Summoner's Pact

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Modern Masters Rare
Future Sight 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.

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Summoner's Pact Discussion

Lilbrudder on All Nightmare Long (SBT Primer)

5 days ago

Pheardemons: Carpet of flowers is one of the most broken cards in cEDH. It is an auto-include if you play green in cEDH pods due to the high concentration of blue decks. With that being said, it is a situational card at most commander nights given that people are more focused on fun decks and there are far fewer decks that consistently follow up a turn 1 Tropical Island with a turn 2 Underground Sea.

costrander3689: Thanks Brother!

Grantley91: No Original duals (can get by with other dual lands); No grim tutor (Its the worst tutor in the deck); imperial seal would hurt ALOT more to lose but not many people can afford it. You could replace these with a high number of iffy tutors that would imbalance the deck some and make one of the combos a focal point. Eldritch Evolution, Summoner's Pact, Merchant Scroll, Shred Memory; Muddle the Mixture Drift of Phantasms, Fauna Shaman could all be justified but aren't ideal. You could also just add more interaction. Beyond that cutting Force of Will or a Mox Diamond could make sense.

enpc: Extract is a solid tutor. If I was making food chain the primary combo I would definitely include it, but it is my backup atm. If I focus more on it its definitely a solid include and a great focused hate piece to decks with a single point of failure.

PhotogenicParasympathetic on Mayael, the "no dick moves" friendly deck

1 week ago

I agree with the above comment, Stonehoof Chieftain, Angel of Serenity, and Terastodon are all fantastic cards. I'd also advise adding Spearbreaker Behemoth and Spellbreaker Behemoth, as well as Summoner's Pact.

I'd also add some lands like Sunhome, Fortress of the Legion, Gavony Township, Slayers' Stronghold, Kessig Wolf Run, and Rogue's Passage. Without them, Tempt with Discovery just isn't very good.

I'd cut Protean Hulk - you can't get more than one creature off him, and while there are some choice cards to get... do you really need a seven mana tutor? Omnath, Locus of Rage is great, but you can't really abuse his landfall, so I'd cut him. If you're looking to make the deck "no dick moves," then Blightsteel Colossus and Vorinclex, Voice of Hunger are both out of place. I'm not sure how effective Mayael's Aria and Martyr's Bond have been for you, but they seem slow and generally less effective than you'd like.

203995014 on 12post titan eldrazi vigor....

2 weeks ago

I have a different take on a very similar concept here, the most notable difference is that there is a significantly lower amount of lategame, much more early game survival tools, and much more redundancy in card function for consistency. See if you like anything you see.

Summoner's Pact is actually a very interesting idea, I think I may actually look into that.

Cetriel on All Spells, Zero Lands, Turn One Win: BOOM

3 weeks ago

Zyron99

I completely understand its uses. The twisted mess of math behind this deck, however, makes things a little more difficult. I am actually unsure of how to explain this to someone who hasn't done some 500+ test plays wile recording the data so please bear with me.

The idea with a deck like this would be to get it to go off as fast as possible. As in turn 1. Each subsequent turn drastically lowers your chances of this. The faster you can get it going the lower your chances of being disrupted are. This is made ever more imperative with the choice to use Summoner's Pact as by the following turn if you haven't won you have now lost. Thus I chose to leave Summoner's Pact out of my decks Demoralizer and Bookwurm. This, however, is personal preference based off my uncanny ability to have the worst of luck.

So lets look at what you need in your hand.

  1. Undercity Informer or Balustrade Spy -self mill

  2. Lotus Petal Simian Spirit Guide Elvish Spirit Guide Chrome Mox Dark Ritual and Cabal Ritual are your options for enough mana production (4 mana) to facilitate the self mill.

Best case scenario you end up with Lotus Petal Dark Ritual and another one mana single card. You could, however, have Chrome Mox and also need a card to exile for the imprint. What if you don't have Lotus Petal or Chrome Mox + throw away black card? How about no Dark Ritual? Wild Cantor adds another card to the lineup. While Manamorphose will also do this for you and allow you to draw another card it has its own problems which I will likely cover (if I don't forget).

So we are now up to 4 needed cards in a best case scenario. As stated above and also corroborated in the "Statistics" section of Demoralizer, there is only about a 40% chance of a turn 1 win. Thus you would need to mulligan in order to get the cards you need while sacrificing hand size. This is where I put more of my stock in the gamble. However you lose hand size in the process.

Now add in the chances that you have more than 1 card that can't be in your hand (Angel of Glory's Rise Laboratory Maniac Azami, Lady of Scrolls and also Narcomoeba though it does you no good to discard Narcomoeba). Thus the likelihood of needing to use more than one Cabal Therapy on yourself just decreased drastically.

Yes I understand that you still have the option to use it on your opponent. However the only card that allows you to look at your opponent's hand is Gitaxian Probe, which there are only 4 of in the deck. Without it you are playing yet another game of chance. I also understand that you may know the type of deck your opponent is playing as people tend to stick very much to the meta in Legacy but you are still taking a gamble. What if you choose the wrong one? The likelihood of even getting to a point where you would take that gamble prior to casting by paying the flashback cost is next to none and by the time you would have cast with flashback they likely would have disrupted you already anyway.

Basically, this deck has no solutions for pushing into mid or late game. Remember, on the whole, Legacy is a turn 3 win format. If you can't get it to go off immediately you will lose. Spending 1 needed mana on a gamble that will likely push you into turn 4+ situation is not conducive to the play style of this deck. Personally it is a gamble I wouldn't take.

While Cabal Therapy IS a very important, nay necessary part of this deck, I just can't get behind having more than 2 in the deck. It is better to rely on mulligans to get the hand that you need. Then again you know my feelings on Summoner's Pact.

On a side note. Using Manamorphose can also be a bit of a gamble as you have no way of storing that 2 mana if you don't get the card you need. This can also push you into a turn 4+ situation.

MagicalHacker on Card creation challenge

4 weeks ago

I'm not sure how you mean it, so I'm gonna take it both ways:


Misrey, Pact Maker

Legendary Creature - Spirit Advisor

~ has flying unless you control an untapped land.

: Search your library or graveyard for a card named Intervention Pact, Pact of Negation, Slaughter Pact, Pact of the Titan, or Summoner's Pact and put it into your hand. If you search your library this way, shuffle it.

You skip your upkeep step.

1/7


Anim the Perceiver

Legendary Enchantment Creature - Illusion Rogue

Skulk

Players play with the top of their libraries and their hands revealed.

At the beginning of each player's upkeep, you may put the top card of that player's library into that player's graveyard. You may U/B (Dimir). If you do, repeat this process.

1/1


Up next, make a sorcery based off of hypnotism.

Wedjat on We Revere the Skyraider (Clone Decklist)

1 month ago

theovermind

It seems we have a minor error here. I have no spots left and 2 cards in the form of Abrupt Decay and Summoner's Pact that can't fit in. Also, I have been thinking of putting Stranglehold in to stop my opponent's tutoring.

theovermind on We Revere the Skyraider (Clone Decklist)

1 month ago

We have 5 slots unassigned so far, let's go to instants

Get rid of terminate.

Adds:- AD-FKIN-NAUSEAM

Remove 2-3 lands

If you remove Choke and Price of Glory - add

Fit Summoner's Pact somewhere

Lilbrudder on [List - Multiplayer] EDH Generals by Tier

1 month ago

Human_Wizard Obviously there can be no objective data as it has been around for 1 day, but there are some objective facts about the combo. For a basis of comparison let us look at a combo that is generally considered one of (if not the best) combo in cEDH, Food Chain+Eternal Scourge. It costs 6 mana to go off or 3 mana and 2 cc worth of creatures. This is often achieved on turn 3-4 and occassionally on turn 2. Now food chain is an enchantment, which is hard to tutor for. Eternal scourge is obviously easy, but still it takes a lot of FC only enablers to be consistent (i.e Demonic Consultation) or Extract). These cards are either bad outside the combo (extract) or dont play nicely with the rest of the deck (consultation).

Now let us compare that with Flash+Protean Hulk. It costs 2 mana to win the game. That is a lotus petal and a land...Green creatures are incredibly easy to tutor for i.e Summoner's Pact, Worldly Tutor, Natural Order etc and Flash is similarly easy to tutor for (i.e Mystical Tutor, Merchant Scroll). So just tutor both to hand and cast flash. If it resolves gg. The degeneracy does not end there. You can also just Cabal Therapy+Reanimate hulk from hand then sac it for two mana gg. You can also Entomb+Necromancy him at instant speed for 4 mana. gg I honestly could go on, but there is no need. Flash hulk is instantly the best 2 card combo in cEDH and it fits extremely well into many existing archetypes. It requires no board presence at all and can go off with limited resources.

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