Unburial Rites


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 2017 Edition (MM3) Uncommon
Innistrad (ISD) Uncommon

Combos Browse all

Unburial Rites


Return target creature card from your graveyard to the battlefield.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

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Unburial Rites Discussion

enpc on Which bant

1 day ago

From most of the lists I've seen, Gifts seems to work better when built as a 4 (or 5) colour deck that uses more proactive removal and less counterspells. That way there is less reliance on having the mana open then and there to get and play a counterspell,but instead can to it EOT and removed the threat that way. And Black gives you access to Fatal Push, Dismember, Abrupt Decay and most importantly, Unburial Rites.

Sgtpopnfreash on Sen Triplets Ultimate Domination (HOD updated)

2 weeks ago

Umm the thing is I know this is a 4v4 deck. Most of the cards I recommended are banned in 1v1 so idk why you thought that thats what I was recommending. If your deck is doing well with cards like Cryptic Command and Coalition Relic and Unburial Rites its not a competitive meta at all. In any cedh game this deck would get locked out before doing anything.

ironmindraph on Sen Triplets Ultimate Domination (HOD updated)

2 weeks ago


First off thank you for your time and comments

The main idea here was to make Sen Triplets viable for multiplayer games 3-4 players around the table. The deck isn't supposed to win the game fast such a 1vs1 deck. That said, I should review the entire description section to make that clear.

1- I do not plan to change any of the artifacts I own for the moment since they proved themselves efficient while playing multiplayer games.

2- Lands: Will consider Forbidden Orchard

3- Instants: Interactions cards sur asCryptic Command, Orim's Chant and Pull from Tomorrow are useful to me mid/late game and provide me lot of values. Low cost instant spells would definetly replace lots of spells I use right now if i'd switch the deck for duelcommander. 4- Sorceries: I agree Exhume would be a better choice than Unburial Rites but this one actually provides me much more value for longer games. Should find a way to fit exhume in the rolster anyway. Also, I should find a spot forToxic Deluge.

5- Creature: I recently lowered the amount of crerature and still have in mind to cut Phyrexian Metamorph and Sphinx of Uthuun. I don't think the deck would be good enought to last in mid-long multiplayer games. If i'd build 1vs1 I'd only keep Jin Gitaxias, Elesh-Norm, the demon, and would add something big like Iona or Kozilek, Butcher of Truth. But for now, I have to stay alive more than 5-6 turns.

Anyway, thank for all the suggestion. I'll try to find some place for exhume, sign in blood, and toxic deluge.

Sgtpopnfreash on Sen Triplets Ultimate Domination (HOD updated)

2 weeks ago

Ok so I have a lot of suggestions that would make this deck more competitive because its pretty far off at the moment. I'll go by each section.

First artifacts, you should take out everything you have except for Sol Ring and Sensei's Divining Top. Yes even Chromatic Lantern, especially Chromatic Lantern. Spending 3 mana on a rock that only produces 1 mana is too much of a tempo loss in a competitive game and its effect is unnecessary which I will explain when I talk about lands. Instead add some fast mana acceleration. Cards like Mox Opal, Mox Diamond, Chrome Mox, Mana Crypt, Mana Vault, Grim Monolith, Talisman of Dominance, Talisman of Progress, Dimir Signet, Azorius Signet, and Orzhov Signet. You should strive to run as much of that ramp package as you can afford.

Second lands, with a solid land base you should have no need for a card like Chromatic Lantern even in Sen Triplets. Lands like Forbidden Orchard, Exotic Orchard, Mana Confluence, City of Brass, Reflecting Pool, Gemstone Caverns, Gemstone Mine and Command Tower along with Mox Diamond and Mox Opal should be able to provide all the green or red mana you should ever need in a game. You also are running far far too mana lands. With a decent ramp package running anywhere from 29-34 lands should be more than enough.

Third instants, you are running a lot of control style interaction with counterspells and one-off removal which is sort of fine but a lot of it is simply not viable in a competitive setting. Cryptic Command is super versitile but 4 mana as a response is brutal. Needing to leave up 4 mana for an answer will cause you to not be able to play anything in the early game. There are plenty of 1 and 2 mana counterspells that you should run instead. Disallow and Render Silent have the same problem, its just too expensive on turn 2 or 3 when you are trying to play a signet or talisman to ramp you should be able to have mana for an answer as well. Pull from Tomorrow and Flash seem like super weird choices and IDK why you are running Orim's Chant and not Silence.

Fourth sorceries, the only thing here that i notice is that the triple white kind of makes it unplayable most of the time even when you do have the condition met. With all the other creature wipes I would cut it. Also no Toxic Deluge? Unburial Rites is also way expensive when you have reanimation effects like Exhume, Dance of the Dead, and Necromancy.

Fifth creatures, no this one is messy. you have WAY too many reanimation targets, you need to cut some fatties. In competitive re-animator you only need like 1-3 fatties because they should be so powerful that once they are reanimated they just win you the game essentially. You do not want to have one in your hand ever in an ideal world so you really want to limit the number of reanimation targets in the deck. The only ones i see that are worth running are Jin-Gitaxias, Core Augur and Elesh Norn, Grand Cenobite. You could add an eldrazi titan if you wanted as well. The others are simply weak in comparison.

Those are my thoughts on the cards you are currently running. Now for the second awkward part of this deck. The majority of your card advantage I notice is over time. You have a lot of engines like Phyrexian Arena and Rhystic Study and not many 1 off draw spells like Night's Whisper. That is fine in a stacks strategy when you can slow the game down enough to get the value form them but you arn't really running any stacks effects. This deck should probably run cards like Aven Mindcensor, Sphere of Resistance, Torpor Orb, Cursed Totem, Pithing Needle, Aura of Silence, Seal of Cleansing, Nihil Spellbomb, Tormod's Crypt, Phyrexian Revoker, Blind Obedience. The problem is there arn't that many hard stacks cards that don't hurt your gameplan as much as everyone else. The deck needs a lot of cleaning up and some cohesiveness in its strategy to be considered competitive.

me2tal on Markov Cocktail

3 weeks ago

Do you want GY recurrence Bloodline Necromancer, Unburial Rites or Beacon of Unrest Kindred Boon is great for tribalalso Jet Medallion since you are majorily black - it is better than Bontu's Monument since you have more black than only creatures - though I would advice you to take up both.Also this guy is a beast Blood Baron of Vizkopa

Instead of Abzan Battle Priest I suggest Whip of Erebos

me2tal on Edgar's Dega Vampires

3 weeks ago

I brainfarted there sorry for the confusion. I meant Bloodline Necromancer and not Havengul LichWhat I wanted to ask was if you thought of some more bringing back from graveyard such as Unburial Rites, Beacon of Unrest or are you going to leave your GY alone

drohack on Kaalia call of Brisela

1 month ago

Here is my attempt to figure out my "7 by 9" classification of my deck (Referenced article about "7 by 9"). It appears I've slightly reversed it and have a "9 by 7" ratio. Some cards also overlap, but I put them in their main use case category.

After looking at the list though I only have 7 categories of cards which means I could look to add a new category by removing some of the weaker cards in each of the existing categories.

Target Protection (10)

Removal (8)

Tutor (9)

Draw (10)

Revive (8)

Utility (9)

Meld (6)

Mana (5 + 35 - 1)

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