|Commander / EDH||Legal|
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|Fate Reforged (FRF)||Rare|
|Promo Set (000)||Rare|
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Return target creature to its owner's hand. You put a token onto the battlefield that's a copy of that creature.
Price & Acquistion Set Price Alerts
|Have (34)||ironax , Halphinian , Wazerwifle , RPG_FOX , JAT0 , sneferie , 8vomit , , duff87 , sonnet666 , LegendDeer , , PhotogenicParasympathetic , saj0219 , damo_rox , Swamy , mziter501 , PTsmitty , jstn.mrrtt , Ashy , Lindough , accioali , Ellyreia , Dr_Jay , MonoRedBomb.Com , Malachy_ , Regulus1010 , Snydog17 , joshw335 , zn.tportlock , thetechzombie , DudeMan1031 , gildan_bladeborn , DruneGrey|
|Want (2)||samuelianstorm , acbooster|
Supplant Form Discussion
5 months ago
You might want to drop Baral's Expertise as you rarely want to cast a card with it at sorcery speed and without that benefit, it isn't very good.
Going down a couple Rise from the Tides wouldn't hurt as you don't really need to cast it multiple times and drawing it early is just a dead card.
Scourge of Fleets is similar, so you might want to drop it entirely or go down to one.
You want to drop down to 24 or so islands.
This should get you to around 60 cards.
6 months ago
8 months ago
So I have quite a few ideas about this deck. First off i think you have too few mana sources, so i would go up to at least 34 lands. I think in addition to removing the mill strategy I'm not a fan of cards that steal a creature for only one turn and just return it. I would rather kill it. I would also cut all the targeted hand disruption and land removal because they have a very minor impact on the game most of the time. You can destroy important lands with cards like Strip Mine without needing to use up slots in your deck. Hand disruption in multiplayer needs to be repeatable or else it's not very good. In Commander I find people have such powerful topdecks that trying to control people's hands one card at a time doesn't really do much anyway because they will still just draw the most powerful card in their deck. Without a ton of countermagic and removal to stop what doesn't get removed from the hand it's hard to actually control the game this way. Most countermagic does not play well with your Commander's ability however. So I would just focus on ways to control and dominate the board. I also included some really good green hate cards and creature hate cards. Alright so I have way too many card ideas to use at once i think but here we go...
Hibernation, Perish, Slay, Chromatic Lantern, Rise of the Dark Realms, Commit / Memory has really impressed me recently, Fated Return, Necromantic Selection, Expropriate, Mystic Confluence & Cryptic Command are counterspells with other modes you can cast anytime, Mizzix's Mastery, Stolen Identity, Supplant Form, Worst Fears....
8 months ago
You don't get a token. If all of a spell or ability's targets go missing or otherwise become illegal before it starts to resolve, then the spell/ability gets countered by the rules of the game. None of its effects happen. In your situation Supplant Form didn't have any legal targets when it was time for it to start resolving. It got countered.
8 months ago
My opponent is playing black/green with an emphasis on sacrificing. I want to play Supplant Form to return the creature to his hand and get a copy of it.
As we're playing now, I cast Supplant Form on target creature, he sacrifices creature, I don't get a copy. Then at the end of his turn he just puts it back on the battlefield for free per his commander's ability. Is that correct, or should I still get a copy?