Displace

Displace

Instant

Exile up to two target creatures you control, then return those cards to the battlefield under their owner's control.

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Set Rarity
Mystery Booster: Store Edition (MYSTOR) Common
Mystery Booster: Convention Edition (MYSCON) Common
Eldritch Moon (EMN) Common

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Legality

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

Displace occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Displace Discussion

Spell_Slam on Suffering and Smiling: Grixis PDH

2 weeks ago

I think some improvement could be made in your mana base. You are running the gain lands which is great, but there are other great duels. The bounce lands Dimir Aqueduct, Izzet Boilerworks and Rakdos Carnarium are very powerful because they can allow you to basically have an extra land drop with just one card (makes opening hands more keepable) and it can also let you reuse ETB effect lands. You could also be running Bojuka Bog, which I jam in every Black deck. Terramorphic Expanse and Evolving Wilds are better at fixing your mana than regular dual lands. I also wouldn't mind seeing some cycling lands like Forgotten Cave, Lonely Sandbar and Barren Moor at a minimum. You could be running up to 9 cyclers in your mana base alone.

Almost every single one of your creatures has an ETB. You should really think about including the cheese package of Ghostly Flicker and Displace(and maybe Merchant Scroll). You're already running Archaeomancer and Izzet Chronarch for infinite value loops. You could add even more creatures like them to really take advantage of the engine. Add in Peregrine Drake and Cloud of Faeries and you could be looking at infinite mana and blink effects as a secondary win condition. It's hard not to include this combo when you're playing Blue because it's such a great way to end the game.

In terms of your creatures, I like where it's going. I would swap out Sibsig Icebreakers for Dinrova Horror, who's a massive beater with a great abusable trigger.

I think Death Denied would be a better choice over Stir the Grave or Wander in Death. If you absolutely want a reanimation spell Unearth would probably be a better choice.

I like all your reomval spells except for Terror. Wouldn't Doom Blade be an upgrade, or are you playing against regenerate? You could also run something cool like Jilt instead, or perhaps Edict effects to go along with your board wipes, like Chainer's Edict.

triproberts12 on Isperia's Super Budget Flying Circus

2 weeks ago

The one thing I would think about when you tune your list is the limiting factors in what you want to do. Peregrine Drake is a nice choice with Isperia, but while you can grab that half at any time, WU is a challenging combination for grabbing Deadeye Navigator, especially on a budget. You have Archaeomancer and an ETB subtheme, so why not include some number of Ghostly Flicker, Displace, Illusionist's Stratagem, and Mnemonic Wall? Dusk / Dawn would be a good late-game finisher that can bring all the pieces back, and cards like Militia Bugler that care about low toughness would allow the deck a bit of filtering in place of tutors.

firerif on Pir Imagination

1 month ago

Oracle is not gonna make the list. It's too hard to consistently draw exactly your entire deck. We don't have tainted pact or consult to create an A+B combo and most of the time when we win its by drawing 30 cards from a 15 size library.

Tales End is another potential piece of interaction. It's fine. I'm not thrilled about it in a blind meta but if your meta is very dependent on expensive commanders it seems reasonable.

LabMan is an alternative to copy artifact. I ran into having Jace exiled a few too many times and decided the deck needed a backup. So the backup is copy artifact on scepter kills. And outside of the combo copy artifact is just another 2 mana rock most of the time which is better than gray ogre.

The instant speed clone spells are fine, but worse than Displace which already doesn't make the cut given its mana cost. As far as storm turns go its more important that your draw effects are cheap and colored mana light. PI is also just a fine rate as a value creature- bob is a good card, and copying someone else's bob is good too.

Cyc Rift is good. I'm on submerge in my personal list rn as a single target removal. The deck is generally just good at going over the top anyway so its not very important to have access to its overload.

Gateway seems like a good effect, but feels too expensive.

Extract is a meme. If you start playing it people will start playing labman and blanking the spell.

Perilous Research seems fine. I don't like it over careful study, but it seems like a fine addition if you're trying to play more at instant speed.

Overburden is fine if your meta is good for it. It doesn't effect this deck, but the concern is that it also doesn't effect the standard 4c midrange pile enough. Hulk only needs 1U to win.

Mopal makes storm better. It's not amazing, but it is important.

Dispute is a auto include if you have gilded drakes in your meta. Countering gilded drake for 1 mana is huge. Very little else does that. To the point where I have seriously considered Spell Snare.

Free countermagic is nice. Misdirection is probably making the list in the next update. I understand pact can be frustrating, but it is really nice to have for proactive lines.

MaxFenixR on [Primer] Yarok, The Value Engine

1 month ago

Hey there, here is an interesting infinite you can pull out, even without the commander and would help a lot with ETB effects. You only need a Peregrine Drake, a Displace and a return instant/sorcery from grave like Archaeomancer. You initially exile and return (aka, blink) these two guys and generate infinite mana on your pool, and with all this mana, you may cast Displace on any ETB creature and the Archaeomancer, this way you always renew the Displace and infinite the ETB effect from a creature.

RNR_Gaming on [PEDH] Ley best pauper combo [Primer]

3 months ago

Not a huge fan of Jace's Erasure . If they've let me gain infinate mana I can just respond to whatever they draw and make them deck themselves. I cannot think of anything that would stop me that's a common. I do like Crashing Drawbridge as a haste enabler; though outside of that function I'm not sure it's all that great I'd need to test it. Sprout Swarm is an alternative win condition just incase; it's not a primary win condition so I'm not sure If id want to dedicate more slots to it. Qurion ranger was in my initial draft of this deck but I kinda decided against it because I wanted more dig cards. Deep Analysis was also a consideration but Foresee and Tamiyo's Epiphany allow us to look deeper into the deck and smooth out the drawa; I wanted consistency over just raw cards. I was actually going to add mystic sancuary after seeing it in a naru mecha deck just hadn't gotten around to it; very cool card but wondering if 10 islands will be enough to get its effect. Displace is a cool back up and adds redundancy I'll probably try it. I'm still trying to get people at my lgs back into commander so I think Night Soil is a pretty sweet tech card but I'm not sure how my meta will shape up. Like Mystic Remora is a great card but sometimes I swap it out because people at my lgs like their creature based tribal decks. Also, this isn't a heavy flicker deck. We only really flicker to combo not for value; while I like those cards I dont think they fit in this shell. I did consider the other cards you mentioned as well but space is tight and I like being more proactive than disruptive. Anyways, thanks for the suggestions:)

Spell_Slam on [PEDH] Ley best pauper combo [Primer]

3 months ago

Great deck! I do think that Ley/Lore Weaver is probably the best Commander in PDH to date, especially when it comes to combo-control gameplay.

The fact that you have access to these combo pieces in your command zone leaves me wondering why you run so many extra "copies" of them in your mainboard. I am especially curious about the land untappers, since they are generally pretty bad when it comes to ramp. You can afford to cut out most of these cards in exchange for more draw/counters/better ramp, in my opinion. The only ones I think are worth keeping are Arbor Elf and Voyaging Satyr.

Aside from that, I have a few suggestions. Jace's Erasure might be worth running in order to not have to give your opponent the card draw to mill them out with Lore Weaver.

If you do plan on keeping all your untappers, I would suggest Crashing Drawbridge . Not only will it let you go mana positive on many of your untappers depending on how many auras you have, but it also lets you instantly-win with Sprout Swarm.

Quirion Ranger can untap your untappers and give you another land drop and ramp on its own.

Deep Analysis Should definitely be in here if you're playing cards like Tamiyo's Epiphany.

Mystic Sanctuary is an easy inclusion with your flicker sub-theme and bouncing.

Pulse of Murasa is a card that sees a lot of play in tron decks in regular pauper and is a great way to get back lost combo pieces and give you a bit of life. It's also a great card to get back with Archaeomancer and ilk.

It's always nice to have a back-up Flicker to combo off with. Displace Fits the bill perfectly.

Some graveyard hate would be nice. I like Night Soil in green decks.

In decks that run flicker shenanigans, I tend to prefer Farhaven Elf and Ondu Giant over Sakura-Tribe Elder. The Giant is particularly underrated.

Fetchable removal with Transmute like Lignify and Deep Freeze might also be worth an inclusion.

Fathom Seer does a decent Gush impression, if you're looking for more card draw.

m1nced on Humble Brago

3 months ago

Cards that are over $1 that are auto-includes:

  • Mulldrifter , which can easily be cast for 3 mana if you blink in response to the evoke trigger;

Cards that are probably too mechanically complicated for this playgroup: - Fiend Hunter and Leonin Relic-Warder can be used to permanently exile if you blink in response to their ETB triggers.

Cards that should go in: - Twilight Shepherd - your creatures never die! - Phyrexian Ingester - BUUUURP. Also should go in Yasova Dragonclaw. - Displace is a cheaper Ghostly Flicker for creatures only. - Pondering Mage is a great 5-drop for this deck. - Master Splicer is a cheap thing to flicker to get an army.

Cards that should go in for redundancy if I have to remove Brago:

Mean: - Tempest Caller flickered means nobody else attacks.

Cards that are not going in:

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