Wipe Away

Wipe Away

Instant

Split second (As long as this spell is on the stack, players can't play spells or activated abilities that aren't mana abilities.)

Return target permanent to its owner's hand.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Time Spiral (TSP) Uncommon

Combos Browse all

Legality

Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Wipe Away Discussion

MTGBurgeoning on Scion of the Ur-Dragon: Every. Dragon. Ever.

2 months ago

Changes are coming to this Scion of the Ur-Dragon EDH/Commander deck!

The ten check lands (Glacial Fortress, Drowned Catacomb, Dragonskull Summit, Rootbound Crag, Sunpetal Grove, Isolated Chapel, Clifftop Retreat, Sulfur Falls, Hinterland Harbor, Woodland Cemetery) are being replaced by the following:

  1. Indatha Triome

  2. Raugrin Triome

  3. Zagoth Triome

  4. Savai Triome

  5. Ketria Triome

Introduced in Ikoria: Lair of Behemoths, the triomes are more versatile than the check lands. Each offers an additional color and are perfect targets for our fetch lands. In fact, any turn 1-3 fetch lands should target triomes. Additionally, late game we can cycle an unwanted triome and draw a card, an ability previously missing in the deck.

  1. Mana Confluence

  2. Exotic Orchard

  3. Unclaimed Territory

For the cost of one life, Mana Confluence gives us one mana of any color. In the best case scenario, Exotic Orchard will act as Command Tower #2. In the worst case scenario, Exotic Orchard is worthless. In the most likely scenario, Exotic Orchard will be closer to a Command Tower than a useless rectangle of cardboard. Unclaimed Territory limits our colored mana to casting only dragons, but still provides for our non-dragon spells.

  1. Fellwar Stone

  2. Smothering Tithe

Including Fellwar Stone and Smothering Tithe increases our ability to ramp. Fellwar Stone is an artifact version of Exotic Orchard while Smothering Tithe taxes each opponent with for each card drawn. Failure to pay the tax gifts us with a Treasure. Slimming the land count from 40 to 38 by adding artifact/enchantment ramp is noteworthy. It's an attempt to cast Scion of the Ur-Dragon more quickly and try to outpace our opponents.

A few other changes:

  1. Fierce Guardianship replaces Chromium the Unmutable. Chromium the Unmutable was slotted into this deck in order to protect Scion of the Ur-Dragon. It costs a card to do it, but in the end after activating Scion of the Ur-Dragon and becoming a copy of Chromium the Unmutable our General/Commander will have hexproof until the end of turn. I believe Fierce Guardianship can protect Scion of the Ur-Dragon better.

  2. Guardian Project replaces Steel Hellkite. Removal is strong in our deck? Card draw is not. In order to add the awesome card-drawing ability of Guardian Project, we remove Steel Hellkite. This exchange was not difficult, as activating Scion of the Ur-Dragon to become a copy of Steel Hellkite was as rare as winter roses.

  3. Rhystic Study replaces Wipe Away. I'm pretty sure our lack of card draw was documented earlier. By adding Rhystic Study, we add one of the best card-drawing spells in our format. Our removal is strong, and swapping out a removal spell for Rhystic Study is warranted.

To summarize:

Our land count dropped from 40 to 38, but gained more versatility throughout the mana base.

Our number of dragons dropped from 28 to 26.

Our number of ramp/card-draw spells increased by four (Fellwar Stone, Smothering Tithe, Guardian Project, Rhystic Study).

Collectively I believe that these 13 changes make the deck stronger and more balanced. What do you think?

hungry000 on owling mine help

5 months ago

If you're playing kitchen table magic, an old Modernn Owling Mine deck will work great. I would splash red for Runeflare Trap and Fevered Visions and play 4 Howling Mine, 2-4 Temple Bell, 2 Dictate of Kruphix alongside the 4 Fevered Visions for your draw engine. Then play the usual bounce spells (Boomerang/Eye of Nowhere/maybe Wipe Away), Unsubstantiate in place of Remand, Exhaustion, and Gigadrowse. Vision Skeins is a useful card as well.

ShaDoWz_6677 on ELSHA OF THE STORM

8 months ago

Foundry Inspector Lab Man, Winds of Change These are cards that seem like the weak links in the deck to me at this current point in the meta game of cEDH. Elsha is a turn 3-5 deck no matter how you put it. Lowering her mana curve is a huge thing to do in this deck to where you can push out everything. I've sacrificed Mizzix Mastery just to have something faster in the deck that is more impactful to the board. Past in Flames turned out to be 10x's better.

Ultimately, Winds of Change is SUPER CUTE if you are trying to royally screw an opponent turn 1. If you can dump your hand turn 1 then drop WoC, cool. Otherwise, its refilling into a game where people have counter magic at all times and gives them better card advantage than you ultimately. They dumped a hand that they liked sure. But you may of gave them an even better hand of 7.

Foundry Inspector ---> Helm of Awakening all day long! or even Cloud Key Cloud Key is 100x's better than Helm. Redundancy is great... just... not on bodies in this deck. Keep Aetherium Sculptor in the deck. Cut Foundry Inspector.

As discussed above, Lab man is the weaker of the 3 "I just win" cards. He hits the board, and your opponents can respond to you drawing from an empty deck by killing him or bouncing him. Wipe Away while not heavily played in cEDH, does see play and it does remove a player when they are trying to just win the game out right. For this case alone, Thassa's Oracle just says "I win when I ETB" making her strictly better since they have to counter or stifle its ability. Stifle abilities are not big in cEDH. I alone run Trickbind now for these instances in all my blue decks. ANd I should've since AER was printed.

Hall of Heliod's Generosity needs to come out for Reliquary Tower

Phroggy1 on Breya Combo Deck

9 months ago

i feel like you need more instant speed interaction, as well as a few more ways to grab your combo pieces. these are some mostly budget suggestions Diabolic Intent Memory Lapse Disallow Wipe Away Whir of Invention Dark Petition Reality Shift as well, it looks like you need a chunk more mana rocks being sans-green, i would highly recommend the talismans and the signets, they will help ramp and mana fix at the same time. i'll try and pull out some of my bulk to help you next time i see ya. good luck man

dingusdingo on Budget Kefnet Turns

1 year ago

I enjoy the Kefnet Turns build, haven't seen it before for this commander and I think its rather neat. You should focus exclusively on assembling your win and remove the extra side cards, like your mill sub-theme. I also think you should replace expensive removal and interaction with cheaper pieces, as you're less likely to cast them off the top with Kefnet. I also think you should add in more ways to discard and also tutor to top of deck. Your combo requires a handful of specific cards and also to be in a specific spot in your library, so topdeck manipulation and tutors help immensely.

My complete list of changes would be

Dismiss -> Counterspell

Everdream -> Ponder

Exclude -> Arcane Denial

Precognitive Perception -> Concentrate (You're never copying the addendum with Kefnet)

Supreme Will -> Mana Leak

Thought Collapse -> Mental Misstep (Every deck runs 1 cmc spells so Misstep is unbelievable value for EDH)

River's Rebuke -> Wipe Away

Zndrsplt's Judgement -> Vapor Snag (That card is hard to link to :O )

Mistfire Adept -> Long-Term Plans

Riverwise Augur -> Sleight of Hand

Niblis of Frost -> Mystical Tutor

Drowned Secrets -> Serum Visions

Fraying Sanity -> Preordain

Precognition Field -> Careful Study

Psychic Corrosion -> Fabricate

I think its worth noting

That to combo off, you need Library + Aminatou's Aug + Dino + Turn card + Commander. That requires 4 cards outside your commander, 3 of which are exactly specific. Finding another enabler or outlet to reuse your turn spells or another way to put cards on top would help the consistency of this deck a lot. Running more draw and tutors to topdeck also lets you value copy a turn spell to start chaining turns, and even if you don't hit an infinite loop getting 3 or 4 extra turns will get you much closer to establishing the lock. You should shave off alternate wincons and focus on getting infinite turns, because once you have them you've won.

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