|Commander / EDH||Legal|
Printings View all
|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|
|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|
|4th Edition Foreign Black Border (4EDFBB)||Common|
|Revised Edition (3ED)||Common|
|Revised Foreign Black Border (3EDFBB)||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
Return target creature to its owner's hand.
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15 hours ago
Counterspell and Sejiri Refuge aren't legal in this deck, as one was never printed in a standard set, and the other hasn't been printed in a standard set since 2009. Unsummon will be leaving standard in a couple weeks, so you might want to use Rescue instead. Counterspell can be replaced by Essence Scatter or Syncopate. Sejiri Refuge can be replaced with Glacial Fortress or Meandering River.
1 day ago
Except it is way easier than you think.
A) bouncing is pretty easy to do in UB edh. Especially considering most edhs run either Unsummon or some other 'return' to hand spell or a card like Deadeye Navigator, which would exile her at instant speed.
B) Instant speed sacrifice cards do exist. Having her in the grave is much easier to return than in the library. Especially considering you have access to cards like Phyrexian Reclamation
C) Even if you don't use either of those, you can easily just send her back to the command zone as a replacement for the library trigger in edh if she's your general.
Yes, you have to set up a bit. But all her set up is pretty easy to do over all, especially considering Swiftfoot Boots would probably end up making it not matter when you cast her.
I didn't say invincible, I said some edh players are going to cry.
2 days ago
2 days ago
Congrats on such a nice showing! I'm glad to have helped a little. :)
For rotation, the good news is that most of the deck is sticking around except for Slither Blade, Unsummon, Honed Khopesh, and you can replace Khopesh with the functionally-identical Short Sword. The bad news is that Slither Blade and Unsummon are important for the deck to work, especially Unsummon since we badly need one-mana interaction to tempo our opponents down. Artificer's Assistant might be an ok substitute for Slither Blade and there are a bunch of 2-mana bounce spells to choose from, but the deck would certainly be a bit worse overall with those changes. Maybe we'll get a one-mana bounce spell in the second Ravnica set, or maybe it'll make more sense to switch over to flyers to take advantage of Favorable Winds. Time will tell.
3 days ago
Is this for standard? If it is id remove the kari zeff, skyship raider and add something else instead.
Pirates have a few things going for them. They are generally cheap, they like attacking and they get lots of pay-offs when attacking through the raid mechanic.
Blue allows you to counter and draw cards. Chart a Course and Admiral's Order are both great pirate payoffs that fit well with your deck. Id suggest a playset of Chart a Course instead of kari zeff, skyship raider and Unsummon. A copy or two of Fiery Cannonade might also be a good idea against decks that go wider than yours do.
4 days ago
Heyoo I made this deck too! I won't link it but it's not too hard to find it. Brings me back to RTR Theros standard. Good times. Anyways, I decided to only play 4 Guttersnipe 4 Electromancer 1 Niv as the creatures. I opted for Electromacer over Primal Amulet because I also brought in Wizard's Lightning and Wizard's Retort. Also, I believe that Unsummon is rotating alongside Guilds' release. Lastly, I'd have to agree with SeductiveOwl in that you should play more card draw instants/sorceries - I'm not sure Niv is gonna carry you considering the mana cost.
4 days ago
Hey! Awesome deck! I have some suggestions, but feel free to do your own thing. A little about me: I'm a low level points grinder, so the changes that I make are for the sake of winning the game, as opposed to just playing to have fun. Okay, let's begin with what I'll take out and why, then, later, what I would bring in and why.
1 Deeproot Elite, 1 River Sneak , 2 Deeproot Waters : I'd take these out to make room for other cards. I don't feel like you need as many of these as you're running.
2 Tempest Caller & 2 Kumena, Tyrant of Orazca: I don't like Tempest Caller at all. Unless your meta is super creature heavy, this card feels dead more often than not. Besides, you play a ton of creatures still, so you can just go wide and kill that way. As for Kumena, you don't wanna play too many of a legend. You can make the argument to go up to 3 for a little bit more consistency, but I think 2 is the sweet spot here; you don't need her to win outright, the rest of your deck can take care of itself.
Field of Ruin, Kopala, Warden of Waves, & Seafloor Oracle: If you're not playing at least 2 in the mainboard, I'm not sure Field of Ruin is worth it, and it's definitely not worth running postboard. Seafloor Oracle is just a "win-more" card out of the board, in that if you're playing it successfully in game 2, you're already winning the game. I'd take it out for a relevant early game spell. Lastly, I'm taking Kopala out of the board to play 2 in the main. That card is crazy good.
Now to bring in: Let's start with the 4 Forests you need to replace the Oasis.
2 Negate, 2 Essence Scatter, 1 Spell Pierce, 1 Expel from Orazca, & 1 Hadana's Climb: These are your tempo swing cards. Counters to stop your opponent's relevant removal/game ending spells, a removal spell incase anything slips thru the cracks, and a game-ending enchantment in the Climb. All of these mainboard replacements look to swing the match in your favour when you cast any of them.
1 Naturalize, 2 Expel from Orazca, & 1 Hadana's Climb: A second Naturalize produces more consistence, and the same story goes with a second Hadana's Climb. I'm not sure what your budget it, but if you're able to, I'd put a Nezahal, Primal Tide and Vivien Reid in place of those two. But from what you currently have, Naturalize + The Climb seem great. Lastly, a pair of Expel in the side for more removal postboard.
Okay, I think that's 75. At least I hope. Hopefully you find your flow. The deck looks sweet, and I think that Merfolk post-rotation will be a force to be reckoned with. Excited to see what you do with it. +1
5 days ago
A few cards I would recommend for your deck. I agree that Niv-Mizzet is not a card you want to be playing in this style of deck, especially with only 16 lands. If you want a creature, I would suggest either Siren Stormtamer, a one-drop Wizard in blue in case you're stuck with only an Island that can protect more important creatures like Electromancer or Adeliz, or Viashino Pyromancer, which can come in and deal some incremental damage and help speed up your kill. For replacing Run Amok, I would recommend either Shock, the new Lava Coil card, or Unsummon to be able to deal with your opponent's early game board, or possibly Chart a Course, because drawing 2 cards for with Electromancer out is pretty decent.