Cast Out

Cast Out

Enchantment

Flash

When Cast Out enters the battlefield, exile target nonland permanent an opponent controls until Cast Out leaves the battlefield.

Cycling (, Discard this card: Draw a card)

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Set Rarity
Commander 2020 (C20) Uncommon
Mystery Booster (MYS1) Uncommon
Amonkhet (AKH) Uncommon

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Legality

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

Cast Out occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Cast Out Discussion

kimosabe on The Law

3 weeks ago

Check out Ixalan's Binding, and Cast Out. Sometimes ixilan's binding just wins games if they don't have enchantment removal. I love azorius decks and I've got a nasty one on my page called Baking of the Second Buns. Check it out if you want to really bring the law down. Cheap too.

Socc5614 on Tuvasa enchantress figuring it out

1 month ago

Thanks for all the feedback Boomcat12B! I removed Sandwurm Convergence and replaced it with Winds of Rath as I agree I needed at least another board wipe.

The reason I like Oblivion Ring, Banishing Light and Cast Out is I stay on theme, usually trigger a draw, and if I target a commander then usually my opponents will send to command Zone so it served its purpose like an instant removal. Also, if these enchantment removals get destroyed I still can reuse them with cards like Sun Titan, Dance of the Manse, and Open the Vaults. Whereas I don’t have anyway to bring back instants from graveyard.

I noticed your little nicky deck only had 36 lands. I recently dropped from 39 to 38. Do you think this is about right for me?

Do you think I should keep Mystic Remora? I think I already have a decent amount of card draw and am thinking of swapping it for more ramp.

Boomcat12B on Tuvasa enchantress figuring it out

1 month ago

You have a pretty good base already. A couple of things I notice-

One is your lack of removal. I would suggest 3-5 board wipes (Depending on your meta and how many creatures are played. My meta is high power, combo heavy so I only run 2-3 wipes in most of my decks, but if you play in a creature heavy meta I would suggest running 5)Austere Command, Day of Judgment, and Settle the Wreckage are all good ones, but there are plenty of others out there in white. If you ever get a Cyclonic Rift it is one of the best ones out there. Next I would suggest adding some more single target removal. Around 5-6 single target removal pieces is a good place to be. Beast Within, Krosan Grip, Disenchant, an Return to Dust are all great options. While the enchantment route is not a bad way to go for removal and provides good synergy with your commander, most of them are easily removed, and when they leave the battlefield whatever was exiled comes back. With that said I have found effects like Imprisoned in the Moon and Frogify work well to shut down troublesome creatures/ permanents and usually stick around for awhile for some reason. EDH is a very interactive game and being able to remove threats, or stop someone from going off is pretty big and when you face stronger decks the instant speed removal will be much more valuable than using enchantments to remove threats.

Next I would suggest pumping your ramp up a bit. Looks like you are running around 4 or so ramp pieces, so maybe add about 3-4 more pieces. Kodama's Reach, Cultivate, Dawn's Reflection and Fertile Ground are all good calls. Adding more ramp will improve the consistency of the deck and help speed it up as well as make sure you have your colors. Consistency and speed are big factors in making a deck stronger as well as just making sure you enjoy the deck because it does not shit out on you as often (Being mana screwed/flooded or not getting your colors. This will happen sometimes no matter what you do, just the nature of the game but you want to try to do as much as possible to smooth things out to have it happen as little as possible)

Finally just a few cards I would suggest removing since they add little to the synergy of the deck and or the cmc is just a bit to high for what the card does and what the deck wants.

Thorn Mammoth- It has a high CMC, double green cost and the state based effect is not enough to justify taking up a slot.

Ephara, God of the Polis- High CMC, requirements to get it online, and the card draw aspect is just redundancy the deck does not really need.

Banishing Light- Not a bad card but I would switch out for instant speed removal

Cast Out- same as Banishing

Oblivion Ring- Same as above

Sandwurm Convergence- High CMC, and just does not add enough value to justify a slot. Sure it is an enchantment but for it's cost and what it provides it is really a win more card.

Last few thoughts. Do your best to keep your curve low to help speed the deck up, when you can replace the lands that come on tapped. This helps speed and consistency and honestly the longer you play (And the stronger power levels you get to if you choose to do so) you will learn to say fuck tap lands. I have 9 decks running from super weak to CEDH (I like to be able to play at any power level when I sit down at a table if I am not playing with my main playgroup) and the only tapped lands I run in any of them are lands that provide a huge upside to coming in tapped Mosswort Bridge and Path of Ancestry for example, otherwise tapped lands just slow your deck down and there are better options. Pain lands and check lands are great cheapish alternatives, then of course there are the fetches and shocks and duals and the like but they are not cheap sadly.

Overall your deck is fairly solid and looks good. A few tweaks and changes and it will be even stronger. Here is my Tuvasa list - Little Nicky it is a very strong deck and has been highly optimized to play in high power meta. I run multiple combos, but usually I just load up Tuvasa with a few auras and swing her out. It gets rather dumb quick and I only run a small handful of combat auras, everything else is synergy, protection, and degenerate shit. Feel free to take a look and pull some ideas. Also feel free to let me know if you have any questions on anything I have suggested, or my deck, or just deck building in general. Always happy to help newer players since commander can get complicated and confusing stupid quick. LOL

multimedia on Gavi´s Rrecycle Bin

1 month ago

Hey, Tectonic Reformation which is included in the precon gives you a repeatable source of low mana cost cycling using lands. This is wanted to repeatedly trigger Gavi, Slide, Drift and Haven. Idyllic Tutor is worth including because it can tutor for one of Reformation, Slide, Drift or Haven and you can recur it with Archaeomancer to tutor again.

There's a lack of ramp here and ramp is a fundamental part of all Commander decks. You want to make room in your deck for ramp since ramp also is color fixing. In the precon are Sol Ring/Arcane Signet these are good rocks for ramp, add them to your deck. There's also three Signets in the precon I suggest adding those rocks too.

Chromatic Lantern is not included in the precon, but it's a good mana rock with Reformation because then you can tap any land to make red mana to cycle a land with Reformation. Raugrin Crystal is the new Jeskai mana rock that has cycling.

Smothering Tithe is a fantastic card for repeatable ramp in multiplayer Commander since your opponents, much more than not, are not going to pay the two mana to deny you a treasure when they draw therefore each time around the table you're going to make treasures and these treasures can be saced to make any color of mana. Smothering is also good with Reformation because treasures can make red mana.

Some good budget cards with cycling to consider adding:

I offer more advice including what cards to consider cutting. Good luck with your deck.

MindAblaze on This deck takes brains

2 months ago

There’s a lot of good suggestions here. I’m going to find room for at least Akroma's Vengeance, Unearth seems up my alley, Undead Gladiator, Gempalm Polluter and Cast Out. I actually really like the graveyard hate too, I just wish I had more ways to get it back once it hits the yard. I‘ve never been a big fan of one shot effects in commander. But I could focus on discarding creatures and digging for Bone Miser/Zombie Apocalypse.

Meachman on This deck takes brains

2 months ago

The cycling sub-theme seems like a lot more investments than payoffs.

Gempalm Polluter feels like a nice zombie-themed include. Same for Lurching Rotbeast and Moaning Wall. Undead Gladiator also synergizes with your Bone Miser.

Running removal options like Clear/Forsake the Worldly, Expunge,Cast Out and Akroma's Vengeance might be useful. Your deck looks defensive, so maybe Choking Tethers or Djeru's Renunciation?

To bolster your control, maybe Compelling Argument or Countervailing Winds?

Scarab Feast and Rapid Decay answer decks that want you to mill them or use their own graveyards. Unearth gets low-cost zombies or Phantasmal Image back.

Maybe Abandoned Sarcophagus, while you're at it? And if you're cycling so much, throw in Fluctuator.

Joe_Ken_ on Plasma In The Sky

2 months ago

Also some more cards that could be good for the removal package are Wear / Tear , Crush Contraband , Orim's Thunder , Chained to the Rocks , Cast Out, Banishing Light , and Forsake the Worldly

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