but efficient if you can afford it. Time Vault+Voltaic Key

Tap Time Vault, take extra turn, untap Time Vault with Key, repeat.

Other infinite combos you can do in Temur colors

Presence of Gond+Intruder Alarm for infinite tokens

Splinter Twin or Kiki-Jiki, Mirror Breaker+Deceiver Exarch or Pestermite or Bounding Krasis or Zealous Conscripts for infinite copies or Combat Celebrant for infinite combats.

Ex. Put Splinter Twin on Pestermite, token copy of Pestermite untaps original Pestermite with Splinter Twin on it, tap again to make another copy, repeat

Squirrel Nest+Earthcraft+Goblin Bombardment for infinite damage

Make a squirrel, tap squirrel to untap land with Nest on it, and then sacrifice tokens for damage

Hive Mind+Summoner's Pact or Pact of Negation or Pact of the Titan

Cast Pact, then each opponent is forced to cast a pact, on upkeep if they are playing the color of the pact and are unable to pay the upkeep cost they die.

Hope this gets the brewing juices flowing!

CurdBrosBrewingCo on Garruk Green Devotion (w/ Combo)

1 month ago

Hey GrownMardu.

I have been surprised with the Affinity match up in particular. I'm currently 68.6% against affinity. In theory it felt like I poor game one match up; but it just hasn't played out that way.

This answer got really long; so I put the answer in a "spoiler" thing:

Discussion of Affinity, Tron, and Deaths Shadow Match-ups Show

NathanNati0n on Co-Co Slivers

2 months ago

First off, I love sliver tribal. Secondly, why do you have this deck listed as a Hive Mind build? I believe that refers to using Hive Mind and forcing your opponents to lose to the pact cycle costs, like Summoner's Pact or Slaughter Pact.

cmsrDPM on Hivepact

2 months ago

MrSilk I already had 4 Lotus Bloom to make the deck work. I am a little iffy on running rainbow lands since the idea is not to cast the pacts and pay for them. Summoner's Pact, Slaughter Pact, and Intervention Pact are more geared to force my opponent to pay mana they can't create or afford.

I would like to use Slaughter Pact if I could. I may run a Vivid Creek or two, but I will need to test. Thank you for the ideas.

akuinnen24 on Elf Overrun Deck

2 months ago

filthyc4sual, thank you for the suggestions!

I swapped out the Champion of Lambholt for Ezuri, Renegade Leader and added more consistency with Collected Company and Summoner's Pact. So far I prefer Bramblewood Paragon mostly because of the Elf synergy, since he gets +1/+1's from Ezuri and other elves, but I'll try working in Joraga Warcaller.

I haven't gotten a change to play it against other decks yet, but in playtests it's been doing about 40 damage by turn 6, Ezuri was definitely a big improvement!

filthyc4sual on Budget Upgradable Elves

2 months ago

The reason I like Summoner's Pact is that it feels faster and a lot faster than Chord of Calling. I know it puts the card into your hand, but since it costs 0, you have the mana to cast the card immediately afterwards.

I do think the strategies in our decks are slightly different, mine is GW and yours is GB.

Another recommendation i have is a singleton Elves of Deep Shadow. you only have 8 sources of black mana, and I don't know how that's worked for you, but if it hasn't been consistent, Elves of Deep Shadow is a good include.

As I said, great job!

michael921 on Budget Upgradable Elves

2 months ago

filthyc4sual, thank you for the praise :) I really appreciate it!

As for the Nykthos, Shrine to Nyx and Craterhoof Behemoth, The main reason that I'm not including the nykthos is that it's great when you're ahead and already winning, and terrabad when you're even a little bit behind. As for the Craterhoof, I've found that I've rarely won with Ezuri's overrun effect, as people save their removal for ezuri himself, and instead won off the back of Shaman of the Pack and old fashioned beatdown. However, I do see the argument for him. I don't think you can run the Hoof without the Nykthos though, so one warrents the other :)

As for why I believe many lists to play Chord of Calling over Summoner's Pact is that chord is a copy of any card in your deck at instant speed onto the BATTLEFIELD rather than your hand. This is more relevent in abzan elves, but still has merit in this list. For instance, with chord, in response to a sweeper, (with enough mana), flash in an ezuri, and pump the team, so everyone lives. In abzan you can get Selfless Spirit to get the same effect. Additionally, you can EoT a Shaman, fireballing your opponent and allowing you to swing for lethal.

I do understand that when you mainphase Summoner's Pact to get the piece you need for lethal it feels GREAT, but I think that the chord has more utility overall when it comes to dealing with what your opponent presents you.

Thanks for the input! :)

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