Unburial Rites

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2017 Edition (MM3) Uncommon
Innistrad (ISD) Uncommon

Combos Browse all

Unburial Rites

Sorcery

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.)

Price & Acquistion Set Price Alerts

MM3

ISD

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Recent Decks

Unburial Rites Discussion

xcver on Chromium - I Got 99 Cards But A Creature Aint 1

2 days ago

seeing your video I have some comments or ideas...but you would need to change the deck name

Add Snapcaster Mage and if available on MTGO Spellseeker As the previous user already stated, The Tabernacle at Pendrell Vale would be good. Maybe Mystic Confluence could also find a home.

Cards I do not like here are Oath of Lieges (too symetrical for my taste). Also Timetwister and Time Spiral are normally control nightmares. After you have depleted your opponents resources you give them back the goods...Also maybe you would want to exchange Animate Dead for some other reanimation effect, maybe Unburial Rites?

VincentVonVeltschmerz on alesha who smiles at debt

6 days ago

Wouldn't play Unburial Rites, the cost of the creatures are too cheep to make reanimation worth 4 or 5 mana. Also consider Ignition Team, Mindless Automaton, Sewer Nemesis and Workhorse.

lagotripha on Who u know here? Help wanted

6 days ago

Ok, so I'm seeing a deck that wants arcane adaptation and descendants path to drop big spells. Fair enough.

I highly reccomend more 1 and 2 drop creatures. Making sure that your t3 Descendants' Path hits something turn 4 is valuable. But how to assess those creatures is important. You want to be sure you have big creatures on top of your deck, and you want to avoid needing arcane adaptation where possible.

To do this, is best to assess a small set of cards you'd be using together rather than a lot of individual cards. Getting a set of cards that work well together is better than a bunch of disparate parts- getting a set which acts as a backup plan to arcane adaptation is even better.

One method to find these sets of cards is to look at what creature type you want to name with Arcane Adaptation and go all in on it.

Naming druid means Treefolk Harbinger and Arbor Elf can cheat in Gilt-Leaf Archdruid, while Arbor elf, Elvish Mystic etc can combo with Utopia Sprawl to just flat cast bigger creatures.

Naming shaman lets you use Eternal Witness Burning-Tree Emissary and Elvish Visionary, or look for Purity with Flamekin Harbinger.

Pretty much every tribe has big game-changing spells and 1 drops that work well. I'd focus on tribes that like stalling/controlling the game (Spellstutter Sprite lists), Protecting their own creatures (spirits/illusions), or already cheat their big stuff in (Preeminent Captain and Incandescent Soulstoke). There are plenty of tribal lists on this site to raid for ideas.

Changeling tribal is a neiche option which I'll mention here- Mothdust Changeling, Shields of Velis Vel etc- there are Haakon, Stromgald Scourge/Basal Sliver/Skeletal Changeling combo lists you can raid for ideas.

The second way is to look for things that can get value out of your big spells.

Unexpected results is super unreliable- I don't like to play it outside of Inverter of Truth builds. Similarly, Elvish Piper is an expensive removal magnet.

Looking at discard/reanimation is one option, with Unburial Rites Lotleth Troll, Zombie Infestation and their more expensive counterparts pointing to a G/B value plan.

Looking at CMC matters is another- Nourishing Shoal, Blast of Genius, Kindle the Carnage, Nahiri's Wrath and so on all offer ways for your big spells to impact the game when you aren't casting them for free.

The final option is other Arcane Adaptation combos, to improve card quality by building in redundancy. Turntimber Ranger and any creature goes infinite if you name ally, Haakon, Stromgald Scourge and Ashes of the Fallen, Myr Turbine and tons of creatures, Quest for Ula's Temple and Inkwell Leviathan is a thing.

The big thing is to pick one plan, and stick to it. Its a lot more difficult to disrupt three spells doing the same thing than three different things. Fix your mana curve with a smooth 'I want this or this t1, this or this t2, and this or this t3' plan, and it'll run smooth.

Good luck, and happy brewing!

Underoath709 on Drowning in Darkness

1 week ago

Yeah no prob man, just keep in mind that using SG's second ability feeds into his first one more than you'd think. My shift from zombie tribal -> EtB tribal (I guess you could call it) really helped. Nothing wrong with making it heavily zombie-focused, just make sure you pick ones that you won't mind getting board wiped or sacrificed to be brought back with SC's ability.

PS: Scratch the Unburial Rites. I totally forgot it can't be playe

PTsmitty on Azdranax

1 week ago

Hey, my priority right now is acquiring the K-commands and Blood moons so please start there. I would be interested in the other cards that you have matches for if I was comfortable with what you were wanting for them. My next list of priority cards would be Unburial Rites, Expedition Map, Oblivion Stone, Restoration Angel, Sylvan Scrying, Squadron Hawk, and Bloodbraid Elf. I already have the x2 Blooming Marshes I needed for a deck, but I may be interested in x2 more to have a play set. The marshes would be the lowest priority of the second lists of cards. My binder is updated on the correct quantities of cards that I would be interested in. As for the rest of the cards, the only card that I did NOT need was the Merciless Eviction. All the others we could use a filler cards to make the numbers match.

SynergyBuild on Protean Chromium, Elder Dragon

1 week ago

Those all seem like great options for the extra turn varient, will you write up a decklist and put it in the description?

Also, what are you dropping for the combo?

It seems like Intuition might be a fun joke card with the combo.

Here is what you do: Fetch an Archeomancer, Mnemonic Wall, and an Unburial Rites

Whichever is left in hand, cast it, recurring Intuition (or recur Archaeomancer then recur Intuition if that was the card left in hand), then cast Intuition again, fetching Auramancer, Monk Idealist, and Exquisite Blood, then whatever is left in hand, cast it, if it wasn't Exquisite Blood then recur and cast Exquisite Blood.

After all of that, flashback the Unburial Rites targeting either Mnemonic Wall or Archaeomancer (whichever is left) recurring Intuition a final time. Cast it, fetching Argivian Find, Mine Excavation, and Sanguine Bond. Whatever is left in hand, cast it, if it wasn't Sanguine Bond, return Sanguine Bond to hand, and cast it.

It is an 8 card combo, but every piece is fetchable with one Intuition The combo costs , so it is really easy to go off turn one with it.

Underoath709 on Drowning in Darkness

1 week ago

Hey man, I've been running a deck like this myself, and a couple of points I've been learning while building:

1.) Don't be afraid to use Scarab God's second ability. Ik you're looking to exile as few creatures as possible, but it's way better to use it and cast something like Overseer of the Damned, Sheoldred, Whispering One, Phyrexian Ingester, or Sidisi, Undead Vizier (all of which are great in a UB grave deck). If you can, use other recursion spells first before using this ability, but overall don't be afraid to use it.

2.) Milling is key. Last game I played I dropped a Mesmeric Orb turn 2 and was turning everyone's grave into my own personal toolbox, stealing stuff like Eternal Witness to grab recursion spells back to my hand for even more use.

3.) Graveyard tutoring is important. Cards like Buried Alive and Entomb can drop important cards into the grave to be used by Scarab God, Victimize, Dread Return, Living Death, Unburial Rites, and Ever After, all of which have been powerhouses combined with Buried and Entomb.

4.) Add a couple more board wipes and exile effects to deal with problem creatures on the board. Damnation is a great start, but add a couple more just in case. My personal favorite so far has been Living Death which for SG decks is a total game ender most of the time. Life's Finale acts as a way to tutor up our opponents' creatures while clearing the board, and if you really want to piss off your entire group throw a Cyclonic Rift in there to completely finish everyone off.

5.) I'd recommend upgrading the landbase, which can actually be done in EDH for pretty cheap. Slow fetches, Terramorphic Expanse as a second Wilds, Battlelands ( Sunken Hollow in UB), Tainted Isle, River of Tears are all great duals that work well in EDH. Don't be afraid to play a tapped dual every so often since EDH doesn't really rely on speed most of the time (unless your meta is more aggro than anything). It might be a good idea to check out something like Mutavault too to add to your zombie count.

6.) Counterspells kill a bit of fun in EDH but they can save your ass sometimes. Countersquall, Psychic Strike, and Counterspell are all worth running and pretty cheap overall.

I've got a semi-budget build going on here: ( Toolbox of the Dead ) if you want to check it out. I'm not a great EDH player by any means, but I've definitely been seeing better results with some of the changes I've made by shifting more from zombie tribal -> ETB centric.

So yeah, hopefully some of this helps out.

QuilavaUchiha on Let's Make Something Together!

2 weeks ago

Siren Stormtamer and Negate, Disallow or Essence Scatter? Unburial Rites and Undead Gladiator seem fun with the graveyard and card draw

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