Creature — Human Shaman
When Eternal Witness enters the battlefield, you may return target card from your graveyard to your hand.
|Have (3)||, , rockleemyhero|
Combos Browse all
- Eternal Witness + Peel from Reality
- Eternal Witness + Kiki-Jiki, Mirror Breaker
- Eternal Witness + Nature's Spiral + Snapcaster Mage
- Cryptic Command + Eternal Witness
- Brought Back + Eternal Witness + Lion's Eye Diamond
- Eternal Witness + Thassa's Oracle
- Braingeyser + Deadeye Navigator + Eternal Witness
|Commander / EDH||Legal|
Eternal Witness occurrence in decks from the last year
Latest Decks as Commander
Eternal Witness Discussion
2 days ago
Yesterday: The description of Eternal Witness you've heard is correct. Targets for triggered abilities are chosen at the time they're put onto the stack. After an ability triggers, the game waits until the next time a player would receive priority to put it onto the stack. In the example with Chord of Calling , that would be after Chord is completely finished resolving and in the graveyard. It can be chosen as a target for the Witness' ability.
In this example with Narset's Reversal , the "You may choose new targets for the copy" instruction is part of the resolution of Reversal. Reversal isn't in the graveyard yet at the time you decide whether to change the target of the copied spell.
2 days ago
Could someone actually please explain specifically what's different between this and fetching Eternal Witness with a Chord of Calling ? Because as I've had that described to me, the Witness' trigger doesn't properly go onto the stack until after the tutor has finished resolving and has gone to the graveyard?
5 days ago
I'll just go through the mainboard cards I would personally cut first. Ancient Ooze : very big but requires trample or the like to actually do anything at 7 mana. Copper Myr : almost objectively worse here than most green mana dorks. Ezuri's Archers : not impactful enough in the main without a devotion or elf theme. Ghoultree : your creatures are too big to be dying that often and you want them alive anyway. Lumberknot : similar story to Ghoultree. Spawnwrithe : needs to be built around. Wall of Tanglecord : wastes the benefits of any Overrun effects. Predator's Rapport : more of a sideboard card unless burn is really popular. Reclaim : very slow and lacking enough good targets. Serpent's Gift : redundant and inefficient if you just run enough deathtouch creatures. Tower Defense : are there really enough flyers going around to have this in the main? Windstorm : see above. Spider Spawning : if this is what you're running Transguild Promenade for, it's not worth it without more GY synergy. Accorder's Shield : vigilance isn't impactful enough with no exert, tap abilities, or much else to abuse it. Brawler's Plate : very costly for the buff. Golden Urn : much worse than even the Rapport. Staff of the Wild Magus : staffs aren't even strong enough to do well in dedicated lifegain decks, unfortunately.
I'd say all of your maybeboard picks are better than the aforementioned cards. I'll list some other alternatives that come to my mind though. Primordial Hydra and Kalonian Hydra are some budget-unfriendly but highly dangerous beaters that you can get out relatively early. Joraga Treespeaker (or maybe Elvish Archdruid ) would make your archers much better by letting them double as mana dorks. Otherwise, I like Arbor Elf with Utopia Sprawl type auras on your forests to help ramp. If you prefer the vigilance idea, Champion of Rhonas is a budget Elvish Piper that likes not tapping in combat. If you like walls, Overgrown Battlement and Axebane Guardian can get ridiculous mana going. They also benefit from Assault Formation which synergizes with Tower Defense. In terms of small creatures with reach, Traproot Kami is my clear pick for mono-green, especially in multiplayer. If you need to add trample, Rancor is excellent value. If you need recursion, Eternal Witness should be near the top of the list. If you're struggling with flyers, maybe try Gravity Well . If you need more life, Engulfing Slagwurm likes forced blocks while Verdant Sun's Avatar likes playing beefy guys.
Given what you have already, I think shifting to include more deathtouch creatures and Lure s would be the most optimal plan. Viridian Longbow and Thornbite Staff are some other equipment that benefit from that strategy. For the creatures, Ohran Frostfang is a casual-only option that's completely busted in commander, and I'm always a sucker for Wasteland Viper 's versatility at only 1 mana.
1 week ago
Binding the Old Gods isn't good removal cause it doesn't have the benefit of being instant speed or being a creature you can reanimate. It also takes a whole turn rotation to ramp you one forest that you can't even use that turn.
Moldervine Reclamation is 5 mana for a draw engine which is kinda expensive. Your decks goal doesn't seem to be aristocrats, rather bringing back a bunch of lower power creatures with good effects or are actually thicc. In this case, you don't have good fodder to make this card work.
- Collective Effort is kinda bad all around. it's removal is conditional and slow and you can only pick the +1/+1 option once so it can't make your men big.
- Beast Whisperer same kinda think with moldervine. You are going to cast creatures on occasion, but what you really want is card draw when creatures etb so you can fill your hand after mutating Nethroi. It's decent in the early game, but etb draw is better for you in both the early and late game.
- Wayfarer's Bauble . You are in green and there's better creature ramp that doesn't cost $4.
- Eternal Witness . good recursion outside of nethroi and allows you to get important non-creatures back when recurring.
- Wood Elves . better than binding of the old gods for ramp in almost every way. It's creature based, non basic forest finding and the land doesn't enter tapped.
- Springbloom Druid . like harrow, but on a creature. keep both if you want though.
- Tortured Existence . Even though it's an enchantment, it's cheap and allows you to surprise your opponents with something from you hand and otherwise you can just trade creatures for whatever you need at the time.
- Grim Haruspex . Decent card draw that give you some benefit if your board gets wiped.
1 week ago
Heya! I’m currently working on the cheaper/casual variant of my Beledros deck, but for yours, I’d say some considerations would definitely be:
And Triumph of the Hordes , if you can get any of them I’ll have a more definitive list of potential cards in the other list, if you’d wanna pick off that one too; though it’ll be a day or two!
3 weeks ago
When it comes to infinite mana win conditions, Villainous Wealth is not good. You're better off playing Exsanguinate or Torment of Hailfire . Both of these cards are A) are easier to cast, B) add more value outside of combo than Villainous Wealth and C) Actually win you the game.
If you're looking to use Laboratory Maniac though, you're better off working to a consistent theme and just using Jace, Wielder of Mysteries / Thassa's Oracle . Then you can just run a Time Warp + Eternal Witness + Sac Outlet or Mystic Sanctuary + Sac Outlet loop.
Asa general rule as well, if you can generate infinite mana, the preference is to add coloured mana. I know hte Lion's Eye Diamond combo is expensive (since you ned LED) but you could run something like Eternal Witness + Ghostly Flicker + Peregrine Drake . Play E-Wit, get flicker, flicker E-Wit and Muldrotha (getting back flicker), play drake, win from there.
3 weeks ago
The deck flaws itself by it's inability to stop certain things at critical times, even something as simple as tapping all my creatures or just one being removed for even a kill on one person, it also seems to only just fall short sometimes. For that regard it feels flimsy and honestly have no idea what is wrong with the deck. It could also be a piloting issue but I have been using UR-Dragon for quite a few years so I'm not sure on that. I'm thinking of adding along the lines of 2 countermagic spells just so I have that extra protection and/or stuff to get cards back.
I felt Scion works differently to Ur, and in regards a much more competitive variant of a dragon deck, I see it as dragon-combo personally. Tutoring for more dragons sounds good, but reducing them might prove a problem as I seem to have a habit of running out of luck drawing into more dragons than I actually need, sometimes just not seeing them at all. I already run heroic intervention but the considered cards I have been thinking over are -
The problem is finding /what/ to take out. I can take out removal for removal fine, but the recursion struggles to have a place. Akroma's Will will be going out though, I have barely used it when I have seen it which is disappointing really.