Eternal Witness

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Legality

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
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Eternal Witness

Creature — Human Shaman

When Eternal Witness enters the battlefield, you may return target card from your graveyard to your hand.

Idoneity on A Flourishing Benignity

1 month ago

Thank you, iischris! It's a long-lived baby of mine.

I used to run the Witness, but realized that the only thing I really care to get back is Serra's Sanctum. The recursion package consists entirely of Petrified Field and Hall of Heliod's Generosity.

iischris on A Flourishing Benignity

1 month ago

Love the deck! Have you considered some recursion stuff such as Cosmic Rebirth or Eternal Witness?

Balaam__ on Thrag Grenade

1 month ago

Thanks for posting seshiro_of_the_orochi, it does seem to be the better card here. Also, that Terese Nielsen artwork on the Fifth Dawn printing outclasses the other card so there’s really no drawback. I’ll update the Maybeboard, but I’ll have to revisit this one in depth sometime to see if we’ve received anything else in recent sets that can elevate it.

seshiro_of_the_orochi on Thrag Grenade

1 month ago

Regarding Timeless Witness, maybe instead play Eternal Witness? It's one mana cheaper, has the same etb, and you propably won't eternalize Timeless here, anyway.

indieinside on Compliance

1 month ago

Eternal Witness is a great recursion creature. Thumbs up!

indieinside on Big Buncha Apes

1 month ago

Here are a few great ETBs off your Commander:

Eternal Witness

Village Bell-Ringer

Wall of Blossoms

Profet93 on NevisCF's Mono-Green Mana Ramp

2 months ago

NevisCF

You have a bit too many lands. I hate missing land drops but in a mono green ramp deck, you are more than okay with cutting some lands. I usually go for 37 myself depending on the deck. I would suggest to go to 38 and then add more if you consistently are getting mana screwed. Removing those 4 lands will provide you with crucial additional slots. In those slots, I recommend you add in more draw since draw will enable you to establish more land drops which should mitigate any potential concern.

Ancient Tomb/Castle Garenbrig - Ramp

Gaea's Cradle - Super ramp (not within budget but worth proxying)

Deserted Temple - Untap nykthos, cradle or use as a political tool. Not needed but worth mentioning.

Mirrorpool - A pet card of mine thats fun, not necessary but enjoyable. Would require some additional non basics which I can recommend. Given you are playing mono green ramp, you have a lot of room for non-basics. Nothing too crazy given all ur green 1 drops but definitely more.

Turntimber, Serpentine Wood  Flip - Land if you need it, creature if you dont

Beast Within and Song of the Dryads - Removal. I know you are mono green ramp but if an opponent is stopping you from advancing, you need an answer. The latter is extremely powerful on Black or Red commanders that have a difficulty with enchantment removal.

Momentous Fall - Used in response to removal, beware of the blue player.

Greater Good - SUPER powerful card you should definitely add. Acts similar to the above and also fills ur GY for creeping renaissance.

Sylvan Library - Draw/Filter

Tooth and Nail - Wincon

Rishkar's Expertise - Draw + tempo that can "bypass" targeted removal.

Harmonize - Simple draw, not ideal but worth mentioning

Regal Force - Tooth and Nail --> Avenger + Regal = Mass Draw. Regal can be powerful if you are set up right as well.

Bane of Progress - Meta dependent. Affects 10% of ur deck, worth considering.

Eternal Witness - Recursion.

Skullclamp - Makes ur 1/1s into draw, punishes removal.

SaberTech on Zaxara, Exemplify Winning *Primer*

3 months ago

Prosperity is kind of tricky to use. X can't be greater than the number of cards in your deck if you don't want to deck yourself, so if an opponent happens to have more cards in their library than you it won't be possible to deck them out. You will have still drawn your deck so you'll have a way to win regardless, but your opponents now have most of their decks in hand too so they'll potentially be able to use interaction to stop whatever you do next. Since you've drawn all of your cards that means you'll lose on your next draw step and they might just get to untap and win on their turns. The best way you have to offset all of that is to have Jace, Wielder of Mysteries on the board. That way you can make sure that X is high enough that Prosperity decks everyone and you won't lose.

It will be funny if someone bounces or destroys Jace in response to you casting Prosperity though. At that point, I'm sure that your opponents would prefer to force a draw than just let you take the clean win.

I run Drown in Dreams as one of my X cost draw spells, but I also run spells that let me get cards back from my graveyard like Eternal Witness and Noxious Revival so I can squeeze a little extra value out of the card. There have been a number of times where I've targeted myself with both the card draw and mill parts of the spell because I was really digging for a combo piece and I had a card in hand that let me get something back from the graveyard. I could also use Drown in Dreams to beat all of my opponents too. With Zaxara out and a mana combo active I can draw my deck and mill out an opponent, cast Eternal Witness to get Drown in Dreams back, and then cast the spell again to force one opponent to draw out their deck while milling out my last opponent.

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