Touch the Spirit Realm

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Touch the Spirit Realm

Enchantment

When this enters the battlefield, exile up to one target artifact or creature until Touch the Spirit Realm leaves the battlefield.

Channel, Discard this: Exile target artifact or creature. Return it to the battlefield tapped under its owner's control at the beginning of the next end step.

mrweaselman on Stompy Boys (EDH)

5 months ago

Since you're in green, you have some pretty good options for ramp for two mana. Oketra's Monument, Rhonas's Monument, Invasion of Ixalan  Flip and Thought Vessel seem to be the weakest. Three Visits, Nature's Lore, and Skyshroud Claim are all very solid options that are much harder to remove. Selvala, Heart of the Wilds can also make a ton of mana and draw you cards.

Cards that seem weaker:
Wayward Swordtooth: You only run 33 lands, I am not sure how often this is going to trigger. With a lower land count you have a lesser chance of having multiple lands in hand.
Akroma's Will: This may be overkill. A better option may be Return of the Wildspeaker because it can also draw you a lot of cards.
Bite Down and Ram Through: Requires you to have a creature of the board. Something either cheaper or more flexible like Swords to Plowshares or Touch the Spirit Realm can be beneficial.
Boros Charm: Unless you play in a token heavy meta, there may better options like Flawless Maneuver or Tyvar's Stand. Both can protect your commander the turn you get it out for cheap.
Virtue of Strength: This card does say basic land and you do only run 18 in the whole deck. Take a look at Mirari's Wake, or you could run Bala Ged Sanctuary  Flip and another ramp spell for basically the same slots.
Kinjalli's Caller, Knight of the Stampede, Marauding Raptor, Otepec Huntmaster, and Atzocan Seer: These cards are definitely thematic, but I'm not sure if they're all better than Delighted Halfling, Birds of Paradise, Avacyn's Pilgrim, Bloom Tender, and Sylvan Caryatid. Especially if you're only casting one big dinosaur a turn. Same for Commune with Dinosaurs < Once Upon a Time

wallisface on Azorius Aggro-Control deck

9 months ago
  • Preordain is miles better than Serum Visions

  • yes you can trigger Lion Sash multiple times. You’d presumably always do it in the opponents end step.

  • I should reiterate as I have been this whole thread that your artifact creatures aren’t very-well suited for a control or aggro shell at-all… this is why i’d suggested a bunch of creatures that would actually help you. I know you like Ethersworn Canonist but this is a really bad home for it - trying to force it into this deck is going to make it’s performance bad, and the deck worse.

  • Haughty Djinns 3-mana cost can be a little awkward, but i’ll note Murktide Regent is two mana and survives fine. The trick is to know the matchups well enough to gauge when to ”shields down” to cast it - or wait till you have 4-5 lands so you can also Spell Pierce or Counterspell.

  • Tolarian Terror is 1 mana and wins the game on its own. You’re in no massive rush to dump it down, but tempo-control builds could often get it down by turn 3-4 no problem.

  • Touch the Spirit Realm is fine, but not great. You’re unlikely to ever channel it, but it’ll still be decent-enough.

  • Detention Sphere is decent.

  • of course opponents will be paying 2 mana to crack clues, but only if its the best thing for them to be doing fir their turn. Them gaining clues is an advantage for them.

9-lives on Azorius Aggro-Control deck

9 months ago

How about Detention Sphere considering that most enchantment cards are sorcery speed, and Stasis Snare and Touch the Spirit Realm are 3 MV and Declaration in Stone is like this, but cheaper in MV and gives them the advantage of having card draw. Do you think players will be spending 2 mana per card draw for Declaration in Stone??

9-lives on Azorius Aggro-Control deck

9 months ago

How about Touch the Spirit Realm?! That's a card that I already have, and I love its art as well as its abilities.

IHATENAMES on W/B Eldrazi and Taxes

1 year ago

Mono white dnt is my modern deck of choice haven't updated it recently though.

Let's talk about d/t theory in general. D/T is a meta slaying deck. The core of your taxveffect is white so it has the most stable manabase in mono white. Black is added mostly for some hand disruption. Eldrazi is added for a finisher effect and chunkier creatures.

Here the Eldrazi Displacer is adding to the gameplan but not a huge part. 3 mana 33 with upside sometimes. Probably better as 1 or 2 of. Ephemerate or Touch the Spirit Realm better to use to blink.

I think the *combo to focus on here is Wasteland Strangler +card in exile. With the inclusion of eldrazi temples I think Reality Smasher should be the finisher of choice.

Skyclave Apparition might be too color intensive with half your lands not producing white. Great card. But maybe sideboard it?

I'm a big fan of creature lands in d/t might be worth looking at.

9-lives on Mono W Taxation

1 year ago

Ahhhh. Mousemke I think Touch the Spirit Realm is great monocolored white for the same effect as Detention Sphere. And, it's the same MV.

Mousemke on Mono W Taxation

1 year ago

9-lives no blue. ^^

but also i think it gains a lot of strength being mono colored (though i did have a previous boros build)

i have considered the usefulness of Touch the Spirit Realm vs Ephemerate for some of that same (though only creatures and artifacts) o-ring like action, but ephemerate is just too good

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