Unsummon

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Hour of Devastation (HOU) Common
Magic 2013 (M13) Common
2012 Core Set (M12) Common
2011 Core Set (M11) Common
Duels of the Planeswalkers (DPA) Common
2010 Core Set (M10) Common
Conflux (CON) Common
Tenth Edition (10E) Common
Eighth Edition (8ED) Common
Seventh Edition (7ED) Common
Classic Sixth Edition (6ED) Common
Fifth Edition (5ED) Common
Fourth Edition (4ED) Common
Revised Edition (3ED) Common
Unlimited Edition (2ED) Common
Collector's Edition (CED) Common
International Collector's Edition (CEI) Common
Limited Edition Beta (LEB) Common
Limited Edition Alpha (LEA) Common

Combos Browse all

Unsummon

Instant

Return target creature to its owner's hand.

Price & Acquistion Set Price Alerts

HOU

M13

M12

Ebay

Recent Decks

Load more

Unsummon Discussion

n8dm on UB Mill

52 minutes ago

Alright, so I'm done being rational. You appear to not care at all about the fact that putting white in this deck is actually stupid. You could completely avoid it and make the deck more efficient. Path to Exile is not actually better than Unsummon. They both cost one, however Unsummon fits with the whole blue theme of the deck. Path to Exile is white, and again, putting white in this deck is stupid. If you want to use the Archive Trap card for free, then try Ghost Quarter like suggested. It doesn't affect your land base at all and allows you to use Archive Trap for free. And you're right, we can use Darkness instead of Ethereal Haze because that would be smart. Why is Ethereal Haze a better choice because it gives white "more of a purpose in this deck"? White doesn't belong in this deck at all, I don't understand why it's here in the first place. And I understand that you stated you want people to make their own land base, I'm perfectly okay with that. I never said anything against that. I'm simply suggesting a land card that will give people an idea what to do, as Ghost Quarter isn't even that expensive at about $1.50. I understand why TheSurgeon put white in his deck: he has it there to deal with a wider variety of threats that your opponent could throw out. You appear to have it in the deck... for what? Stalling your death? Because that's all Ethereal Haze or Path to Exile will do at a desperate point. And, by the way, you did notice that Path to Exile is a $7 card, right? Putting 4 Ghost Quarter in your deck would be more cost efficient than putting one singular Path to Exile in it. Making a budget version of an $800 deck is a bit difficult, and you did not pull it off.

Zteagarden on UB Mill

2 hours ago

I feel like you guys aren't hearing what I'm trying to tell you. You both have the same decks in your deck library, so I suppose you have a similar take on the way mill is played. Path to Exile is much better than Unsummon because it's cheap and can let you cast an Archive Trap for free. We could use Darkness instead of Ethereal Haze, but using Ethereal Haze is a better choice, because it gives white more of a purpose in this deck.I also previously stated that I want people to make their OWN land base out of this deck depending on the amount of money they are willing to spend. I would recommend that you look a deck by TheSurgeon called Esper Salt Mill. I tried making a budget version of this.

xoorath on Huatli: The only dino gyno I know...

7 hours ago

Matchup against UW Flyers (Ixalan Standard)

I roll 6, you roll 20. You'll be on the play.

Your hand: 3x Island, Unsummon, Siren Stormtamer, Storm Fleet Aerialist, Duskborne Skymarcher. Hm, that's a lot of blue sources. But if we think of this as a mull to 6 excluding an island, I'd probably take this over another random 6 cards. We'll keep.

My hand: 2x Forest, Sunpetal Grove, 1x Rootbound Crag, Aether Hub, Charging Monstrosaur. Nope, mull to 6.

My hand: Aether Hub, Attune with Aether, Commune with Dinosaurs, Kinjalli's Sunwing, Carnage Tyrant, Samut, the Tested. I can find lands, and have early and late action. I'll keep.

My scry: Otepec Huntmaster stays on top.

T0, you: play Island, and Siren Stormtamer

T0 me: I draw Otepec Huntmaster. Play Aether Hub and Attune with Aether, search for Forest.

T1, you: draw Island. uh oh. Play Island, swing for 1. Play Storm Fleet Aerialist with a +1/+1 counter.

T1, me: I draw Kinjalli's Sunwing. Play Forest, and Otepec Huntmaster (note, 1 energy left).

Me: 19, you: 20

T2, you: draw Unsummon. Play Island, swing with the team.

T2, me: draw Charging Monstrosaur. I cast Commune with Dinosaurs. I see Sunpetal Grove, Regisaur Alpha, Kinjalli's Caller, Rootbound Crag, Inspiring Vantage. I take Inspiring Vantage and play it. I cast Kinjalli's Sunwing for 2, and attack with Otepec Huntmaster for 1. EOT you unsummon Kinjalli's Sunwing.

Me: 16, you: 19

T2, you: draw Chart A Course (sweet!). You swing with the team for 3. Post-combat you cast Chart A Course drawing Island and Skyship Plunderer. You play an Island and Skyship Plunderer.

T2, me: draw Forest and play it. My options are to invest in Samut, the Tested with Charging Monstrosaur next turn (in either order), or produce blockers this turn. I think I want the blockers. I cast 2x Kinjalli's Sunwing using my last energy. Otepec Huntmaster would probably go unblocked... but I'd rather not risk loosing a cost reducer with just 4 lands in play. I pass the turn.

Me: 13, you: 19

T3, you: draw Glacial Fortress. shoot. We can't really attack from this position, Unsummon would only get one blocker... You play Glacial Fortress and Duskborne Skymarcher tapped.

T3, me: draw Commune with Dinosaurs, that's good. We can get another land and save ourselves from dying by Otepec Huntmaster being removed. I guess we play that, try and get samut down and how we don't fail to find a land. We find 4 lands and a Carnage Tyrant. Nice. We take Sunpetal Grove and play it. We cast Samut, the Tested and tick her up to no effect. Pass the turn.

Me: 13, you: 19

T4, you: draw Skywhaler's Shot, play Island. The blocks would be unprofitable for you, and you can't kill samut... hm.... pass the turn.

T4, me: draw Ripjaw Raptor. Cast Carnage Tyrant. In response, you unsummon Otepec Huntmaster (to prevent the tyrant getting haste, buying you a turn). I tick up Samut, the Tested giving a Kinjalli's Sunwing double strike, and pass the turn. I really don't want to lose samut, so I keep the sunwing as a blocker.

Me: 13, you: 19

T5, you: draw Favorable Winds, play it. Assuming the blocks, there's no line where we can kill samut from here, and we have one more turn before she can ult... You pass.

T5, me: I draw Carnage Tyrant. I tick up samut, giving carnage tyrant double strike, I swing with carnage tyrant. It has trample anyways... you take 14. Post-combat, I play Otepec Huntmaster and Ripjaw Raptor

Me: 13, you: 5

T6, you: draw Aethersphere Harvester. The lifelink wont happen if it dies during first strike damage... scoop.

That was getting pretty close, the Kinjalli's Sunwing really helped. Unsummon was sweet, but wish we had an Essence Scatter in the sideboard to replace it with.

I only have time for one game currently, but I'll come back and test the post-board matchup later. If you have some suggestions on what you would SB (or even want to tweak your SB), feel free. If you don't care about my fake solitaire games, that's totally cool too - haha.

Sweet deck! I actually think you have the edge here, my Kinjalli's Sunwing's were pretty lucky to gum up the board. I only run 3 MB, so I doubt game 1 matches would go this way very often between our decks.

I bring in 1 Kinjalli's Sunwing. Going down 1 Charging Monstrosaur

You bring in 2 Kinjalli's Sunwing, 1 Cast Out. Going down 2 Aerial Responder and 1 Skywhaler's Shot.

You'll go first.

Your hand: Plains, Irrigated Farmland, 2x Island, Chart A Course, Siren Stormtamer, Kinjalli's Sunwing. Probably more mana than we want, but we can draw extra cards on chart a course and cycle that land if we want. Keep.

My hand: Sunpetal Grove, Attune with Aether, Kinjalli's Caller, Ripjaw Raptor, 2x Regisaur Alpha, Carnage Tyrant. Tapped land is a shame, but otherwise it's worth trying.

T0 you: play Island, and Siren Stormtamer

T0 me: draw Kinjalli's Sunwing. Play Sunpetal Grove tapped.

T1 you: draw Aerial Responder. play Plains attack with Siren Stormtamer. Post combat, cast Chart A Course. You draw Hope of Ghirapur and Island.

T1 me: draw Inspiring Vantage, play it. Cast Kinjalli's Caller and Attune with Aether for Forest.

You: 20, Me: 19

T2 you: draw Unsummon. Play Island, attack for 1. Cast Kinjalli's Sunwing. Next turn if you don't get a white source, you're thinking you'll have to play off curve and get down Hope of Ghirapur since Aerial Responder is double white. no big deal since you can keep Unsummon up as an option.

T2, me: Draw Commune with Dinosaurs, play Forest, cast Ripjaw Raptor for 3, tapped.

You: 20, Me: 18

T3, you: draw Chart A Course. Swing for 3 with the team. Play Irrigated Farmland tapped and cast Hope of Ghirapur. Let's see if something bigger gets cast than ripjaw. You wont block a ripjaw anyways, so might as well see if more damage is represented elsewhere.

T3, me: draw Rootbound Crag. Cast Regisaur Alpha for 4 making a 3/3 dino token with trample - they both come in tapped. Move to combat, you Unsummon Ripjaw Raptor.

You: 20, Me: 15

T4, you: draw Island and play it. You aren't willing to block with any of your guys next turn anyways (the boardstate would just run away from you). So you get in with the team for 4. Post combat you first Chart A Course drawing Skyship Plunderer and Hope of Ghirapur. You cast Aerial Responder.

T4, me: draw Ripjaw Raptor. I want a land, so I Commune with Dinosaurs seeing Kinjalli's Sunwing, Huatli, Warrior Poet, Sunpetal Grove, Commune with Dinosaurs, Forest. I take Sunpetal Grove and play it. I swing with Regisaur Alpha and its token for 7. You take it. Post combat I play Kinjalli's Sunwing for 2, and Ripjaw Raptor for 3. They both come in tapped.

You: 13, me: 11

T5, you: draw Island and play it. Okay, so the opponent has 14 damage on board - so we just barely survive with lifelink. Our creatures in hand come in tapped, and we don't have lethal on board (6 power). If we survive another turn we can try to go for the win. Sacrificing Hope of Ghirapur can help prevent removal during the opponents next turn helping secure that. If we attack this turn the opponent will be at 5. Then next turn when their kinjalli's sunwing untaps to block we just barely still have lethal. What do we die to? Thundering Spineback pumping his team for lethal? That sounds unlikely, but it might be a 1 of? He does have enough to cast it... Vanquisher's Banner seems like a way better card, so I'm going to say if he had a lord - it would be the flag. Since that's non creature and can't be cast, I'm pretty confident we win here. We attack with the team for 6 damage, healing 2. Cast Skyship Plunderer and Hope of Ghirapur coming in tapped. Sacrifice the Hope of Ghirapur that attacked.

T5, I draw Savage Stomp. I look at the life totals, power on board, and scoop.

That game was sweet. It's crazy how Hope of Ghirapur went from being a lame 1/1 flier for 1 with a badly matched up ability - to the card that won you the game. What a blowout. Savage Stomp would have been sweet if it wasn't denied. Savage Stomp your Kinjalli's Sunwing would have given me another 7 power on board with Regisaur Alpha winning me the game. Wow.

Kinjalli's Sunwing also did great work for you. Haste doesn't mean much if you ETB tapped. Also prevents blockers, like my Kinjalli's Sunwing. That's why I play it main deck, and am very happy with that choice. Most people will see it only as a sideboard card, but it forces through so much damage for me. In your deck it probably makes sense in the sideboard since your damage is evasive anyways. Another A+ card this game.

Honorable mention to Chart A Course, which is just fantastic in an evasive deck with so many 1 drops. Onto game 3.

I'll be on the play.

My hand: 2x Forest, Rootbound Crag, Drover of the Mighty, 2x Kinjalli's Sunwing, Savage Stomp. Seems okay, I'd like a big dino though. But the blockers and stomp will be good. Keep.

Your hand: 2x Plains, Island, Hope of Ghirapur, Favorable Winds (finally), Skyship Plunderer, Unsummon. Keep.

T0, me: Play Forest.

T0, you: draw Glacial Fortress. Play Island, and Hope of Ghirapur.

T1, me: draw Huatli, Warrior Poet. Play Rootbound Crag and Drover of the Mighty.

T1, you: draw Skywhaler's Shot. Swing for 1, play Plains and Skyship Plunderer.

You: 20, Me: 19

T2, me: draw Carnage Tyrant. Play Forest. Tap drover for white, and cast Kinjalli's Sunwing. Cast Savage Stomp putting a +1/+1 counter on the sunwing, killing Skyship Plunderer.

T2, you: draw Island. Play Glacial Fortress. Cast Skywhaler's Shot killing the sunwing. Scry Aethersphere Harvester to the top. Attack for 1.

You: 20, Me: 18

T3, me: draw Rootbound Crag, play it. Sunwing is great, but huatli is probably better here; play Huatli, Warrior Poet. I tick her up to 5 loyalty, gaining 1 life.

T3, you: draw Aethersphere Harvester. Play Plains. Swing for 1 at Huatli, Warrior Poet (no blocks, down to 4 loyalty). Cast Aethersphere Harvester.

You: 20 +2e, Me: 19.

T4, me: draw Sunpetal Grove, play it. Cast Carnage Tyrant. I tick up Huatli, Warrior Poet gaining 7.

T4, you: draw Cast Out. That deal's with huatli. How can I get rid of the implacable death lizard? Pumping with favorable winds and double blocking with something and Aethersphere Harvester would work. But those are all visible plays. Maybe keep chipping in while leaving those blocks? Let's try.

You: 20 +2e, Me: 26

T5, my: on my upkeep you cast Cast Out, ETB targets Huatli, Warrior Poet exiling her. I draw Drover of the Mighty. I swing with Carnage Tyrant. You take 7. Post combat I play Kinjalli's Sunwing and Drover of the Mighty.

T5, you: draw Island. You play Favorable Winds.

You: 13 +2e, Me: 26

T6, me: draw Forest, keep it in hand. Swing with Carnage Tyrant. No blocks, take 7.

T6, you: Siren Stormtamer. Cast Unsummon on Kinjalli's Sunwing, and play Siren Stormtamer. Hanging in there. You have one Plains in hand.

You 6 +2e, Me: 26

T7, me: draw Savage Stomp. I cast Kinjalli's Sunwing, and Savage Stomp targeting Kinjalli's Sunwing and Siren Stormtamer. You pay 1 and sacrifice Siren Stormtamer to prevent me getting a counter on the sunwing. I swing with Carnage Tyrant, and both Drover of the Mighty. You crew Aethersphere Harvester and give it lifelink - blocking Carnage Tyrant. Aethersphere Harvester dies, Carnage Tyrant tramples for 1, you lifelink for 4, and the Drover of the Mighty's deal 6. You're down to 3.

T7, you: draw Siren Stormtamer. you scoop.

That game was interesting. Unsummon seems to not be doing very well for you in this matchup. If your deck was consistently more aggressive you would be able to use it to squeak through more damage. I felt the whole game like "I wish I had Favorable Winds out already", but there was never a good window until the late game when pumping a 1/1 doesn't matter unless you're winning.

In these games I'd say the takeaway might be: your evasive deck really doesn't want to be on the backfoot. I'd play to that strength, and find ways to balance consistent evasive damage while denying your opponent a way to recover. Maybe Angel of Sanctions can be a top end replacing Cast Out. I also would strongly suggest Fumigate in the sideboard to deal with Carnage Tyrant, I suspect a lot of decks will play it in the new standard meta - even if they're not a dino deck. It's just an efficient bomb and one of the few cards that can answer itself in the mirror without having to wrath the board.

xoorath on UW Flyers (Ixalan Standard)

7 hours ago

Hey, here's games 2 and 3! Cheers.

I bring in 1 Kinjalli's Sunwing. Going down 1 Charging Monstrosaur

You bring in 2 Kinjalli's Sunwing, 1 Cast Out. Going down 2 Aerial Responder and 1 Skywhaler's Shot.

You'll go first.

Your hand: Plains, Irrigated Farmland, 2x Island, Chart A Course, Siren Stormtamer, Kinjalli's Sunwing. Probably more mana than we want, but we can draw extra cards on chart a course and cycle that land if we want. Keep.

My hand: Sunpetal Grove, Attune with Aether, Kinjalli's Caller, Ripjaw Raptor, 2x Regisaur Alpha, Carnage Tyrant. Tapped land is a shame, but otherwise it's worth trying.

T0 you: play Island, and Siren Stormtamer

T0 me: draw Kinjalli's Sunwing. Play Sunpetal Grove tapped.

T1 you: draw Aerial Responder. play Plains attack with Siren Stormtamer. Post combat, cast Chart A Course. You draw Hope of Ghirapur and Island.

T1 me: draw Inspiring Vantage, play it. Cast Kinjalli's Caller and Attune with Aether for Forest.

You: 20, Me: 19

T2 you: draw Unsummon. Play Island, attack for 1. Cast Kinjalli's Sunwing. Next turn if you don't get a white source, you're thinking you'll have to play off curve and get down Hope of Ghirapur since Aerial Responder is double white. no big deal since you can keep Unsummon up as an option.

T2, me: Draw Commune with Dinosaurs, play Forest, cast Ripjaw Raptor for 3, tapped.

You: 20, Me: 18

T3, you: draw Chart A Course. Swing for 3 with the team. Play Irrigated Farmland tapped and cast Hope of Ghirapur. Let's see if something bigger gets cast than ripjaw. You wont block a ripjaw anyways, so might as well see if more damage is represented elsewhere.

T3, me: draw Rootbound Crag. Cast Regisaur Alpha for 4 making a 3/3 dino token with trample - they both come in tapped. Move to combat, you Unsummon Ripjaw Raptor.

You: 20, Me: 15

T4, you: draw Island and play it. You aren't willing to block with any of your guys next turn anyways (the boardstate would just run away from you). So you get in with the team for 4. Post combat you first Chart A Course drawing Skyship Plunderer and Hope of Ghirapur. You cast Aerial Responder.

T4, me: draw Ripjaw Raptor. I want a land, so I Commune with Dinosaurs seeing Kinjalli's Sunwing, Huatli, Warrior Poet, Sunpetal Grove, Commune with Dinosaurs, Forest. I take Sunpetal Grove and play it. I swing with Regisaur Alpha and its token for 7. You take it. Post combat I play Kinjalli's Sunwing for 2, and Ripjaw Raptor for 3. They both come in tapped.

You: 13, me: 11

T5, you: draw Island and play it. Okay, so the opponent has 14 damage on board - so we just barely survive with lifelink. Our creatures in hand come in tapped, and we don't have lethal on board (6 power). If we survive another turn we can try to go for the win. Sacrificing Hope of Ghirapur can help prevent removal during the opponents next turn helping secure that. If we attack this turn the opponent will be at 5. Then next turn when their kinjalli's sunwing untaps to block we just barely still have lethal. What do we die to? Thundering Spineback pumping his team for lethal? That sounds unlikely, but it might be a 1 of? He does have enough to cast it... Vanquisher's Banner seems like a way better card, so I'm going to say if he had a lord - it would be the flag. Since that's non creature and can't be cast, I'm pretty confident we win here. We attack with the team for 6 damage, healing 2. Cast Skyship Plunderer and Hope of Ghirapur coming in tapped. Sacrifice the Hope of Ghirapur that attacked.

T5, I draw Savage Stomp. I look at the life totals, power on board, and scoop.

That game was sweet. It's crazy how Hope of Ghirapur went from being a lame 1/1 flier for 1 with a badly matched up ability - to the card that won you the game. What a blowout. Savage Stomp would have been sweet if it wasn't denied. Savage Stomp your Kinjalli's Sunwing would have given me another 7 power on board with Regisaur Alpha winning me the game. Wow.

Kinjalli's Sunwing also did great work for you. Haste doesn't mean much if you ETB tapped. Also prevents blockers, like my Kinjalli's Sunwing. That's why I play it main deck, and am very happy with that choice. Most people will see it only as a sideboard card, but it forces through so much damage for me. In your deck it probably makes sense in the sideboard since your damage is evasive anyways. Another A+ card this game.

Honorable mention to Chart A Course, which is just fantastic in an evasive deck with so many 1 drops. Onto game 3.

I'll be on the play.

My hand: 2x Forest, Rootbound Crag, Drover of the Mighty, 2x Kinjalli's Sunwing, Savage Stomp. Seems okay, I'd like a big dino though. But the blockers and stomp will be good. Keep.

Your hand: 2x Plains, Island, Hope of Ghirapur, Favorable Winds (finally), Skyship Plunderer, Unsummon. Keep.

T0, me: Play Forest.

T0, you: draw Glacial Fortress. Play Island, and Hope of Ghirapur.

T1, me: draw Huatli, Warrior Poet. Play Rootbound Crag and Drover of the Mighty.

T1, you: draw Skywhaler's Shot. Swing for 1, play Plains and Skyship Plunderer.

You: 20, Me: 19

T2, me: draw Carnage Tyrant. Play Forest. Tap drover for white, and cast Kinjalli's Sunwing. Cast Savage Stomp putting a +1/+1 counter on the sunwing, killing Skyship Plunderer.

T2, you: draw Island. Play Glacial Fortress. Cast Skywhaler's Shot killing the sunwing. Scry Aethersphere Harvester to the top. Attack for 1.

You: 20, Me: 18

T3, me: draw Rootbound Crag, play it. Sunwing is great, but huatli is probably better here; play Huatli, Warrior Poet. I tick her up to 5 loyalty, gaining 1 life.

T3, you: draw Aethersphere Harvester. Play Plains. Swing for 1 at Huatli, Warrior Poet (no blocks, down to 4 loyalty). Cast Aethersphere Harvester.

You: 20 +2e, Me: 19.

T4, me: draw Sunpetal Grove, play it. Cast Carnage Tyrant. I tick up Huatli, Warrior Poet gaining 7.

T4, you: draw Cast Out. That deal's with huatli. How can I get rid of the implacable death lizard? Pumping with favorable winds and double blocking with something and Aethersphere Harvester would work. But those are all visible plays. Maybe keep chipping in while leaving those blocks? Let's try.

You: 20 +2e, Me: 26

T5, my: on my upkeep you cast Cast Out, ETB targets Huatli, Warrior Poet exiling her. I draw Drover of the Mighty. I swing with Carnage Tyrant. You take 7. Post combat I play Kinjalli's Sunwing and Drover of the Mighty.

T5, you: draw Island. You play Favorable Winds.

You: 13 +2e, Me: 26

T6, me: draw Forest, keep it in hand. Swing with Carnage Tyrant. No blocks, take 7.

T6, you: Siren Stormtamer. Cast Unsummon on Kinjalli's Sunwing, and play Siren Stormtamer. Hanging in there. You have one Plains in hand.

You 6 +2e, Me: 26

T7, me: draw Savage Stomp. I cast Kinjalli's Sunwing, and Savage Stomp targeting Kinjalli's Sunwing and Siren Stormtamer. You pay 1 and sacrifice Siren Stormtamer to prevent me getting a counter on the sunwing. I swing with Carnage Tyrant, and both Drover of the Mighty. You crew Aethersphere Harvester and give it lifelink - blocking Carnage Tyrant. Aethersphere Harvester dies, Carnage Tyrant tramples for 1, you lifelink for 4, and the Drover of the Mighty's deal 6. You're down to 3.

T7, you: draw Siren Stormtamer. you scoop.

That game was interesting. Unsummon seems to not be doing very well for you in this matchup. If your deck was consistently more aggressive you would be able to use it to squeak through more damage. I felt the whole game like "I wish I had Favorable Winds out already", but there was never a good window until the late game when pumping a 1/1 doesn't matter unless you're winning.

In these games I'd say the takeaway might be: your evasive deck really doesn't want to be on the backfoot. I'd play to that strength, and find ways to balance consistent evasive damage while denying your opponent a way to recover. Maybe Angel of Sanctions can be a top end replacing Cast Out. I also would strongly suggest Fumigate in the sideboard to deal with Carnage Tyrant, I suspect a lot of decks will play it in the new standard meta - even if they're not a dino deck. It's just an efficient bomb and one of the few cards that can answer itself in the mirror without having to wrath the board.

xoorath on UW Flyers (Ixalan Standard)

1 day ago

Hey, sweet deck. I gave it a test run against my deck: Huatli: The only dino gyno I know....

If you're interested, here's how it went:

I roll 6, you roll 20. You'll be on the play.

Your hand: 3x Island, Unsummon, Siren Stormtamer, Storm Fleet Aerialist, Duskborne Skymarcher. Hm, that's a lot of blue sources. But if we think of this as a mull to 6 excluding an island, I'd probably take this over another random 6 cards. We'll keep.

My hand: 2x Forest, Sunpetal Grove, 1x Rootbound Crag, Aether Hub, Charging Monstrosaur. Nope, mull to 6.

My hand: Aether Hub, Attune with Aether, Commune with Dinosaurs, Kinjalli's Sunwing, Carnage Tyrant, Samut, the Tested. I can find lands, and have early and late action. I'll keep.

My scry: Otepec Huntmaster stays on top.

T0, you: play Island, and Siren Stormtamer

T0 me: I draw Otepec Huntmaster. Play Aether Hub and Attune with Aether, search for Forest.

T1, you: draw Island. uh oh. Play Island, swing for 1. Play Storm Fleet Aerialist with a +1/+1 counter.

T1, me: I draw Kinjalli's Sunwing. Play Forest, and Otepec Huntmaster (note, 1 energy left).

Me: 19, you: 20

T2, you: draw Unsummon. Play Island, swing with the team.

T2, me: draw Charging Monstrosaur. I cast Commune with Dinosaurs. I see Sunpetal Grove, Regisaur Alpha, Kinjalli's Caller, Rootbound Crag, Inspiring Vantage. I take Inspiring Vantage and play it. I cast Kinjalli's Sunwing for 2, and attack with Otepec Huntmaster for 1. EOT you unsummon Kinjalli's Sunwing.

Me: 16, you: 19

T2, you: draw Chart A Course (sweet!). You swing with the team for 3. Post-combat you cast Chart A Course drawing Island and Skyship Plunderer. You play an Island and Skyship Plunderer.

T2, me: draw Forest and play it. My options are to invest in Samut, the Tested with Charging Monstrosaur next turn (in either order), or produce blockers this turn. I think I want the blockers. I cast 2x Kinjalli's Sunwing using my last energy. Otepec Huntmaster would probably go unblocked... but I'd rather not risk loosing a cost reducer with just 4 lands in play. I pass the turn.

Me: 13, you: 19

T3, you: draw Glacial Fortress. shoot. We can't really attack from this position, Unsummon would only get one blocker... You play Glacial Fortress and Duskborne Skymarcher tapped.

T3, me: draw Commune with Dinosaurs, that's good. We can get another land and save ourselves from dying by Otepec Huntmaster being removed. I guess we play that, try and get samut down and how we don't fail to find a land. We find 4 lands and a Carnage Tyrant. Nice. We take Sunpetal Grove and play it. We cast Samut, the Tested and tick her up to no effect. Pass the turn.

Me: 13, you: 19

T4, you: draw Skywhaler's Shot, play Island. The blocks would be unprofitable for you, and you can't kill samut... hm.... pass the turn.

T4, me: draw Ripjaw Raptor. Cast Carnage Tyrant. In response, you unsummon Otepec Huntmaster (to prevent the tyrant getting haste, buying you a turn). I tick up Samut, the Tested giving a Kinjalli's Sunwing double strike, and pass the turn. I really don't want to lose samut, so I keep the sunwing as a blocker.

Me: 13, you: 19

T5, you: draw Favorable Winds, play it. Assuming the blocks, there's no line where we can kill samut from here, and we have one more turn before she can ult... You pass.

T5, me: I draw Carnage Tyrant. I tick up samut, giving carnage tyrant double strike, I swing with carnage tyrant. It has trample anyways... you take 14. Post-combat, I play Otepec Huntmaster and Ripjaw Raptor

Me: 13, you: 5

T6, you: draw Aethersphere Harvester. The lifelink wont happen if it dies during first strike damage... scoop.

That was getting pretty close, the Kinjalli's Sunwing really helped. Unsummon was sweet, but wish we had an Essence Scatter in the sideboard to replace it with.

I only have time for one game currently, but I'll come back and test the post-board matchup later. If you have some suggestions on what you would SB (or even want to tweak your SB), feel free. If you don't care about my fake solitaire games, that's totally cool too - haha.

Sweet deck! I actually think you have the edge here, my Kinjalli's Sunwing's were pretty lucky to gum up the board. I only run 3 MB, so I doubt game 1 matches would go this way very often between our decks.

Lowenstein on F*cking Burn

1 day ago

Have you considered Vapor Snag over Unsummon?

borre99 on Merfolk tribe

2 days ago

Tremblayk19 Thanks for your suggestions I will considerate them, the original version of the deck included the Attune with Aether but to be honest after like 50 test games the curve of mana has been solid even with out it.

I will try out to get some space for the other Deeproot Waters & Unsummon give them a try & come back to you.

Thanks again for the feedback.

Tremblayk19 on Merfolk tribe

2 days ago

You definitely want spells. I wouldn't want more than 26-28 creatures IMO. I think Unsummon is a great temporary removal spell that can help you get in for some damage. Blossoming Defense is a card I like in any green deck, especially one that's aggressive. I would also go up to 4 Deeproot Waters.

As for creatures, I think the best are: Herald of Secret Streams, Merfolk Branchwalker, Metallic Mimic, and River Sneak.

Kopala, Warden of Waves seems pretty good too. I would rather it than the Frost Lynx

Another possibility is Verdurous Gearhulk for the high end. Distributing counters and/or creating a huge trample-y (potentially unlockable with Herald) creature is good.

As for the lands, Hashep Oasis might be worth considering. I'm assuming Botanical Sanctum is omitted due to budget?

I hope this comment helped a little bit. If nothing else I would highly recommend cutting it down to 60 cards. I look forward to seeing what you do with the deck!

Load more