Wash Out

Wash Out

Sorcery

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

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Wash Out Discussion

illumfolly on [List - Multiplayer] EDH Generals by Tier

2 weeks ago

I might argue that Blind Seer could be moved up. There are a lot of really shitty color change or color specific cards that suddenly become playable if put in a Blind Seer deck.

Blue Elemental Blast

Douse

Hydroblast

Wash Out

Hibernation

Tidal Control

Mind Harness

...

Yeah Idk, he can be built around and still provides access to mono blue control regardless. You can also troll people to death with any kind of color protection in play, so that's fun.

johnjust on Riku, Omniscient Wizard

2 weeks ago

Not including Greaves/Boots is a meta call for me - Riku isn't usually a target for removal unless it's a board wipe or there isn't something else far more threatening out. Use as needed - I use counterspells and/or tricks like Wild Ricochet/Mizzium Meddler to redirect removal away from Riku.

I don't go out of my way to use the combos, I just include them as a way to end long games or use as a last ditch effort if someone is trying to kill me. Asceticism is a great card - I have a copy in Azusa, and I previously had it on my Riku maybeboard for a while.

Mizzium Mortars has been on my cut list for a long time now, I already have a copy of Cyclonic Rift in here, and Wash Out used to be in here a long time ago - AEtherize has been something I've been looking at including for a while, so I might throw that in.

Pokemaster325 on Riku, Omniscient Wizard

2 weeks ago

All I have to say is Wash Out would be hilarious in here!

senseiFUBAR on Unblockable Lockdown

3 weeks ago

Wash Out, Rising Waters, and Static Orb are not legal in modern.

Klayhamn on Need help beating Meren in ...

1 month ago

Ok, after playtesting a dozen more times -

I added Demonic Tutor and replaced Wash Out with Toxic Deluge

i've now come to the realization that without tutors the deck has no chance of being consistent.

i think the only way to pilot this is to strive to remove all early threats, build mana base, then get one of the combo pieces (i.e the "draw steal" or the wheels) or both (or tutor for the other piece) -then empty his hand and fill mine

now that i've stolen all his draws and he has an empty hand,i can more easily continue to wheel while weaving in draw or discard punishes for repeating damage..

without the tutors it just becomes a race against time - especially if i have a slow hand - and it's basically top-decking until i hopefully get something useful.

giving him cards without stealing the draw is simply not a viable course of action because he has so many cheap creatures to lay down and so much ramp to utilize

Klayhamn on Need help beating Meren in ...

1 month ago

Out of all of these, only Crux of Fate really seems playable (the others have too high cmc or they return cards to hand which is not so great given how many ETB creatures he has)

Damnation is an obvious include, but I prefer not to spend that much on a single card for now (i'll probably get it at some point in the future, but I only recently made a pretty big purchase of MTG cards :) )

Decree of Pain used to be in the deck but i took it out to improve consistency and lower the avg. card cmc..

The Deathbringer seems a bit too risky and situational (he usually kills not with quantity but with "quality" )For the same reason Blasphemous act won't work well i believe

I believe Wash Out might be better than Evacuation since most of his creatures are green except for a few...

Anger of the gods is problematic, again, because his strategy usually revolves around building up some big creatures by sacrificing other creatures and only using them for utility

I don't see how i can consistently get both Massacre Wurm AND Sudden Spoiling in play at the same time...

acht_deck_manager on It's Only Mostly Dead (help)

1 month ago

Cultivate and Kodama's Reach should be automatic for a deck like this to help ramp. Others like Farseek aren't bad either. Consider playing these in place of your creatures that tap for mana as an easy swapping point.

I'd consider ditching some of the cards like Blue Sun's Zenith since your commander already can do a lot of drawing for you. Also, his abilities will make cards like Brainstorm less effective late game because you're betting off playing as much of your hand as you can and restocking on your next turn.

With all the draw you get from Damia, cards like Exploration or Oracle of Mul Daya can help you dump even more lands per turn.

If you need to beef up control, think about cards like Curse of the Swine, Cyclonic Rift, Wash Out

I agree with the other comment that you probably need to increase land count - also, from my experiences, cards like Dimir Aqueduct seem great, but really put you behind in your land drops / curve without some of the other effects and are all the more punishing if someone in you group can take them out. Consider cards like Drowned Catacomb, Temple of Deceit, and Temple of Mystery as low-cost improvements to your lands that enter tapped. Also think about Temple of the False God since you will likely be able to keep land drops up once you get commander on-line. Sunken Hollow, Overgrown Tomb, Watery Grave, and Breeding Pool are high end improvements if you add mana ramp via fetch spells mentioned above.

I would say that you may also want to pick some mechanic or effect and better align your deck behind it. It looks like you've got some graveyard recursion, some control (steal, destroy, etc.), some token generation, some counter, some sacrifice, etc. I guess by that I mean it'd be unclear to me what your end game is, and I think you'll find the deck may play very inconsistently unless you're lucky at finding the one or two right things you need at the right time.

I will say with Damia as a commander, cards like Loaming Shaman or Time Reversal can be great to have for reloading your library if you can structure the deck such that you're firing off a fair chunk of your hand each turn and maximizing your commander's utility.

There are certainly cards in here that might be way too costly / out of place without ways to reliably cheat them in to play or have stronger mana ramp. Examples would be Ulamog, the Ceaseless Hunger, Rise of the Dark Realms (not enough mill opponent effect to ensure this one pays out), In Garruk's Wake (comes in to play way too late, doesn't gain you much if anyone else can return the wipe), Void Winnower (this will just eat someone's hate, likely someone will have a response by the time you get it out), and Time Stretch. Alternatively, if you want to keep these in, consider cards like Tooth and Nail to reliably punch out those winning combinations of creatures. For the other ones, when I am looking at that kind of costing I usually have an Omniscience to offset the punishing costs of those high-end spells

Other cards that maybe seem out of place to me: Lazav, Dimir Mastermind (not enough mill) and Silumgar, the Drifting Death (not enough dragons to make him shine, a 3/7 body otherwise isn't the most impressive for that CMC). Something like Wrexial, the Risen Deep might provide more utility and has some evasion.

All that said, this is just one person's opinion and overall I think you have a deck that would be fun to play. Hope you can find something in all of this that makes it better, but feel free to totally disregard it as well. Good luck and happy hunting!

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Legality

Format Legality
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal

Printings View all

Set Rarity
Commander 2013 Uncommon
Invasion Uncommon
Promo Set Rare

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