Attunement

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Attunement

Enchantment

Return Attunement to its owner's hand: Draw three cards, then discard four cards.

SufferFromEDHD on Lier, Disciple of the Drowned

3 months ago

Attunement and Breakthrough have been neat tech in my deck.

Retraced Image is great with all those basic islands.

Cut Teferi, Master of Time. This is a spellslinger list. If you want the looting effect play Cephalid Coliseum or Geier Reach Sanitarium

Fluggleshmuggits on Cube Eternal

1 year ago

Changelog 12/10/22

Original Dual lands are in
2 color man lands are in
upgrades in every color and almost every guild pair

IN

OUT

unwucht on Riders on the Storm

3 years ago

How convenient that Hullbreacher's banning just made a slot available for Attunement :D

proglover13 on Riders on the Storm

3 years ago

I'd try to put Attunement in there somewhere tbh. It's just too good with this commander pairing

proglover13 on Skyshark and Rider

3 years ago

Attunement is value city in this deck

temeref on SIBBBBHTSFHFTDOI

4 years ago

@casual_competitive Necropotence hasn't been included for a handful of reasons. Beyond it being outside the accepted power level which I built this deck to play at (high-mid power), it sucks in this build for a lot of other reasons as well.

  • It disables my ability to discard to the grave. This kills Land Tax, Oreskos Explorer, Attunement, Magus of the Bazaar & guts a synergies with cards I generate value with.
  • Life is used to great effect already with Spatial Binding & Doom Whisperer, another outlet is unnecessary
  • BBB is near impossible to cast from the hand, and Necropotence will -always- be dead there, forcing me to turbo it out early to get any value of it -- which, of course, shuts off a main way the deck generates value and... you get the idea
  • It paints an extremely large target on my already very targeted head, causes the whole table to groan, and usually leaves me and everyone else with a bad taste in the mouth
  • My deck isn't built to even require a hand (I run 1 counterspell), so the upside is hardly worth it

Great card in more competitive, non-reanimator Zur lists for sure, just.. not here.

That said, I'll always be happy to include necro, granted that necro is Necromancy ^^

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