Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Rise of the Eldrazi (ROE) Common

Combos Browse all



As an additional cost to cast Deprive, return a land you control to its owner's hand.

Counter target spell.

Deprive Discussion

BlackDeegs on Silent Forever

4 weeks ago

Hey Daarkest, thanks again for the input!

Dawn Charm is definitely staying in as a 4 of because the fog effect is just too good and won me several games last night at Modern. While the counter target spell that targets you part isn't always needed post board if you are putting in a Leyline of Sanctity , it can still be good if you have no leyline in play post board. It is more used for the fog effect and occasionally the regenerate effect.

I agree about negate, but didn't see your message until after going last night; they felt weak or useless in several match ups last night. I have upgraded to Deprive , which when on Scepter will require no land return as that is an additional cost. Deprive being able to hit a little more should make it better for the main board however the casting cost of could be slightly problematic, fingers crossed.

Force of Negation felt amazing a few times and dead others. I think a one off is right for the main but would consider adding one to the board if I feel it is good in specific match ups.

Have added Thing in the Ice  Flip as a huge on board threat and have updated the sideboard as much of the sideboard felt dead last night.

K1ngMars on Muldrotha, the Gravetide.

1 month ago

Il tuo piano di gioco è usare tanto ramp per tirare Muldrotha sul campo, dopodiché, cercare di tenerlo sul campo per il resto della partita.

Per il ramp ti consiglio:

Per la proteggere Muldrotha, ti consiglierei queste:

Un altra strategia per assicurarti di non dover pagare la Commander Tax per rigiocare Muldrotha è di rigiocarla dal cimitero. Meglio ancora se quelle carte possono a loro volta essere rigiocate dal cimitero con Muldrotha:

Ti consiglio di stare più in curva e di tagliare Slum Reaper , visto che ci sono opzioni che costano meno mana e fanno la stessa cosa: Fleshbag Marauder , Merciless Executioner e Plaguecrafter .

Carte che ti permettono di riprendere altre carte dal cimitero in mano:

  • Eternal Witness , Skullwinder e Nyx Weaver ti permettono di riprenderti carte utili, in modo da poter sforare il limite di un solo permanente per tipo dal cimitero. Inoltre, così puoi riprendere anche Instant e Sorcery, a cui normalmente non avresti più accesso una volta usate.

Ti suggerisco una combo interessante, il Flash Hulk . Consiste nel poter giocare e subito sacrificare il Protean Hulk già dal turno due per poi poterti andare a cercare creature nel mazzo che ti permettano di fare una combo infinita e vincere. Se cerchi online dovresti trovare fonti a sufficienza. Comunque, anche solo il Protean Hulk da solo è una grande inclusione.

Inoltre, una carta davvero buffa da poter giocare nella tua combinazione di colori: Villainous Wealth .

Un'altra carta per salvarti il cimitero da effetti come Bojuka Bog : Perpetual Timepiece .

Tra le terre che sono fortissime nel tuo mazzo ci sono anche: - Cabal Coffers insieme a Urborg, Tomb of Yawgmoth . - Alchemist's Refuge e Emergence Zone per poter giocare creature e altre cose ad instant speed. - Wasteland è una seconda Strip Mine . - Lotus Vale e Lotus Field sono più o meno ramp, ma anche un buon modo per fare molto mana se avessi il modo di stapparle. Magari con Deserted Temple , a cui sta anche simpatica Cabal Coffers , comunque. - Glacial Chasm è un piano di riserva che ti costa solo 2 punti vita a turno, a patto di rigiocarla sempre dal cimitero tutti i turni.

Tra le carte che ti suggerisco di togliere ci sono:

theages on U/W Flying Ninjas

1 month ago

Pauper is a really fast format, so you need to hit more action than lands. Control decks generally run ~21 lands with some amount of Ash Barrens and/or Terramorphic Expanse . The main reason some decks, other than control decks want to hit their land drops is because they're running Skred , which needs around 5 lands to be optimal.

Furthermore, pauper has access to few lands so often times, people run bounce lands which allow you to make more land drops with fewer lands.

Blue is also a very dominant color and it has access to Ponder , Preordain and Brainstorm which allow them to make their land drops more consistently, even though they run fewer lands.

In your case, you're not playing Skred , this is not a control deck, and you're running blue. These are all good reasons to trim down on the number of lands. If you really want to run 21 lands because you really want to hit your land drops, I would definitely consider some Terramorphic Expanse and/or Ash Barrens as well as a couple of cycle lands ( Lonely Sandbar and Secluded Steppe ) in your case.

I had missed it the first time, but I see you're running Guardian of the Guildpact which is fairly expensive for your type of deck, especially since you're running Deprive . If I were you, I would probably cut it for another cheap flyer like Faerie Seer but at this point it might be better to turn your deck into a Faeries deck because Spellstutter Sprite is just too good, which I feel is not the intent of your deck.

Anyways, I hope I helped ! Tell me if some things weren't clear enough, I'm glad to help out some fellow pauper player

Padapos on Sultai Deprive

3 months ago

Was a long time Jund player until Jace was unbanned. I've been playing the Sultai archetype ever since. Blue basically replaces the weaknesses Jund always had (constant top deck mode and paying life for cards). Jace and Serum Visions always keep you drawing the right half of your deck. With fatal push red doesn't need to be splashed anymore.

Ice-Fang Coatl is an unplayable magic card until snow dual lands are printed. Ice-Fang Coatl fights for the 2 drop slot vs Tarmogoyf , Snapcaster Mage and Scavenging Ooze which are all far better creatures.

Deprive has been working wonders. The discard spells cover the early game where the tempo loss of a land hurts the most. Deprive is sometimes cast on turns 2-3 if absolutely necessary but is usually cast on turns 4-6+ where pciking up a tapped land means nothing and is even an upside coupled with Fatal Push .

TemZki on Sultai Deprive

3 months ago

Is this completely new deck you are playing or do you have FNMs or other tournaments played with it? I'd like to know results with Deprive . Have you considered trying Ice-Fang Coatl ?

Iron_eye2 on Mono blue Scepter control

3 months ago

Thanks for the feedback! i will try to make some changes to make baral's discount more meaningful. in the meantime, i really appreciate your ideas and i have moved Negate over and got rid of Deprive . replaced it with Void Shatter , which can benefit from discount. Did not feel like cutting Archmage's Charm , as it is simply too flexible. I could not afford any copies of Cryptic Command , as they are too expensive. Mana Leak is good early game, but it isnt good in the late game. I am looking for suggestions for any cuts.

Demarge on Mono blue Scepter control

3 months ago

so many anti synergies in this deck, in most games Deprive is just going to be a worse Mana Leak or Remand as both those options can allow you to cast a baral turn 3 and protect him (currently you may even just want one or two of the Negate in your mb for this same reason), for all of your current mb counters the earliest you could do this is turn 4 (provided your 20 land deck makes it to 4 lands without hoping to trade a creature for a path).

Honestly you might find a more enjoyable deckbuild around Liquimetal Coating and Karn, the Great Creator in this shell. or a Narset, Parter of Veils wheel list.

Sinken on Tatyova Moon Landing

3 months ago

Personally, I think I would run both Regrowth AND Praetor's Counsel to be honest. Either Lightning Greaves or Swiftfoot Boots could also be considered, since she's pretty kill on sight.. Deprive has a nice synergy with the commander, but I don't think it's worth running it over normal Counterspell (which is very cheap) anyway. Though maybe Deprive + Counterspell is better than Disdainful Stroke .

Also if you can get your hands on Boundless Realms , that card is insane. I see it's in your maybeboard.. my friend plays it in his tatyova deck, and whenever it hits the battlefield it's just sick. Scapeshift too.. and I really love Nissa, Vital Force in my Meren deck, and I assume it'd perform similarily here, seeing as you only need to activate her twice to get a really good emblem

Then there's of course the Beastmaster Ascension + Sylvan Awakening or Rude Awakening combo that's pretty nice

Also maybe cut Simic Signet ? I think both Cultivate and Kodama's Reach are better, since the signet is ramp but not land, so it doesn't draw you a card Retreat to Coralhelm is also kinda weak I feel. I mean it's nice, but it takes up a card slot and it kinda doesn't do that much

That's a lot of cards... but I do really love Tatyova. One of my favorite commanders I think, and so many different ways to use to ramp :D

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Deprive occurrence in decks from the last year


All decks: 0.03%

Commander / EDH:

All decks: 0.01%