Supernatural Stamina

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet (AKH) Common

Combos Browse all

Supernatural Stamina

Instant

Until end of turn, target creature gets +2/+0 and gains, "When this creature dies, return it to the battlefield tapped under its owner's control.

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Supernatural Stamina Discussion

@IronSon1c on Standard -1/-1 Counters

4 days ago

Check out my Jund Minus Counter deck. I started running Supernatural Stamina a while ago and and it works wonders on minus counter decks! Costly Plunder i used from the beginning i created my deck and it works really well but i think i had too many copies.. 4 and eventually took them out because it was too slow early game. I dont use Nest of Scarabs yet but trying to figure out a way to still. Keep trying man... really is a fun deck to play with!

Freezingfist on BlkVamp

5 days ago

Interesting build, czarchops.

Hmm... just my opinion, but if you're looking to sac the vamps, you should make tokens (so you're not forced to sac your actual cards), or have a graveyard synergy that can bring them back. Supernatural Stamina is a good one, but let's go deeper =)

Blood-Sucking Token Makers: Bloodline Keeper  Flip: (semi-expensive$) evasive and will get out of hand if they leave it on the board -- Call the Bloodline: requires a bit more graveyard synergy, but can pump out tokens you don't mind saccing for value.

Graveyard Synergy: Bloodghast: (semi-expensive$) probably the best vampire for this kind of strat -- Driver of the Dead: not a great card, but works well to get one of those early drops back

These are just some quick ideas off the top of my head. I hope they help. Keep brewing!

Furani on Fling In The Ice (MODERN)

6 days ago

How good does the white part work? If not that good, I suggest swapping it for more red, or even black. Black has a fling-like thing: Rite of Consumption and a better Graceful Reprieve in the form of Supernatural Stamina. And buffing creatures when blocking doesn't seem that consistent. Black should have better buffspells.

@IronSon1c on Jund Minus Counter

1 week ago

Thanks for the suggestion backinajiffy ... Ive used Nest of Scarabs before and although i used that card main board to start the deck out.. I think although it has its advantages for sure it might be a little slow w only 3 in deck... but then again Ive been tweaking this deck for a while already... I started out w Channeler Initiate but experimented w Gifted Aetherborn. Played ok but my main goal in constructing this deck is to go in fast n have backup w snake to block with.

Analysis: Played ramunap red alot and at 1st it would put lots of pressure on me aggro w burn n id lose alot within 8-10 turns. With the latest adjustments im able to hold the fort and either aggro back and gain tokens to protect and draw the gsme out to where turn 5 or 6 i got a Scorpion God or sometimes a vraska ans put immidiate pressure back ans turn the tides. With supernatural stamina on in hand or verdant rebirth im not afraid of burn at all agaianst hapatra or ammit. Bring em back cheap and start on a roll. Can string the game out to turn 12 and id hw doesnt kill me early ive basically got excellent chance of winning game.

Against grixis control or grixis aggro control im able to go in easier and take off life faster n win more.

Against sultai energy i just destroy that deck.

Against Temur energy i havent had a chance to play that since these changes yet.. but im sure i have a chance to get in or wait till turn 5 -7 to get really going.

So here's a breakdown of the deck and what im trying to accomplish.

Im basically either have in hand to start w a Supernatural Stamina or Verdant Rebirth i can out in Hapatra turn 2 if she dies its ok... ammit coming in turn 3 and now i got a supernatural stamina or rebirth to help me bring either one of them back. They waste spells and I bring my creature back for cheap or bring to hand n draw a card w verdant rebirth. If i get 2 Ammit Eternal going this deck gets dirty because its i can aggro or wait for hapatra to come out or obelisk spider to take off life and i gain life. Scorpion God turn 5 os just brutal and can force oponent to block him next turn and use his ability to minus counter on blocks. Vraska Relic Seeker is also a closer like Scorpion God and she helps me in 3 turns to get opp to 1 life. Next turn take a life n win just by using scorpion god ability trigger obelisk spider win... or attack with ammit and afflict or remove counters and win... The menace tokens vraska crates is a problem and she can destroy a creature and get a tresure mana . Never Return is there to kill anyone i want... return of i need to. And lastly Banewhip Punisher comes in clutch to combo by sacrifice banewhip, on the stack supernatural stamina return bane whip to batlefield put another minus one on creature, on. stack gatal push opp and if needed sac bane whip once again to kill another opp cresture. Really fatal push combo with supernatural stamina or verdsnt rebirth works wonders but is really dirty with bane whip.t

Harbynger on Golgari Pesticide

1 week ago

Thanks for the comment Echtelon!

I took a look at your deck, and you are actually doing a few things I removed from this deck lol. I ended up removing the things that drop a lot of counters on my own creatures because the only thing that cares about many counters on a single target is Nest of Scarabs, and I prefer going with ways to get a small number counters multiple times. For example, if I have out Festering Mummy and drop a Plague Belcher, I'll get the trigger from the belcher's counters, which I'll put on the Festering Mummy to then kill the mummy which creates another -1 counter PLUS then the dying zombie trigger on Plague Belcher.

I do like the idea you have to drop lots of counters on Soulstinger to kill him, and then bring him back with Supernatural Stamina... which is one of my favorite cards in this deck because it ALSO drops them back tapped to trigger Throne of the God-Pharaoh. I may have to try Soulstinger again.

simplebricks on Dimir Creature Control

2 weeks ago

I would recomend running a Mortuary Mire. With aqueduct bounce it can bring back enough cretures to matter. The opportunity cost of running one instead of a swamp is low and it can help coming back after an initial bout of creature removal or control if the game goes long.

Undying Evil and Supernatural Stamina are combat tricks that trigger ETB again.

All of the cards above are recomendations with varying levels of utility. What I would slot in a hearbeat is some sort of fetch-land. In either of the three flavours they come in pauper: Ash Barrens, Terramorphic Expanse or Esper Panorama, I am partial to Ash Barrens as it can act as a janky mana-fix by tutoring the color you are short on and can add colorless if you could use another mana and don't need more colored mana for anything. The land tutors help thin out your deck, with this strategy you can't afford many dead draws. What draw/Scry effects you have can help keep a hand full of action but I have a feeling they may not be enough (if you have playtested the deck that obviously overrides this last comment).

Phenn on GB deathtouch

2 weeks ago

I keep coming back to this deck 'cause I REALLY like the mechanic and the thought behind it. And what you've put together here is awesome. I hadn't thought of putting Supernatural Stamina in there, but that's a great idea. And you're playing Dire Fleet Ravager, which I think is the most badass card in Ixalan.

My only suggestions are ones I know are influenced by the need to deal with meta decks at my LGS.

Suggestions: Maybe Field of Ruin as a 1-of to deal with the flip lands. Maybe 2-ish of Cartouche of Ambition to really screw with aggro decks? I like a 2-2 split of Walk the Plank and Vraska's Contempt instead of Never//Return. And I really like Vraska, Relic Seeker in there over two of the Gearhulks.

I would also tweak the sideboard a bit. I'd take out Sentinel Totem, Doomfall and one Lost Legacy and add in 2x Arguel's Blood Fast (draw engine in control), one more Duress (turn 1 Duress feels so good into control) and 2x Appetite for the Unnatural (enchantment hate into tokens).

zneal90 on B/W Zombies Ixalan Standard

2 weeks ago

Thanks for the help! I completely forgot to add Fatal Push. I will more than likely take out Supernatural Stamina for Fatal Push. I'm still tinkering with removal, considering there are several options, but I'm having troubles picking what removals will be best. I'm also thinking of Ixalan's Binding.

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