Cathartic Reunion


As an additional cost to cast this spell, discard two cards.

Draw three cards.

hiddengibbons on Arcane Bombardment and Cathartic Reunion

1 month ago

If I’m casting a copy of Cathartic Reunion exiled with Arcane Bombardment do I discard the 2 cards even though I don’t pay the mana cost?

Balaam__ on Rakdos Wheel

1 month ago

Interesting idea, I like it quite a bit. Since Varragoth is key, any thoughts on running Cathartic Reunion/Thrill of Possibility to expedite locating it? With Emrakul you would funnel the discard(s) back into your library, so no real loss.

Ziusdra on Card creation challenge

1 month ago

Omnath, Ground's Revenge

Legendary Creature - Elemental

Ward--Discard or sacrifice a land

Whenever a player discards a land card, you may reveal cards from the top of your library until you reveal a land. Put that land onto the battlefield tapped or into your graveyard, and then put the rest into your graveyard.

When Omnath, Ground's Revenge attacks, it deals damage to defending player equal to the number of lands in your graveyard plus the number of lands in defending player's graveyard.

4 / 4

I made it so you could put in cards like Mulch, Benefaction of Rhonas, etc., as well as rummaging cards (Cathartic Reunion, etc.) and get benefit from green's self-mill AND red's self-discard.

How do you soul bond an opponent's creature. Make a card that does something like that for an effect that benefits you or impedes them.

legendofa on concealing silence

2 months ago

If you're aiming for Mardu colors, Thrilling Discovery and Cathartic Reunion will help Faithbound Judge  Flip get into the graveyard to be disturb-cast.

Sinner's Judgment needs three counters, so you either need to protect it for three turns or use proliferate-type effects. Since it costs seven mana to disturb-cast, heavy control/prison might be the way to go. Blood Moon is a classic prison card, but it can be hard to use with three colors.

I think using Sinner's Judgment as a backup win condition would work better than using it as a main win condition. Good luck, and have fun!

Balaam__ on Sorry, am I Boaring You?

3 months ago

Thanks for the interest DreadKhan. Yeah…it stinks Ilharg is one mana short of qualifying for Fierce Empath’s ‘big boy tutor’ ability, it would have been so perfect otherwise. Right now I have Cathartic Reunion/Manamorphose to try and draw into the boar, and that was the best I could come up with at the time. I think Time of Need could work, although to maximize its potential we should swap in 3 new finishers, Legendary ones (of which there are assuredly plenty).

I had actually never seen Mwonvuli Beast Tracker before, and that would definitely work (useful for finding finishers too!). I’m not sure what to take out to make room for either though, I’ll have to weigh that carefully. As for Primal Command, it certainly works but I think it’s too pricey/slow here-even with a cost reduction. We’re not ramp-y enough to play it as early as we need to, and by the time we could afford to cast it we ought to be farther ahead. So that one I’ll have to turn down, but again thanks for the suggestions.

GrimlockVIII on Poor People Jund

4 months ago

Village Rites seems a little out of place here since the only disposable target seems to be Satyr Wayfinder.

Thrill of Possibility or Cathartic Reunion might seem like better picks for pure draw power.

multimedia on Chainer Nightmare Reanimator

4 months ago

Hey, if you're wanting to take your deck into 8 or more power level (PL) then you really need to decide how you want to win the game? At 8 PL or higher to win infinite combos are the way to go. Chainer doesn't need to be a piece of the combo, his discard can be an enabler. Since Chainer cares about creatures then using combos that involve creatures is best.

Some creatures to play for combos: Worldgorger Dragon, Mikaeus, the Unhallowed, Kiki-Jiki, Mirror Breaker, Gravecrawler, Blood Artist, Zulaport Cutthroat, Walking Ballista, Murderous Redcap, Pitiless Plunderer, Dualcaster Mage, Reassembling Skeleton.

Some enablers for combos to play: Viscera Seer, Carrion Feeder, Goblin Bombardment, Altar of Dementia, Phyrexian Altar, Ashnod's Altar, Animate Dead, Dance of the Dead, Necromancy, Twinflame or Heat Shimmer.

Some win conditions for the combos: Blood Artist, Zulaport Cutthroat, Walking Ballista, Murderous Redcap, Zealous Conscripts, Gray Merchant of Asphodel, Dualcaster Mage, Purphoros, God of the Forge, Mayhem Devil, Goblin Bombardment, Bontu's Monument, Aetherflux Reservoir, Sunscorched Desert, Impact Tremors, Cut / Ribbons(Ribbions), Torment of Hailfire.

Some cards to play to protect combo: Deflecting Swat, Tibalt's Trickery, Pyroblast, Red Elemental Blast, Dualcaster Mage, Reverberate.

Beyond combos some other good creatures to play: Dockside Extortionist, Magus of the Wheel, K'rrik, Son of Yawgmoth, Crypt Ghast, Plaguecrafter, Dualcaster Mage.

Expanding on loot can help to draw and get creatures faster into your graveyard: Buried Alive, Magus of the Wheel, Cathartic Reunion, Thrill of Possibility, Tormenting Voice, Azra Oddsmaker, Sire Of Insanity, Seize the Spoils.

Expanding on fast mana and/or big mana producers helps to have more mana to cast more spells which can assemble combos faster: Dockside Extortionist, K'rrik, Son of Yawgmoth, Crypt Ghast, Mana Crypt, Dark Ritual, Rite of Flame, Cabal Ritual, Burnt Offering, Sacrifice.

If you're interested in any of these suggestions then I offer more advice in another comment that includes further explaining the combos, more card advice as well as cuts to consider.

Good luck with your deck.

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