Unsubstantiate

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eldritch Moon (EMN) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Unsubstantiate

Instant

Return target spell or creature to its owner's hand.

Price & Acquistion Set Price Alerts

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Unsubstantiate Discussion

Liquidbeaver on Argent Moon: Liquimetal Control

2 days ago

After playtesting I settled on Opt in place of 2x Electrolyze and 2x MB counterspells. While Serum Visions and Sleight of Hand worked great, being instant speed ended up being imperative for Thing in the Ice  Flip and buffing Crackling Drake just a bit more during combat.

Dropped another Mission Briefing, and I'm liking it as a 2-of. The requirement can be detrimental in the very early game, and I think Briefing would just be better period if I had more burn spells. However, I don't think I will ever take it out, as I don't think Snapcaster Mage as a 2-of would be better in this case.

Switching to a more proactive build definitely helped the speed of the deck quite a bit, but it made the exact MB counterspells I chose much more important. Playtesting again on Friday, and going to switch the Mana Leaks out for Remands and try that again. Going to try to get a 4th in, but I'm not sure what to cut. Maybe the Unsubstantiate?

Ral, Izzet Viceroy as a 1-of in the MB, and Keranos, God of Storms as a 1-of in the side has been working well so far. For games where I need the big creature removal and a finisher I leave Ral in, when Ral gets removed too easily I switch him for Keranos, and in longer games I have both in the MB.

18-19 lands seems to be the sweet spot. I tried 20 and felt flooded almost every single game. This is a lot of the reason behind just the 2x Drake, and a 1-of Ral/Keranos at a time, because any more of them and they would be stranded in my hand. With the pace the deck forces the game to play at, casting Drakes around T6 and Ral/Keranos around 7 or 8 has worked just fine.

Wandering Fumarole got cut. If I had 22 lands or something ETBT would be fine, but not at 18-19.

rgwenceslao on Paradox Scepter Thrasios

3 days ago

Hello AlwaysSleepy & ShaperSavant,

I've been playing Lilbrudder's PST version with Thrasios and Vial Smasher and I have to say that I have been enjoying it for the past 3 months now. I used to think that Thrasios Tymna is an automatic Flash Hulk build so I decided to get Vial Smasher and go sans white to play cards like Pyro, REB, Gamble, Wheel of Fortune, Manamorphose and Fire Covenant. I never liked the Flash Hulk piles and just like what you said in the previous comments, it has more moving parts and less redundancies. I like the idea that you play less or even no dead cards.

So after seeing your list, I believe that this is perfect for me. I could run Tymna now, no Flash Hulk lines, stick with PST and more ramp. I'm starting to replace my Lilbrudder list on paper to my own version of your deck list.

Some help questions:

  1. Plunge into Darkness: I haven't really played this before and I just want to ask, what do you usually try to find using this card? Can you consider Intuition to be a less risky card given that you can only get one (1) card from Plunge too and you don't exile the two other cards from Intuition? You can grab Noxious, Regrowth and Paradox/Isochron/Dramatic.

  2. Your thoughts on Into the Roil replacing a less powerful countermagic? Being sans red means we dont get access to By Force, Rolling Earthquake, Vandalblast and other removals. I mean, we can't counter everything right? Do you think an additional bounce effect is needed? It also serves as another draw spell when trying to goldfish.

  3. Your thoughts on Unsubstantiate? Again another bounce card specifically for creatures and spells. This can be good with creature heavy decks and it can also retaliate against Abrupt Decays or any uncounterable spells like when Boseiju or Cavern is used.

Lastly, I super like it that you guys religiously respond to comments in this list. Super thanks!

hkhssweiss on Masters of your Mind

4 days ago

Aaerys No problem!

Yes definitely keep the artifact synergy, honestly if you don't like the combo approach and want to go for the more interaction routes with fun things to play (like playing with other people's deck ;3) than I would suggest more protection, counterspells, artifact synergy, card draw, as well as interaction.

Here is a list of some additional cards that I found useful and within the $20 or less range.


Protection:

Propaganda

Vanishing

Ghostly Prison

Aura of Silence

Damping Sphere

Collective Restraint

Phyrexian Revoker

Ethersworn Canonist

Teferi, Mage of Zhalfir

Venser, Shaper Savant

These cards will make opponents less likely to hit you, or will at least slow them down enough for you to interact with them.


Counterspells:

Mana Leak

Dispel

Muddle the Mixture

Stoic Rebuttal

Remand

Spell Pierce

Arcane Denial

A couple more useful counters, best one I like to use for Sen Triplets is cards like Remand, Muddle (because the 2 cmc transmute comes in clutch), and Arcane Denial as it gives more options to choose from their hand.


Synergy:

Shimmer Myr

Raff Capashen, Ship's Mage

Trophy Mage

Crystal Shard

Reshape

Strionic Resonator

Voltaic Key

Paradox Engine

Aetherflux Reservoir

Academy Ruins

Shimmer Myr and Raff Capashen are honestly auto include in my opinion, giving the ability to flash in your commander and not waiting to wait one whole turn before her upkeep effect is amazing, it also allows us to hold up mana to interact with other players before deciding what we can do. The curve is also great since Shimmer Myr is 3 cmc and Raff is 4 cmc, we can hold mana for our counterspells and interactions and if the coast is clear flash in Sen. Trophy Mage is for the redundancy that you have more than a likely chance of tutoring your Shimmer Myr or Crystal Shard (Shard always makes sure that your opponent will be reluctant to tap out and thus preventing them to cast more creature spells). Voltaic Key is there just for more fun shenanigans, I always like having them in these type of artifact decks. Academy Ruins is a card I would highly recommend investing into, it saves your artifacts, it allows recursion, and if the case where Sen dies, you won't have to consistently pay the tax for it with this card on the field.

On another note Paradox Engine is a powerful card, it allows you to gain extreme amount of value, hence the reason you would want to include more mana rocks into the deck. I added Aetherflux into list in the case you want to close out a game, since you are running Isochron Scepter already, adding in Dramatic Reversal will be your win con and also allows you to net infinite mana and play your opponents hand if you so would choose. The playstyle is all there for you to choose ;3


Card Draw:

Mystic Remora

Sphinx's Revelation

Windfall

Notion Thief

Consecrated Sphinx

Time Warp

Some choice cards I like to use, Notion Thief is there for them really sneaky plays when there is a mass Windfall or if someone taps out for a burst draw. Sphinx is a high power card engine. The time warp is there for just pure value.


Interactions:

Anguished Unmaking

Snap

Capsize

Into the Roil

Unsubstantiate

Toxic Deluge

Return to Dust

Dark Petition

Forsake the Worldly

Dramatic Reversal

Tower of the Magistrate

Some notable cards are like Snap, which untaps your land and bounces the creature back to their hand, pure value if its your turn next as now you will be able to cast that creature as well! Capsize is also a deadly card, as you can bounce their land and then play the land you bounced on your turn with Sen on the field, buyback is also killer (I have people scooped many times when I used this trick 1v1). Tower of Magistrate is really interesting against other people playing with artifacts (This auto de-quips voltron commanders!). A lot of these spells can also be copied on to Isochron Scepter making them extremely useful for you to control your opponent and allowing them what spells they can play, bouncing the spells you want to play from their deck, and removing the cards you don't like.


Ramp:

Thought Vessel

One more card which is a great mana rock.


Hopefully this gives you a better idea of a Control Sen Triplets shell, I think you can tell that this was one of my favorite decks before I retired her ;P

KillDatBUG on cEDH Baral: Become the Storm

1 week ago

In my personal opinion, Arcane Denial, Capsize, Stroke of Genius, Unsubstantiate, and Day's Undoing are all cuttable. Denial is a pretty mediocre counterspell compared to something like Delay, Capsize is slow and mana intensive and inefficent without Engine + rocks in play, Stroke is redundant with Blue Suns and Pull in the deck already, Unsubstantiate is also redundant with Chain of Vapor and Cyclonic Rift + it doesn't loot with Baral, and I just don't like how much worse Day's Undoing is compared to Timetwister (though that one is super spendy), Time Spiral, and Windfall.

Pheardemons on Argent Moon: Liquimetal Control

2 weeks ago

Do not worry about not turning Keranos, God of Storms. That actually makes him vulnerable to Path to Exile or Condemn if he's attacking. Don't get me wrong, if you can cool, but don't make it a point. I'd actually say one Keranos, God of Storms, one Chandra, Torch of Defiance, and one Ral, Izzet Viceroy as the actual win conditions. Every other card is a way to stall the game or protect them. You could also look into Jaya Ballard so that if you play against someone else that is able to stall the game (most likely another control player) you could try to hit Jaya Ballard's ultimate to win the game through, essentially, flashing back burn spells. Wandering Fumarole could be another potential win condition. Blood Moon turns it off unfortunately, but an option nonetheless.

Against decks that are aggressive, they just tend to be the bane of control decks because they are too quick and get underneath the control decks before they can stabilize. I'd actually say that, instead of creatures, your sideboard should be more tuned to the meta. Creatures is a cool thing, but is cute. Spellskite is good because it can be used to protect your planeswalkers from targeted removal. Other than that, I'd say to take out the Electrostatic Fields and Phyrexian Metamorph (why is it in there?) to put in more universal cards to fight against other decks. I'd also switch out the Unsubstantiates for something more universal like more Echoing Truths or Repeal. If you do decide to go this kind of control route, Leyline of Sanctity is going to cause you problems, so you'll want to ensure that you can bounce it then counter it.

Iamme10000 on Card creation challenge

2 weeks ago

Snapback

Instant

Counter target spell. If that spell is countered this way, exile it and Snapback. For as long as those cards remain in exile, that spell's controller may cast both Snapback and the countered spell from exile.

"Oops. That's not supposed to happen. Let's try that again...."

~~~~~

What the hell did I just make?

Against a lot of decks, it's a bounce spell, or perhaps Unsubstantiate. In the control mirror, it's bad to counter your opponent's spells with...but you can win counter wars with it by Snapbacking your own spells!

Your mileage may vary.

Make another card that uses exile as a storage space.

Iehovah on Sorry this isn't CMC <1 ...

3 weeks ago

Neither Remand nor Unsubstantiate would allow the card's effect to happen, it would be considered countered either way.

BMHKain on Sorry this isn't CMC <1 ...

3 weeks ago

(Didn't pay attention to that... X/)

Well, any suggestions for what to cut though? Maybe I should replace Army of the Damned for Rise from the Tides? What else could be needed? Also, does Remand work the same way as Unsubstantiate?

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