Ashiok's Erasure

Ashiok's Erasure



When Ashiok's Erasure enters the battlefield, exile target spell.

Your opponents can't cast spells with the same name as the exiled card.

When Ashiok's Erasure leaves the battlefield, return the exiled card to its owner's hand.

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Ashiok's Erasure Discussion

Polaris on Divide By Zero vs. Extinction …

4 months ago

It might be easier to grok if you know what the zones are. Battlefield, hand, graveyard, exile, library, and stack are all different zones (also stuff like the command zone). This means if there's a spell on the stack and you return it to their hand, you have taken that spell off the stack because it can't be in two zones at once (the only exception being silver-bordered cards like Masterful Ninja ).

Ashiok's Erasure is similar, as you move the spell from the stack to exile. In either case, the card is no longer a spell on the stack, so it won't resolve or even try to.

DanMcSharp on Test of a God

5 months ago


Personally I always feel like 4 Heartless Act is a bit much because if you keep drawing them when there's something with counters on it it just feels so bad. You could swap 2 of them for 2 Eliminate so you have more options available to you.

At first I was a big fan of Behold the Multiverse but after playing it in different decks it always ended up being the card that gets cut. I feel like even Frantic Inventory ends up giving more value with less mana commitment. You could also consider Mazemind Tome since the life gain can be relevant, and it works in a similar way if you like the idea of paying 2 now and drawing later for 2.

I have to admit, I find it difficult to see how Test of Talents and Covetous Urge work well together since Test of Talents usually tries to hit big value cards, which then removes all possibilities to hit those same big value cards later with Covetous Urge , unless they have one in the graveyard already. If you like how Test of Talents gets rid of a playset of cards by itself, you might want to pair that with Ashiok's Erasure instead to push that even further.

I find Agonizing Remorse to be a strange addition too considering that the deck is meant to be a "home" for Covetous Urge since it exiles the card, meaning you are removing what's probably a good card from the game instead of putting it in the graveyard to hit it later with Covetous Urge . Exiling also doesn't work with Tergrid, God of Fright  Flip when removing cards from their hand.

Actually, I must say a discard deck seems like an odd choice for Covetous Urge anyway since ideally it should be used on cards in hand to hit your opponent even harder. Do you expect to hit big with it after removing all their juicy stuff with other discard effects?

Anyway, this is just my 2 cents, hopefully it's a little useful.


ghostmode on Creature destroy versus Hexproof

6 months ago

there is no creature to destroy until the spell resolves. before that it is only a spell. spells aren't creatures or planeswalkers, so they can't be destroyed by cards that affect those things. they can be countered, but you don't care about that.. you're playing Carnage Tyrant XD he can't be countered either.

Things that can disrupt a Carnage Tyrant off the top of my head.. Unsubstantiate but only whien you cast it, while it's still a spell, before it's a creature. once it's on the board it has hexproof and it's too late for them. Ashiok's Erasure but again only at that exact time you cast it.. Ashiok's Erasure can't target anything on the board though, unlike how Unsubstantiate can hit creatures. Wrath of God will kill a Carnage Tyrant and so will Final Judgement or Settle the Wreckage .

theFro on welcome to arcum asylum

7 months ago

haha, ok yes... combo mill!

there are 42 mill dorks and a Thrumming Stone to win you the game

billy + his stick utilise the manadorks as a gattling-gun-tutor

also note that the 3 mana rocks and all your non-snow-covered land can double as [sacrificial] lambs

Ashiok's Erasure and the instants are all of Magic's classiest ways to "counter" spells... w/o countering them ;)

**except for Muddle the Mixture , which finds you quick , a stick , or a dick to get things rolling (pretty much always find the stick!)

using your classy protection, the stick, and MAN-a acceleration, you sac your way into turns , spells , artifacts , and any other artifact so you get the extra turn (you might need it, if you aren't quick

you can then a) combo off, ripple-cast all the dudes, and mill your opp, or b) pass the turn to yourself, untap, combo off, ripple-cast all the dudes, mill your opp. should happen T5-6 at the latest :)

i forgot Darksteel Citadel and Seat of the Synod fixed.

KongMing on Orvar decks you had to choose the clones

7 months ago

Some more ideas:

Ashiok's Erasure , Baral's Expertise , Naban, Dean of Iteration , Narset's Reversal (the original spell doesn't need to resolve to trigger Orvar, just get cast), Unsubstantiate , and Isochron Scepter (since you actually cast the copy).

Also, a quick note on Venser, Shaper Savant . As noted before with Narset's Reversal, the spell you cast that targets one of your creatures only needs to be cast, not resolve. So, for example, if you cast Cerulean Wisps on Venser, a copy of Venser would enter the battlefield, the copy would disappear due to state-based effects, and then the copy's trigger would sit on the stack, allowing you to target Cerulean Wisps and return it to your hand before it resolves. This lets you repeatedly cast the same spell, although it never resolves, as long as you can continue paying for it. Of course, that can be a good thing, and there's also plenty of ways to pay for it with this commander.

jvitag on Dimir Flash Rogues

10 months ago

eEsnowalkerEe, you may have been into something there with Slitherwisp after all! So after a long and grueling climb to Mythic with my rogue build I learned some things. Namely, a pure aggro rogue deck suffers the same problem RDW suffers from. Against decks packing a lot of removal, or even a few handy board wipes at the right time, rebuilding a board position to launch your win from can be hard without a card draw mechanism. It just comes down to fuel. Neither my current pure aggro rogue build nor my Slitherwisp build on Tapped out is updated to current, but I like my Slitherwisp list a lot better and it works generally speaking against a larger variety of decks now. You can find my list here for a Slitherwisp rogue build. I'll just give a quick summation. Because of Escape and Control builds specifically designed to beat rogues, Rogues had to adapt from the pure aggro strat they once were. Less aggro, more control. More control necessitates more card draw to keep answers up. Into the Story was a great card, or seemed like it at the time, but stopping to cast it in an Aggro build felt like losing momentum or perhaps, not gaining enough of it back (after a board wipe). So I tried out Slitherwisp. The one thing Slitherwisp did well was become a lightning rod as you say, and kept removal off those sweet sweet rogues. So I started building around it. What I landed on for control pieces were Ashiok's Erasure to stop Yorion, Skyclave Apparition, and other clench plays, and Cling to Dust to stop Kroxa, Ox, and Phoenix. By pivoting away from a pure aggro build that was being adapted to more and more, I found that I could keep my opponent under constant pressure, and once my opponents see enough of a lock they concede and scoop. I'm still not totally sold on Nightbonder, not for my build anyway as she has no evasion or mill synergy and only reduces the cost of my Ashiok's Erasure, but I get it, she is an awesome card and I liked her for Simic Flash in the previous meta, but I don't know. Might try her as a 2-of in my build if I can figure out how to incorporate her. Oh btw, I don't remember the build entirely from memory, but my updated Slitherwisp Control build uses 3 Erasures and 3 Cling to Dust if you decide to check out my list. I'll get to updating soon I'm sure.

Murphy77 on Slimy Flash

10 months ago

Yeah - ask me - I cant even decide how to thin down my own build. I wouldn't be married to 4 of your big slimy eel (Lochmere Serpent) and I'm not too sure of Into the Roil over Drown in the Loch, but I would most likely cut back on Ashiok's Erasure and Lochmere Serpent to fit in a set of Nighthawk Scavenger.

With all the Covid scares we have had no FNM in South Africa since early in March. We have had a more severe lock-down than most countries and public gatherings are still banned. I normally only play FNM so I have had to restrict my magic to brewing possible decks and an occasional game with immediate family. All of my decks for post Sept 2020 rotation are still untested. I hear your comment on 3-ofs and keep re-looking at the deck to try and find a card that I can do without so that I can increase better cards to 4-ofs. I am also scrolling between about 8 different brews to I suppose that most of them can still improve.

Lanzo493 on blue eqvialent of disenchant

11 months ago

You're fine, VampDemigod. Some people just aren't familiar with how you talk on Tappedout, is all. I was already prepared for a harsh remark, so I didn't get offended by it. I have little experience commenting in forums, so it was a good thing to point out that I should check the forum of what I'm commenting on.

I don't know standard too well, but the only things that haven't been mentioned for enchantment removal are Stern Dismissal into Negate. Since blue has counterspells, which are universally good at dealing with spells, they nerf blue's ability to handle permanents to balance it.

Concerning the Ashiok's Erasure trick, it's rather hard to pull off. You need a card that can bounce an enchantment you control back to your hand at instant speed, and I think Into the Roil is the only card that can do it. Here's how you can permanently exile any spell your opponent casts. First, they cast their spell. You play Ashiok's Erasure on the stack. When it enters, its first ability triggers to exile target spell (the opponent's spell). Before that trigger resolves, bounce Ashiok's Erasure back to your hand using Into the Roil. Then, it's leave the battlefield trigger will go on the stack. It will resolve first, returning nothing because it hasn't exiled anything yet. Then, it's enters the battlefield trigger will resolve, exiling your opponent's spell you targeted at the very beginning. It no longer has any way to return from exile. This type of loophole only works for cards that have two separate paragraphs of text with an "enters" and "leaves" the battlefield ability. This is why Oblivion Ring is different from Banishing Light. Lots of cards can be abused this way, and it's a trick I learned from commander.

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