Unearth

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Horizons (MH1) Common
Masters 25 (A25) None
Urza's Legacy (ULG) Common

Combos Browse all

Unearth

Sorcery

Return target creature card with converted mana cost 3 or less from your graveyard to battlefield.

Cycling (, Discard this card: Draw a card.)

Browse Alters

Unearth Discussion

htfilm on Rakdos Reanimental

2 hours ago

Overall, I really like the deck. It's a solid concept that has some great synergies. There are, however, a few changes I would make. First, you probably want to add some Thoughtseize . Sieze can take more than Inquisition, especially things like Cryptic Command or Jace, the Mind Sculptor , and this change makes your disruption stronger. Not sure how many is correct though. Ball Lightning and Spark Elemental are both cute, but I'm not sure how much work they really do here. Some number of Ball Lightning could be good to pressure your opponent, but I don't think the Spark Elemental s are worth it. I would replace them with Fulminator Mage s. Fulminator seems so good to run in the main here. It works great with both Unearth and Thunderkin Awakener , giving this deck a land disruption dimension that also improves game one against tron. Then, I would add Kolaghan's Command . KCommand gives us another way to rebuy our elementals and also serves a variety of other roles at the same time. It's perfect here. I would also remove the Dragonskull Summit s and throw in one or two more fetchlands that can get swamps (this also pairs well with Fatal Push ), as well as more basic swamps (cut a mountain if you need to). This is where the sideboard comes in. With the Fulminators removed, You have a bit more space. Add a fourth Leyline of the Void to maximize your chances of starting with one. Some of the Claim / Fame s, if not all, should go too, as they can't get a Ball, Skelemental, or Fulminator back- basically all your best reanimation targets. Then, add in 3-4 Blood Moon , depending on the meta. Your two-color manabase, with the basic swamps, gives you yet another way of disrupting your opponent's mana. I also think that this means you can take the Damping Sphere s out, as your tron match-up is looking excellent with the blood moons and Fulminators. Add in a pair of Surgical Extraction if you can for even more graveyard hate. The Anger of the Gods is not a great interaction with your recursion, so I would swap them with Sweltering Suns , which doesn't exile and also can be cycled, and perhaps a Terminate or two to deal with larger threats. The other thing I worry about with this deck is that there aren't enough good ways to discard elementals to be brought back. Faithless Looting is excellent, of course, but swapping two of the Lightning Bolt s for Lightning Axe gives you another route to discard as well as a way to deal with larger threats mainboard. Put this all together and I think you have a very strong deck, with the ability to dish out large amounts of damage quickly, as well as use your hand-attack, KCommand, Skelemental, Fulminator (recurring every turn to blow up lands), and Moon to lock your opponent out of the game completely. Flamekin Harbinger serves as the glue to this disruptive machine. One interesting card I found as I was looking for other options was Bloodpyre Elemental . You can't hardcast it, so you'll have to get it back with Awakener, but it can be tutored for with Harbinger. One copy in the sideboard seems interesting.

Anyway, those are just my thoughts. The deck seems sweet and potentially very powerful, and I'm excited to see what it can do.

Chasmolinker on [[Primer]] - Jund Midrange (New Horizons)

3 days ago

Heretic_Dragoon. I don’t think Unearth has a place in the deck. Cutting interaction for it doesn’t seem good

krieksken on Jund post horizons (work in progress)

4 days ago

Changes:

-Mainboard: -1x Bloodbraid Elf +1x Unearth

-Sideboard: -1x Nihil Spellbomb +1x Unearth

Reasoning:

Bloodbraid Elf while still able to produce huge turns, either by finding answers to stabalize the board or to switch the board to your favour, does not need to be more then a 2 off, due to so many fast decks it is a very bad card to have more then once in opening hands. With the addition of cycle lands and Seasoned Pyromancer it is much easier to go through your deck and find the cards that you need, in the limited playtesting done so far I find that Bloodbraid Elf when running 2 copies are still casted plenty of times during games. The addition of 1 copy of Unearth in the mainboard gives the deck more options to get back the lower curve creatures, as I am running only 1 copy of Kolaghan's Command I felt that getting more value of dead or discarded creatures was still needed. Unearth also allows us to discard a Seasoned Pyromancer to Liliana of the Veil in those scenarios where you do not have access to double red and being able to reanimate with Unearth for additional value.

Unearth in itself is never a dead card as cycle is still an option if needed.

Sideboard wise the decision came alot easier, as we are already running 3 scavenging oozes mainboard I do not feel the need to include 2 cards in side to deal with graveyard shenanigans. Adding an extra Unearth to the sideboard to get easier value out of other sideboard tech cards as fulminator Mage and Kitchen Finks.

JKRice on Esper Mentor - Please Help :)

5 days ago

I’ve always loved mentor, but I’ve always tried mardu pyromancer builds that didn’t work out too well.

I think this deck style is perfect for mentor, but I think you are trying to do too much in the creature section of the deck. I like mentor, I like TiTi, and I like snapcaster. But it seems to me as though you would want a deck with as many spells and as few creatures as possible. Honestly I would cut both the tasigurs and the jace, and maybe go up to three TiTi. I know it is tempting to have a big creature like tasigur, but mentor becomes a bigger threat than tasigur very quickly, and TiTi does more damage and has more utility. I think loading your deck with more interaction and one mana spells would probably be better for mentor. I also think you can cut one land, even if you keep tasigur in, since all of your spells can be cast for three or less, and snap will usually cost three or four. I might also cut lingering souls. Since you have lots of cantrips, and you play Unearth , you are probably going to have a mentor on the field as a finisher for most games. Those extra two tokens won’t matter very much when you have a board full of prowess creatures. I only say this because when you compare the value you get out of mentor to the value you get out of souls for the same mana, it doesn’t come close, so it might be better to just run more cantrips so you can dig for mentor.

On the landbase. If you have the necessary funds, switch out Shambling Vent for Creeping Tar Pit , since it is much better Late Game to have ensured damage than to have a little bit of life gain. If you don’t have the necessary funds, don’t run shambling vent. I would go down one flooded strand, to seven total fetchlands, and I would also cut the minamo (only if you are also cutting jace). If you keep jace, also keep minamo. I think you just need some more basics, so I would also cut drowned catacomb. Your fetchlands can fix enough that you probably don’t need a catacomb, especially since you need manafixing turn one for your one drops, and catacomb can’t come down on turn one. If you want to play a non-shock dual, I would just run more fastlands like Darkslick Shores .

I would add serum visions as a four-of and also up the count of brutality, push, and path. Or ou could just not run serum visions and have a heck ton of interaction.

Entity97 on A Cuberino

6 days ago

Cards to consider from modern Horizons and M20:
Mox Tantalite
Arcum's Astrolabe
Cabal Therapist
Elvish Reclaimer
Giver of Runes
Hexdrinker
Icehide Golem
Nimble Mongoose
On Thin Ice
Scheming Symmetry
Unearth
Knight of the Ebon Legion (1/2 Vampire Bro)
Collector Ouphe
Corpse Knight
Cordial Vampire
Cunning Evasion
Eladamri's Call
Legion's End
Lesser Masticore
Marauding Raptor
Marit Lage's Slumber
Mother Bear
Regrowth
Saddled Rimestag
Scour All Possibilities
Season of Growth
Starfield Mystic
Unsettled Mariner
Voracious Hydra
Wrenn and Six
Winds of Abandon
Angel of Vitality
Archmage's Charm
Aria of Flame
Ayula's Influence
Bogardan Dragonheart
Dead of Winter
Etchings of the Chosen
Force of Negation
Generous Gift
Good-Fortune Unicorn
Kaya's Guile
Lightning Skelemental
Mu Yanling, Sky Dancer (new blue walker)
Rotting Regisaur
Shatter Assumptions
Seasoned Pyromancer
Sword of Sinew and Steel
Sword of Truth and Justice
Soulherder
Splicer's Skill
Vesperlark
Ajani, Strength of the Pride
Drawn from Dreams
Endling
Force of Virtue
Kykar, Wind's Fury
Omnath, Locus of the Roil
Ravenous Giant
Sling-Gang Lieutenant
Serra the Benevolent
Urza, Lord High Artificer
Yawgmoth, Thran Physician
Blizzard Strix
Cavalier of Flame
Golos, Tireless Pilgrim
Rienne, Angel of Rebirth
Yarok, the Desecrated
Atemsis, All-Seeing
Echo of Eons


this is a lot of cards, and more are sure to come out that I want to include. I'm considering making a modern cube in addition to my legacy cube, or maybe expanding the cube altogether. I really don't want to go to 720, and honestly I would prefer 360 with a regular rotation of cards, but I don't play the cube often enough to justify that so for now it sticks to 720.

multimedia on Davy Jones Pt.2

6 days ago

Hey, saw your forum topic asking for help.

Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.

The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.

There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.

Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.


My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .

11 cards to consider cutting to add more lands:


Other cards to consider cutting to make 100 cards:

As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.

Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.


Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.

For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.

Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.

Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.

I offer more advice if you would like. Good luck with your deck.

barnii on Goblins

1 week ago

Any place for Unearth in this list?

Bedlam on Nathsty Nathsty

1 week ago

Yo Ruggs, here are a suggested cards to remove from you deck open up space.

Graveyard Fetching/Recursion - Competes for cards slots that support the tribal control theme. Besides Craterhoof Behemoth , I dont see any creature worth two cards for throwing it into your graveyard and then recurring it onto the battlefield. Animate Dead is good because you can target you opponent's graveyards - perfect for your discard theme.

Other swap options include:

Thats what I got for now.

Load more

Unearth occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%