Eerie Interlude

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Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Eerie Interlude


Exile any number of target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step.

carpecanum on Fiddle Sticks

3 weeks ago

Blinking scarecrows is good, especially if you blink all of them at once. Eerie Interlude etc.

Mirror of Life Trapping makes all scarecrows enter the battlefield twice.

Clout of the Dominus or Pledge of Loyalty is cheap protection for the King. Spirit of Resistance is nice if the King is on the board.

Crow-Umbra on The Ghost of Kamigawa

2 months ago

Sure thing. Removal & ramp quantities are definitely a personal preference thing. I usually try to run around at least 10 removal options per deck. Kind of a meta call.

I don't think Raid Bombardment is a good fit for your deck right now. You currently only have about 7-8 creatures with power 2 or less, & only 2 of them make tokens that are also power 2 or less. Of those 7-8, 2 of them can also get bigger via counters (Breena & Krenko), & may not trigger Raid Bombardment after one swing. May not be as reliable

I'd recommend getting a couple of board protection effects like Unbreakable Formation and/or Eerie Interlude. You don't really have much instant speed board protection, and I think you have plenty of creatures

Tome of Legends would be solid as a final addition.

Crow-Umbra on The Ghost of Kamigawa

2 months ago

From my time playing aristocrats/reanimator (Alesha, Who Smiles at Death and Araumi of the Dead Tide respectively), and Isshin, I have some feelings on pros and cons for reanimation:

  • I think reanimation is certainly strong, but for something like Isshin, you might want effects more like Faith's Reward which can reanimate your entire board in response to a board wipe.

  • Single target reanimation like Animate Dead is strong, but I think gets a little more mileage in reanimator decks that are more focused on that strategy, and perhaps have creatures with Enter the Battlefield effects that can be re-used with the reanimation.

  • Reanimation in Isshin can be a little slow, since you might be able to only reanimate one creature at a time, depending on your reanimation package, and may have to wait for the creature to be summoning sick.

  • I think Isshin benefits most from board protection effects like Unbreakable Formation that can be used more reactively to preserve as much of your entire board as possible. You want to make sure that your board stays as intact as possible to maintain momentum.

  • Living Death is another mass reanimation spell that can also potentially be a draw back if you're playing against graveyard decks, or opponents have strong creatures in their graveyards that can also be brought back.

  • Sidenote: In a recent game, I used a Plumb the Forbidden in response to a Living Death to sacrifice my board so it could be brought back with the Living Death.

  • Blink spells like Semester's End or Eerie Interlude are another set of options, but have the draw back of losing your creature tokens in the process.

Basshunter on Elesh Norn, Mommy of Soulsisters

2 months ago

Hi NV_1980,

thanks for your comment and thanks for the +1! =)

I thought about Eldrazi Displacer more than once. It has a good body for 3cmc and a nice blink effect. But the blink effect isnt the number-1-reason for me. I decide for Distinguished Conjurer for having the lifegain-effect AND the blink-effect, even if I wont ever use the blink because of mana issues.

And before going with Displacer I'd rather get Eerie Interlude back in this deck.

As it seems the real problem is the 100-card limit! ;-)

amarthaler on EDH Arcades, the Strategist

2 months ago

Major update!

The deck has been running well when I draw the right cards, but stalls out or is clunky when I don't draw good cards. I think the best starting point to smooth the deck out is by reducing the amount of counterspells to open up room for smoother mana (in the form of mana rocks), spells that asymmetrically counteract something but benefit me, and some stronger walls that - although will cost more - will have better payoffs. That all being said, here's the ins/outs.

Out: An Offer You Can't Refuse... Wall of Vines... Stoneskin... Wall of Resistance... Treefolk Umbra... Mana Leak... Bane's Contingency... Wall of Stolen Identity... Vedalken Orrery... Wall of Ice... Render Silent

In: Heroic Intervention... Fog Bank... Snake Umbra... Wingmantle Chaplain... Brave the Sands... Talisman of Curiosity... Talisman of Unity... Talisman of Progress... Wall of Nets... Eerie Interlude... Champion's Helm

A lot of card swaps which we'll test out. Some may get reversed back in. That's the fun of developing a deck over time!

Crow-Umbra on What is your favorite tribe, …

3 months ago

Mine would have to be Allies. I first started playing MtG sometime around 2012-13, as a broke college kid.

One of my best friends got me into MtG via janky homebrew "Modern". He started playing during OG Zendikar block & waxed poetic about what a fun block setting it was. I think Kazandu Blademaster was one of my first favorite cards. I loved the art for it. I liked the flavor of Allies being an adventuring party that got stronger with more friends.

I ended up putting together a W/B Allies deck about 3 years before I got into EDH; right around the time of Zendikar 2 - Innistrad 2 Standard. Anguished Unmaking, Eerie Interlude, & Zulaport Cutthroat helped me round out a deck that was my pride and joy at the time.

amarthaler on EDH Arcades, the Strategist

3 months ago


In: Eerie Interlude and Wall of Stolen Identity

Fortified Area and Rolling Stones

Rolling Stones is too outdated and relies on Assault Formation or Huatli, the Sun's Heart in order to work, which is too inconsistent for me. Fortified Area is good, but I realize in my playgroup I need more protection from wrath spells, which Eerie Interlude will provide.

Wall of Stolen Identity is a neat control spell I didn't realize existed - would like to give it a try!

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