Unearth

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Pauper EDH 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
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 play.

Cycling (2) ((2), Discard this card: Draw a card.)

Price & Acquistion Set Price Alerts

A25

ULG

Ebay

Unearth Discussion

hkhssweiss on Taigam Prison

1 day ago

You can probably add in a Buried Alive as well as an Unearth for more grave filling and cheap reanimation. Fabricate can also do well for more consistency in finding your Mindlock Orb . Long-Term Plans also is quite helpful!

Hope that helps!

ClockworkSwordfish on Aluren with an emerald medallion, ...

1 week ago

I'm afraid not! A creature's converted mana cost is an invariable number - that is, the amount of mana their mana cost requires regardless of colour. So no matter what - no matter what! - Goreclaw will always have a converted mana cost of four. Now, that doesn't mean you always have to pay four mana to play her - Emerald Medallion allows you to pay less, but that doesn't mean her mana cost is one less. It means you can pay three mana to play a four mana creature. After all, if you used one mana to pay for Unearth and brought back a three-mana creature, your opponent couldn't use Isolate to remove it.

Ergo, Goreclaw allowing you to pay less for another creature doesn't lower its converted mana cost, either. Aluren will only let you drop creatures whose printed mana cost adds up to 3 or less, no ifs, ands or buts. Because again, their mana cost can never change: only what you might have to pay to play them.

kalko on Black Green Aggro

1 week ago

Hey man! I really love Putrid Leech, I think it's a great card.

I think that you should cut some cards so that you can run 4 of your better cards so you draw them more consistenly

- Silhana Ledgewalker
- Ambush Viper
- and maybe the centaur although I wouldn't because its so cool!

There's some cards you could play some in your mainboard and some in your sideboard those are:

-Young Wolf -River Boa -Pulse of Murasa

The other cards you could play more copies of each except for gurmag, now I will let you know of some cool cards you may enjoy!

And the most important! A dual land Jungle Hollow

mahdik on Raking Minds

1 month ago

I was playtesting my own version of the deck like I said I would ;), and I may have a suggestion. Raven's Crime might be a good idea as a 1 of in the main against control match-ups or heavy draw match-up; having too many lands in hand happens a lot and you could utilize that. Or you could play less lands and more action, but we both know where this is going; ''I don't understand, there's plenty of lands in my deck, like idk, 14?''.

I would also run more Castigate in the main. It's a really good card, maybe a bit costly, but more often than not in my playtesting I draw it really late game and sometimes my opponent has legit no cards in hand, the deck being so discard heavy in a format as attrition based as pauper. Even in modern, decks running full playset of toughtseize and inquisitions have that problem, too many is as bad as not enough. I know I suggested to play Raven's Crime, and it can sound contradictory, but I'm confidant saying a third one wouldn't be so bad.

Actually, in all honesty, I would REALLY like the deck to be 10-20 cards bigger XD. There's so much good cards in those colors that would deserve a spot x( A Crypt Rats for bad situations, or even some Unearth for low drops shenanigans. I guess that's what a sideboard's for XD

And lastly, just a question, is graveyard that common in your meta? You sure load your side of grave hate for a deck that runs 2 Relic of Progenitus in the main xD

multimedia on Muldrotha

1 month ago

Hey, this is a good start, nice base of Elves and interesting choice to use Muldrotha as Commander for tribal Elves; I haven't seen this before. When I see something new with Elves I get excited :) Elves having access to both blue and black gives you some great options of under played Simic and Golgari Elves. Even though this is Elves and ramp, consider expanding on the idea that Muldrotha's ability lets you play multiple types of permanent cards not just creatures from your graveyard even the same turn? You can only play one creature a turn from the graveyard with Muldrotha unless that creature is an artifact creature or enchantment creature, but Elves have neither. There's only 5 nonland cards that are permanents that aren't creatures here.

Consider expanding on the use of enchantments? I'm not saying to cut a lot of Elves you still want them, but have a more well rounded mix of nonland permanent cards to also take better advantage of Muldrotha as Commander. Consider this ratio: 35 lands/30 creatures/10-15 enchantments/5-10 artifacts/5 instants/5 sorceries? Instead of playing a lot of instants and sorceries instead play enchantments that do the same thing or nearly equal effects. For instance Unearth is a good card for reanimation, but so is Animate Dead and Animate Dead can be cast from your graveyard thanks to Muldrotha, where as Unearth outright can't.


All my card suggestions are budget, no card over $6 and most are $1 or less. Cards to consider adding:

Elves:

Ezuri is a huge payoff for playing tribal Elves and ramp, repeatable Overrun a ton of times and attack with a huge trampling Elf army. Momir's ability seems great with Muldrotha since you can play green and blue cards from your graveyard with her. Other cards that give you benefits when you cast creatures such as Beast Whisperer, Lifecrafter's Bestiary seem excellent with Muldrotha and Elves. You're still casting creatures from your graveyard with Muldrotha even though her ability says play, that still means cast. The only reason her ability says play and not cast is because you can play a land, you can't cast a land. Underrealm can be repeatable source of draw/card advantage and adds self-mill which is good with Muldrotha.

Enchantments/Artifacts:

Value creatures:

Other than Blightsteel Colossus and Rune-Scarred Demon the other big creatures you're trying to ramp into aren't really worth it because they're just big creatures who don't give you any value. With Muldrotha you can really take advantage of creatures who give you value when they ETB (enter the battlefield) or die because you can potentially repeatedly play them each turn from your graveyard. Getting a continuous source of value from many single cards is very good in Commander. Symbiote and Quirion Ranger is a combo with Archdruid/Priest/Channeler letting you tap and untap them many times a turn to make a lot of mana.

As far as playing three colors with Elves it can be problematic because green is the most important color to be able to cast the one drop green Elves consistently you need a ton of Forests. My advice is to play primarily green (20x Forests) and just light splash the two other colors (2x Swamps, 2x Islands and 11-12x dual lands) in the manabase. Joiner Adept and Lantern can be a huge help here with land color fixing. It's better to play more Forests and then use other cards to get blue and black such as Tribe Elder, Farhaven, etc.

Good luck with your deck.


hkhssweiss on Rat Colony/Laboratory Maniac EDH

1 month ago

PoisonSamurai

The main problem is trying empty yourself out and also having a card draw in hand when you go for the lab man win. I would also recommend lowering the curve for your exile stuff. Here might be some cards to help you win faster or be more consistent.

As for what Doombeard1984 said, tutors are your best ways in Dimir colors to access your win-cons. You can also use a self-mill type theme or Doomsday if you want but that goes away from the theme you are creating. You can use tutors like Entomb to put labman in grave than Unearth or Reanimate him than casting Demonic Consultation and calling a card not in your deck exile your whole library before using a card draw spell to win. This combo only takes 4 mana.

Hope that helps!

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