Swords to Plowshares


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Casual Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Iconic Masters (IMA) Uncommon
Commander 2017 (C17) Uncommon
Commander 2016 (C16) Uncommon
Eternal Masters (EMA) Uncommon
Vintage Masters (VMA) Uncommon
Conspiracy (CNS) Uncommon
From the Vault: Twenty (V13) Mythic Rare
Coldsnap Theme Deck (CTD) Uncommon
Masters Edition IV (ME4) Uncommon
Duel Decks: Elspeth vs. Tezzeret (DDF) Uncommon
Masters Edition II (ME2) Uncommon
Battle Royale Box Set (BRB) Uncommon
Anthologies (ATH) Uncommon
Ice Age (ICE) Uncommon
Fourth Edition (4ED) Uncommon
Revised Edition (3ED) Uncommon
Unlimited Edition (2ED) Uncommon
Collector's Edition (CED) Uncommon
International Collector's Edition (CEI) Uncommon
Limited Edition Beta (LEB) Uncommon
Limited Edition Alpha (LEA) Uncommon
Promo set for Gatherer (PSG) Mythic Rare
Promo Set (000) Rare

Combos Browse all

Swords to Plowshares


Exile target creature. Its controller gains life equal to its power.

Price & Acquistion Set Price Alerts





Recent Decks

Load more

Swords to Plowshares Discussion

Durkle on Illusionary Horror (Torpornought)

2 days ago

Don't turn this deck into stiflenought. People are suggesting it because it's what they're familiar with, but this is a different deck. Also some may not realize this is a real deck that's actually put up some results. It is super fringe though obviously, and it hasn't been played in a long time.

Legacy version: http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=39815

Vintage version: http://mtgtop8.com/event?e=17135&d=305975&f=VI

As far as what I think you should do, you need to be playing Dark Ritual. It's hands down the best card in the deck outside of the core cards. Your best plan in this deck is to T1 Ritual -> Orb / Mask -> Dreadnought. Alternatively, t1 Thoughtseize, t2 land, ritual, orb / mask, hunted horror / double dreadnought. I mean, even ritual, hymn, thoughtseize will put away a lot of games if you can follow it up.

I like a lot of the cards your playing, but I don't like the numbers. 4 abrupt decays is too many, especially for game 1. 4 pushes is probably excessive since you'll ideally be tramping over everything anyway. This doesnt seem like the best DRS deck, either. It functions much better in tempo-y decks, which this really isn't. I don't hate them entirely, but I think 2 or 3 would be better than 4. Also, you should be playing WAY more fetches to get them online. At least 7-8, with like 3-4 swamps and 1 forest since blood moon is somewhat prevalent these days.

I think you need a backup plan. Dreadnought and Horror both rely on you having a mask or orb, and most of the time you will. However, playing Tarmogoyf and being able to fall back on a grindier strategy if you can't stick an orb seems like a good idea. And then with tarmogoyf in the deck, I really like Mishra's Bauble in to help you filter a bit and to pump the goyf. Also gives you an idea of what your opponent could be drawing, which leads in to my next point, I think Cabal Therapy might be better than thoughtseize. Therapy is one of the hardest cards to resolve in the entire game, but it's also one of the most powerful if used correctly. You don't HAVE to flash it back for it to be useful, although having the option to flash it back seems good if it's the difference between your opponent going off or not. You can also use it to kill off confidants if your life gets low. It can single-handedly strip your opponents of Force of Will or Swords to Plowshares, whatever you think is the most likely to beat you in a given scenario, whereas Thoughtseize could still leave bombshells in their hand, and drains you life. Of course, the upside is that Thoughtseize will almost always take something whereas therapy could whiff, so you should just play whatever you prefer.

With all that said, I would run it like this:

  • 4 Dark Confidant
  • 4 Phyrexian Dreadnought
  • 4 Hunted Horror
  • 3 Tarmogoyf
  • 2 Deathrite Shaman
  • 4 Torpor Orb
  • 3 Illusionary Mask
  • 4 Mishras Bauble
  • 2 Abrupt Decay
  • 3 Fatal Push
  • 4 Cabal Therapy
  • 4 Hymn to Tourach
  • 4 Swamp
  • 1 Forest
  • 4 Verdant Catacomb
  • 3 Marsh Flats
  • 4 Bayou
  • 3 Wasteland

Of course, you should run it however you want. Just trying to offer some insight. The only thing I think you HAVE to find room for is Dark Ritual, the rest you should try and test for yourself. Best of luck dude!

ThallionDarkshine on Yavimaya Resurgence

5 days ago

I think you need to cut back a bit on token producers, and add some more removal. I don't think Artifact Mutation or Aura Mutation are worth it, since they are greatly lacking in versatility. If there's even one moment when you need to remove a powerful artifact/enchantment and have the wrong one in hand, you'll regret running them. Sundering Growth, while producing much fewer tokens on average, fills a similar role but is easier to cast and hits both permanent types. Krosan Grip is just a great removal spell that hits lots of problematic artifacts/enchantments. Like the mutations, Entrapment Maneuver may seem like a removal spell with upside, there are lots of relevant creatures that won't be attacking that need to die. Swords to Plowshares and Path to Exile are some of the best removal spells in the format, there's no reason you should pass on them.

passascats on Odric, Lunarch Marshal Tokens/White Weenie

1 week ago

I would definitely work on swapping in more keyword creatures like Ykrivan said. You're not really using the full value of your commander. don't forget about colorless creatures, Darksteel Myr is a great add. I know you said it's humans, but you are not currently getting any huge boons from that tribal aspect.
I would also look at getting some of the white staple spot removal like Swords to Plowshares and Path to Exile.
I would drop Manalith for a Caged Sun, and I would look for a Pearl Medallion.
Swiftfoot Boots would be a great way to protect your commander, and give your guys haste each combat.
Good luck, EDH is the best format! I hope you enjoy it!

multimedia on Suns_Champion

1 week ago

Hey, you asked for my advice on your Zur deck. You've put a lot of time and effort into it and the deck description is easy to read and understand very nice work. I've never seen Zur used with Alarm as a win condition combo. Very creative idea, well done, upvoted. For a first deck with combo you've gone combo crazy!

The idea is great the problem is the combos need to be streamlined, too many combo cards not enough synergy between all cards in the deck and not enough universal good Commander cards. You don't need to jam all the possible combos into a deck it's overkill. Consider trimming Combo #1, Combo #2 and cutting Combo #3? A lot of combo cards you're playing are only good with other combo pieces as part of a combo. These cards are not good by themselves or have synergy with the rest of the cards in the deck other than the combo they go with. Because of all the combo cards I see problems with playing a normal game of Commander.


Your deck is very creative as a first deck with combo, you have a good grasp on the archetype. But you're going combo crazy which in my opinion will hinter gameplay much more than help it. It's more practical to pick a few combos that include cards that have overall good synergy with the entire deck not to use so many cards just because they're part of a combo.

Good luck with your deck.

Austin_Smith_of_Cards on Derevi, check this out!

1 week ago

Depending on which angle of control you want to take, I can offer different suggestions.

Some staples for Derevi you'll want to consider no matter what build you end up going for: Swords to Plowshares, Edric, Spymaster of Trest, Birds of Paradise, Tamiyo, Field Researcher, and Counterspell.

From your description, you could consider running a pillow-fort strategy. It's kind of like an extremely watered-down version of Stax that really just prevents opponents from attacking you, while they still have the resources to attack each other. It's definitely a politics-heavy strategy, making deals with opponents to convince them that other people are better targets until you start laying down wincons.

Essential cards: Propaganda, Ghostly Prison, Sphere of Safety, Collective Restraint (since you're in tri-colors), Norn's Annex, Orzhov Advokist, Windborn Muse, Martial Law, and Aurification.

Your wincons are going to be big fatties that also lock down the board or take advantage of your protection: Stormtide Leviathan (can't recommend this one enough), Azor's Elocutors, Isperia, Supreme Judge, and Blazing Archon.

If you want more traditional control that utilizes tapping/untapping, the general good all-arounds are: Aven Mindcensor, Thalia, Heretic Cathar, Hokori, Dust Drinker, Trygon Predator, Bant Charm, Supreme Verdict, and Winter Orb.

For blink abuse, I suggest Deadeye Navigator.

As a general structure for your EDH deck, try to follow the pattern of 10 mana accelerators, 10 card draw effects, 5 spot removal, 5 boardwipes, and 4 tutor effects.

There's a few filler cards that don't fall in any of those categories, and don't necessary synergise. I recommend removing: Djinn of Infinite Deceits, Hada Spy Patrol, Kazandu Tuskcaller, Phantom Nantuko, Winged Coatl, Wonder, Curse of Predation, Pyramid of the Pantheon, Thunderstaff, AEthermage's Touch, Biomass Mutation, and Sprouting Vines.

Happy brewing!

cornpie987387 on Buff Healing Angels

1 week ago

If you look in the bottom right corner, you may notice a list of banned cards. The cards that are banned in this format (modern) are: Sol Ring, Thran Dynamo and Swords to Plowshares. (These are pretty much commander only cards)

As for a replacement for Swords to Plowshares try Journey to Nowhere or Oblivion Ring.

Might I recommend Defy Death? Also, I would recommend an Akroma, Angel of Wrath and Luminarch Ascension for an additional win con

Load more