Wash Out

Legality

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

Printings View all

Set Rarity
Commander Anthology (CM1) Uncommon
Commander 2013 (C13) Uncommon
Invasion (INV) Uncommon
Promo Set (000) Rare

Combos Browse all

Wash Out

Sorcery

Return all permanents of the color of your choice to their owners' hands.

Price & Acquistion Set Price Alerts

CM1

C13

INV

Ebay

Recent Decks

Wash Out Discussion

NoSoyYucateco on Jhoira's Vehicular Travels

4 days ago

I am only seeing 8 or 9 cards that would benefit from Panharmonicon. I don't think that's worth the slot in the deck or the 4 mana investment. I would rather see the deck have some more answers for opponents' cards. Mizzium Mortars, Cyclonic Rift and Wash Out are great for clearing away blockers for your attacks.

KabsBUB on Burn (! Help - Novice)

1 month ago

I apologize for the long post below: It is not modified for standard play. Please disregard if you are playing standard only.

The best deck to counter aura hexproof (what your friend has) is generally black/green sacrifice decks. See: Grave Pact, Butcher of Malakir, , Chainer's Edict <- (Pricy), Spore Frog, or Fleshbag Marauder. Or -1/-1 effects aka Archfiend of Ifnir, combined with enablers like Lotleth Troll or Putrid Imp.

That, or a deck that has a lot of sweeper spells - Cyclonic Rift (pricy), Terminus, Living Death. Think of sweeper spells as cards that immediately level the playing field. If you're losing, just play a sweep. Instant board reset and everybody is on even playing grounds. Cheaper Alternatives: Hallowed Burial, Devastation Tide, Coastal Breach, Evacuation; just make sure it only targets creatures (not like Wash Out) because you don't want the auras returning to hand. You want to get rid of the creatures and have the auras fall off.

I don't quite agree with Atrox's approach because I know most hexproof decks run Umbra auras (Hyena Umbra), and will easily have more than 3 toughness.

Personally, TO COMPLETELY REDESIGN YOUR DECK, I would use no creatures and only spells or maybe with creatures with nice ETB (enter the battlefield) effects (Archaeomancer. This way, the sweepers don't affect you very much and will only remove your opponents' creatures. Red will be reserved for dealing damage, and blue will be reserved solely for sweeper spells & drawing cards.

Current problems with your deck:

1) It's slow. You're going to have to have multiple pingers which all take about 3 turns+ summoning sickness to start becoming active. Izzet decks are supposed to be fast & maintain control from the beginning of the game.

2) The synergy is a little too far apart - you want to have creatures pinging damage, you want to counter spells, you want creatures to get buff; there's only so much you can do with 7 cards in your hand.

3) No card draw - you'll run out of steam very very fast. Blue excels in card draw - you should make use of it!

Here are some hate cards I highly don't recommend you using because you'd force him/her to change their deck: Gomazoa, AEther Flash, Glaring Spotlight.

Modifications if you like the creature-based "ping" strategy: Consider these cards: Razorfin Hunter, Quicksilver Dagger, Sigil of Sleep, Horseshoe Crab, Pemmin's Aura, Freed from the Real.

Try to find out what your style is, then start asking for tips to point you in the right direction.

Let me know if you have questions :) (I play an aura deck)

TheRealYiazmat on Tatyova, Benthic Druid

1 month ago

Hello! So I see you mentioned in your description that this is your first commander deck. It has a pretty solid base, so I will just give you some rules that I tend to follow when I build. At a baseline, I tend to run 10 sources of draw, 8-10 sources of ramp, and 5-10 pieces of spot removal.

Tatyova, as I understand it, is going to be the leader of a merfolk tribal deck. Merfolk tend to have a low converted mana cost, so Tatyova allows you to draw into more cards to continuously cast more and more merfolk. That being said, if you are running Tatyova, I would up your land count somewhat, up to at least 38 or 40. I would recommend a plethora of nonbasics like Botanical Sanctum Hinterland Harbor Breeding Pool Simic Growth Chamber Simic Guildgate Skyshroud Forest Temple of Mystery Thornwood Falls Tropical Island Woodland Stream Yavimaya Coast including as your budget allows. I included tropical island, an insanely expensive card, for the sake of brevity.

In terms of removal, I tend to include some counter spells in this category. You should pick up Counterspell Arcane Denial and Swan Song. Negate is very good also. For spot removal, you should consider things like Rapid Hybridization Krosan Grip Beast Within Nature's Claim and Curse of the Swine. I tend to try to get a board wipe or two as well, so look into Wash Out and Cyclonic Rift and River's Rebuke.

For draw, and additional land drops, I would run Rites of Flourishing Wayward Swordtooth Horn of Greed and possibly Helm of the Host for the commander. You want ways to hit more than your only land drop. Consider Dictate of Kruphix Brainstorm Preordain Ponder and Well of Ideas. For some tribal support and creature support, you have Vanquisher's Banner and Herald's Horn as you mentioned. I would look into Zendikar Resurgent as well.

For ramp, you pretty much want the classic green stuff, some of which you have, like Cultivate Kodama's Reach Rampant Growth Sakura-Tribe Elder Explosive Vegetation among others. These spells double as draw spells when Tatyova is out! So they are very great. I would steer away from Simic Signet and Darksteel Ingot forms of ramp because this deck should focus on lands, but they are by no means bad inclusions.

Things like Unsummon and Rescue are good for saving creatures you want to keep, but countering the spells which remove them, or giving them hexproof is an effective way to avoid removal. Kumena, Tyrant of Orazca is also enormously powerful in a deck like this. I don't see a Lightning Greaves or Swiftfoot Boots and those are staples. Consider investing in a Thought Vessel

In terms of general advice, I would up the creature count if possible.

I know I have given you an overwhelming amount of card suggestions, and don't break the bank getting the expensive ones. A lot of these cards are staples in commander if you don't have them and they will go an extremely long way to making your game play feel more consistent and effective. Let me know if you have any questions. Beating people to death with merfolk is a lot of fun. Speaking of islandwalk, consider Thada Adel, Acquisitor and something like Quicksilver Fountain to create islands.

Will361405 on Talrand and His Minions of Flying Doom

2 months ago

If you did decide on adding a few key creatures, I would say it's hard to beat Jin-Gitaxias, Core Augur also a couple of cards I find fun are Wash Out and Pull from Tomorrow

Aiden101 on Nezahal - Bouncy bounce bounce bounce!

2 months ago

Mana Breach seems to hard to play around. Wash Out I have generally focused on mass bounce that can get all colors. maybe I should play test it though.However, Dissipation Field I can definitely try. Something to keep in mind: when I am mass bouncing so often, its hard to keep permanents on the board.

hoardofnotions on Got your divers license?

2 months ago

I think I need to update the description to explain why i have so many 1 mana artifacts. It's for Salvaging Station, which has quickly turned into my primary wincon. Pyrite Spellbomb is a lot better when it can handle all the creatures with toughness 2 or less by itself (depending on my amount of mana), it can also take down one creature with toughness 4 or less by sac'ing to do two, salvaging station taps to bring it back, then sac to deal 2 more. Between Pyrite Spellbomb handling the small creatures and Aether Spellbomb handling the big ones i have a lot of control.

Universal Solvent is mostly there as a catch all answer. oh big planeswalker when i have no pressure or crazy enchantment nonsense, or silly artifact it all falls to the often unassuming universal solvent lol. It's also a cheap artifact for Jori En to get value out of it, value going in and out.

I think that Comet Storm is just a straight better card than Jaya's Immolating Inferno. Instant, no restrictions about legends, hits more things.

Cyclonic Rift isn't included because i can't fit it in a $50 budget. Wash Out is my budget substitute.

I don't think Hypersonic Dragon is necessary, I have 6 sorceries in the deck. It'd be nice obviously to cast them at instant speed but I'm not sure adding an enabler to do so is worth it.

I think that if i ran a combo, and one of the pieces was 2 CMC, I'd run Muddle the Mixture. As a counterspell, i like my counterspells to interact with everything. So no Negates or Remove Souls. The only exception I've made is to Disdainful Stroke because commander is a format where folks play big game winning spells and i want to stop that nonsense :)

I really appreciate you spending some time looking at my list, if you have a deck you'd like me to look at I'm more than happy to derpytrollerZ

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