Disenchant

Disenchant

Instant

Destroy target artifact or enchantment.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Legal
Pauper EDH Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Standard Legal

Disenchant occurrence in decks from the last year

Latest Decks as Commander

Disenchant Discussion

Darwinscarecrow on COWABUNGA!!!

1 week ago

seshiro_of_the_orochi Haha! yes it was awesome! Got Spidersilk Armor down on turn 3, those soft little fairies couldnt do a thing, but now my wife is side decking a full set of Disenchant so i might have to side deck some counter! Ah i love magic.

StopShot on Modern Horizons 2 Wish List

1 month ago

I want to see provoke on some new cards.

Also a second set of Pact cards would be great. Preferably for cards like Disenchant , Command the Storm , Zombify , Defend the Hearth and Relearn . (Pact after costs may need to be adjusted of course.)

plakjekaas on Would a White Version of …

1 month ago

Almost all counterspells in white are colorshifted versions of blue spells: ( Mana Tithe -> white Force Spike , Rebuff the Wicked and Dawn Charm -> white variations of Turn Aside , Lapse of Certainty -> expensive white version of Memory Lapse ), originating from Conflux and Planar Chaos, which are exempt from following the rules of the color pie because of lore reasons. The one exception being Illumination , being specifically limited to the same targets as Disenchant , but answering them on the stack instead of in play, combined with a similar downside as Swords to Plowshares .

So in the next set where color functionality gets scrambled? Sure, print another white counterspell, maybe we can get a white Stifle , or maybe a white Spell Swindle this time, to fall in line with Smothering Tithe .

But my internal reasoning says: to counter a spell, you'd need a lot of knowledge about magic, be a wizard that has seen and done enough magic to recognize on the fly what spell is used against him, and prepare an according response before it's too late. That doesn't feel white at all, white is all about setting up and enforcing rules to prevent bad stuff from happening before it actually happens. And if that fails, White's way of preventing the bad stuff is by Gods Willing or a battalion of soldiers' Unbreakable Formation , just defending what you have, unable to offensively mess with your opponent's magic. Which Stifle very much does.

I'd say white can already counter plenty of triggered abilities though, mainly through Hushbringer , Tocatli Honor Guard and Hushwing Gryff . Again, enforcing rules before the bad stuff happens, instead of fighting it just before it's too late.

clircrazy on Liesa, Mother of Monsters and Masochism [PRIMER]

1 month ago

Santiago1011, got your idea and agree - Well of Lost Dreams is better. And what about Darksteel Mutation , I've run in couple of situations when my opponents have simply sacrificed enchanted creature. I've tried Oubliette and it worked way better. Have you tried it? Also what about Disenchant or Return to Dust for some protection or slowing our enemies by destroying theirs mana artifacts?

wereotter on

1 month ago

The deck could use some more ramp options and fixing. Some budget format staples for this include Evolving Wilds , Terramorphic Expanse , and Ash Barrens are all good cards to help you get the colors you need. For ramp, you're pretty much going to be stuck to artifact-based ramp, so Sol Ring , Rakdos Signet , Boros Signet , and Orzhov Signet are all good options for this deck.

I would also recommend upping your spot removal portion of the deck. You've got good wraths, but sometimes you don't need to blow up all of the things, especially if that would mean losing your own artifacts or enchantments. Return to Dust is very good. Even just a Disenchant could be a decent addition. Also just as fun synergy for creature removal, Crib Swap counts as a vampire spell, and so would give you a vampire token if you cast it.

You've got good card draw, but a couple other suggestions, Twilight Prophet is great for drawing extra cards and has obvious synergy, and Mentor of the Meek will let you draw cards whenever your commander makes a token (and speaking of, Anointed Procession will let you make twice the tokens)

Lastly I'd recommend Forerunner of the Legion since it's a solid tutor for this kind of deck.

My own Edgar deck isn't really refined since I built it a while ago, but if it's of any help, you can check out what's currently in it as well.

Wingo86 on Flight of the Valkyries

1 month ago

I’m considering running Invoke the Divine instead of Disenchant . It costs 1 more but the fact I gain 4 life might help trigger some more angel token creations.

Wingo86 on Flight of the Valkyries

1 month ago

ClockworkSwordfish Thanks for the feedback. I didn't think about artifacts when I was doing this decklist. I will definitely try to fit in Disenchant and try to get Seraph Sanctuary since those seem like the easier/cheaper cards for me to get right now. I think depending on how my group grows over time, I will consider getting cards like Emeria, The Sky Ruin , Aura of Silence and some of the other legendary angels.

ClockworkSwordfish on Flight of the Valkyries

1 month ago

I couldn't help but notice that Banishing Light is your only way to deal with artifacts, even including the sideboard. Yeah, it gets the job done, but it can also be undone. You might find it worthwhile to run Disenchant over Light of Hope for the added coverage. If not, you could also make room in your sideboard for something like Stony Silence , Kataki, War's Wage or Aura of Silence .

To ensure you have staying power in the late game, I always consider making room for a couple copies of Emeria, The Sky Ruin in big, plodding mono-white decks like this. It can be great to have that kind of card advantage keeping your board presence in place after so simple an act as amassing lands. If you want to keep your deck a little more casual than that, though, even a couple of the humble Seraph Sanctuary could give your gameplay a little push without noticeably compromising your mana base.

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