Eternal Witness

Eternal Witness

Creature — Human Shaman

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

Browse Alters

Trade

Have (3) Azdranax , Forkbeard , metalmagic
Want (11) DJGam-G , Chaosfalcon , Kotaff , Dragero , marc_the_merciless , Deviconus , a85TSgtSpiike , UnknownSlink , Hollowdude711 , Chubbub , _signal_

Combos Browse all

Legality

Format Legality
Leviathan Legal
Canadian Highlander Legal
Modern Legal
Block Constructed Legal
Limited Legal
Unformat Legal
Commander / EDH Legal
Highlander Legal
Casual Legal
Legacy Legal
Custom Legal
2019-10-04 Legal
Vintage Legal
1v1 Commander Legal
Duel Commander Legal
Tiny Leaders Legal
Oathbreaker Legal

Eternal Witness occurrence in decks from the last year

Latest Decks as Commander

Eternal Witness Discussion

Lujotheganker on GW REANIMATOR

5 days ago

EDIT: update: So I have been messing with this deck for quite some time, and I decided to change a few things. First of Commune with the Gods, as good as it is in this deck, ended up burrying oue lands a lot of the times, so I had to replace it with 4 copies of Grapple with the Past. For now, it has been working really well. I added 2 copies of Eternal Witness for our Vesperlark in the late game. I've also added two more copies of Deep Forest Hermit. Unfortunatelly Elesh Norn, Grand Cenobite ended up being pretty useless in most of the games, and would just sit in my hand for no reason, so I've moved it to the sideboard vs creature based opponents.

I also changed the manabase a bit. One Gavony Township for the late game works really well with Kalonian Hydra. Once we have these two cards on the board and a little token army ready to bite our opponents, just pump all of our creatures and let them get bigger with each swing.

The initial idea remained the same, and I have to say this deck is just so much fun to play. It's also pretty decent in competetive league, so I'm really looking forward to it to my local FNM.

If you have any new/interesting suggestions, please let me know, thanks a lot peeps:-)

MindBoogaloo on Everywhere but your hand! Vega, the Watcher EDH

1 week ago

@Omniscience_is_life I was thinking about it but I realized that atm only 12/99 cards have some sort of graveyard utility. I don't have enough Eternal Witness type cards that return game winning spells from my GY to my hand. In fact, I have none. Could you recommend one besides i.e. Archaeomancer?

Azeworai on Land Twins

1 week ago

Alright, let's do this.

Good day to you, FacetiousFanboy. Now, I have a mere one lands-matter deck, whereupon 'tis the extent of my knowledge upon the strategy, but 'tis something I have meticulously tinkered for quite the meiny of years. Therefrom, I may offer my enlightenment.

Upon the very intrinsic parts, we have the categories of a commander deck: removal, wraths, card draw, ramp, lands, recursion, and engines. Being a legendary creature in the modern era of Magic, Mina and Denn grant a splendid engine from the command zone. Allow me to touch upon the basics within the decklist.

In order aforesaid, removal:

I mayn't have ever seen Relic Crush, but I do not like it. Five mana to kill two things is far too inefficient, thus I would recommend you take this out of the deck. Force of Vigor is better on most accounts.

Storm the Citadel requires you to have a board state, and requires a sorcery-speed deployment. Removal is best utilized in surprise, and being a sorcery negates such a factor. I do not like this card.

I would add Chaos Warp, for it hits any permanent at an efficient cost and at instant speed. One I much like is Hull Breach. Two-mana, two targets. It does not get much better than that.

Unto wraths:

I have noted a supreme lack of wraths. I have also noticed some inefficient X-spells for which you intend to use twelve or so mana. Try removing Banefire, Clan Defiance, Spitfire Lagac, Tunneling Geopede, and Living Twister. The pinging effects matter little until the opponents are sitting at seven life. Living Twister is one I have tried and disliked. Banefire and Clan Defiance hit the opponents' face, but do near to nothing in terms of furthering your board state. These are great when you are ahead, but you currently have no options for when you are behind.

Try Blasphemous Act, Chain Reaction, Molten Disaster, and Savage Twister. In the event of you finding one, do add Ezuri's Predation.

Upon card draw.

If you so desire X-spells to utilize, I would add Commune with Lava. It may be cast upon the endstep before your turn, and thus offers many more option without requiring you to tap out.

Escape to the Wilds offers a new hand and an additional land drop, whilst being a mere $0.25.

Well, Valakut Exploration has impressed me. It is essentially another Horn of Greed, which bears much dint. I would add these both for the endless engines they offer.

Similar yet potentially better, Tireless Tracker. Clues are fantastic, and are a splendid devotion of mana for use at any time. By this argument, I would kill Seer's Sundial. I have attempted the Sundial, but it requires a mana dump immediately as averse to any time.

Courser of Kruphix is just better than Grazing Gladehart. It may be half of the life gain, but the card draw off of the library's top is fantastic.

Outside of land-related draw engines, there are the basic ones of Outpost Siege, Elemental Bond, Guardian Project, and Harmonize.

Ramp, of course.

Notably, you are in Green, the very pinnacle of ramping. I would add the basics of Rampant Growth, Farseek, Harrow, Nature's Lore, Three Visits, Skyshroud Claim, and SOL RING.

As to what should be removed, Rootweaver Druid ramps you for one and an opponent for two. It could ramp you for two and your opponents for four. You always come out behind in this exchange, and thus I would see this fit for exclusion. Far Wanderings is great, but best if you have a full graveyard. This deck cannot achieve Threshold too easily, thence this effect may be improved.

Returning from the grave, recursion it shall be.

This is an optional field, but it is nice to have an option or two. I see but Seeds of Renewal. Seven mana for two things returned? I nill. Bala Ged Recovery  Flip serves as a land early and a win condition late. Eternal Witness is just always fantastic.

Start your engines.

What in heck is this Sporemound Nonsense? A five-mana 3/3 that spawns 1/1s. Quite lacking indeed. I do not see any justification for having this in the deck.

Crash of Rhinos is cute, but does not accelerate your gameplan by itself. Large, but not unbeatable. I am not fond of Akoum Hellkite myself, but it is better than others of what I would remove.

Primeval Bounty is always lovely, but not requisite. I believe it to be more powerful than current options in your deck.

Zendikar Resurgent doubles the mana and offers much card draw, winning the game once you untap. Beast Whisperer is similar, but an early-game card.

Given the number of tokens you create Purphoros will drain the opponents' life apace. In the same avenue, Evolutionary Leap can offer defense if someone attempts to kill a creature, or it can find a better use for your tokens.

Comet Storm is a far more efficient version of the X-spells you had opted to include, for it can remove problematic threats or multiple problematic players.

Unto finality, Genesis Wave can plop out most of your deck upon the table, and it is difficult to lose from there.

Conclusion.

Thus is the end of my babbling. Pardon the overlong comment, but I do hope it was of some aid.

I do have my own list, as forementioned, built around the lovely Hazezon Tamar. If you would so deign to peer upon its glory, that would be splendid.

The Lands Restored

Fare thee well.

TrueSharinganx on Snek

1 week ago

Cuts:

Helm of Obedience if not going combo route

Arisen Gorgon Too dependant on Liliana being on the field

Gorgon Recluse Too high CMC for what you do

Infernal Medusa Medusa /= Gorgon

Keepsake Gorgon Too high mana for one and done

Korozda Gorgon Too high CMC && not running heavy +1+1 Presence

Ohran Viper As you are in blue, you have better options for card draw, especially because this one means you have to deal damage to player first.

Oona's Blackguard Cut unless you are rogue heavy

Pitiless Gorgon All your snakes will typically have deathtouch or be able to gain it, at 3 mana this should do more.

Venomous Hierophant Currently you aren't running much recursion cards I.E Reanimate

Night's Whisper not too useful, in blue if you need card draw, maybe a Blue Sun's Zenith or something

Maybe:

Gaze of the Gorgon A little too high mana but hilarious at the same time.

Killing Glare not bad spot removal, however, it may be more impactful to consider something like Doom Blade which is cheaper, and works on all but white.

Vraska, Relic Seeker Might be better for pirate deck, it's not on flavor at all here, and not in line with or as powerful as your other walkers.

Vraska, Swarm's Eminence This is useful however high mana for what it does, totally up to you, this could go either way.

Adds:

Chromatic Lantern To ensure you make colors. Given you're going heavy black we may need to revise this item.

Eternal Witness , Maybe cut Pharika's Mender for this, as it is 2 less CMC for almost the same thing.

Chevill, Bane of Monsters super value at 2 cmc

Baleful Strix Super value at 2cmc, fly, dedtouch, card draw

Fathom Feeder value town, and if you yank combo pieces this can help facilitate a win with it's ability

Hapatra, Vizier of Poisons 2cmc, high high values and makes SNEKS!!!!

Hythonia the Cruel Yeet cannons all non-gorgon creatures + big creature

Seshiro the Anointed SNEK SNEK +2+2 to all SNEKS! Draw card wen snek do damage!

Kaseto, Orochi Archmage Unblockable +2+2 SNEKS!

Prowling Serpopard Make's your Sneks and Gorgon's Un-Counterable

Stonecoil Serpent cool snek, but I think you might already have cooler in deck & on list

Orochi Hatchery Funny stuff this one, totally up to you

Bow of Nylea all creatures get deathtouch + more check this one out

Ohran Frostfang Gives attacking creatures you control ded touch and when your creatures damage a player, draw a card.

Kodama's Reach Mana Ramp

Search for Tomorrow Mana Ramp

Three Visits Mana Ramp

Simerix on Big Butt Big Mana

2 weeks ago

Cheap cards to add: Kodama's Reach, Endbringer, Progenitor Mimic

Pricier cards to add: Eternal Witness, Kydele, Chosen of Kruphix, Prime Speaker Zegana, Courser of Kruphix

Remember that ramp is op in commander. It is especially good with your deck because your commander ensures you never waste mana. Play cards like Kodama's Reach

multimedia on Elves Here, There, Everywhere

2 weeks ago

Hey, you have some amazing cards here Cradle, Hollow and Shepherd, but then there's all the creature removal spells, Sundail and Majesty, etc. which are subpar. Spells such as Aggressive Instinct don't interact with a Planeswalker Commander and most Elves have low power which is not what you want when you want a creature with high power for removal. Lots of cards that rely on a creature you control to have high power are not what you want with Elves.

My suggestions will be for Elf upgrades and some additional mana sinks to better use the ramp that Elves and Freyalise can make. It's already been suggested, but max out on all the one drop mana Elves as these are unique to Elves and a big reason to want to play the tribe.

Harbinger is an Elf tutor. Numa is a mana sink. Marwyn grows when you create a mana Elf with Freyalise. Ranger + Symbiote lets you bounce Ranger + Forest to untap an Elf such as Archdruid to make a lot of green mana. Ezuri and Shepherd are your best mana sinks, but consider others?

Zenith and Chord are tutors to use ramp with that can get Ezuri or Craterhoof or any other creature putting it onto the battlefield.

Some other cards to consider cutting for better options:

  • Broken Bond
  • Gleeful Sabotage
  • Might of the Masses
  • Garruk's Uprising
  • Desert Twister

Good luck with your deck.

multimedia on Joe Land matter/ stompy gruul [need Help]

2 weeks ago

Hey, now that you've changed to these partner Commanders instead of Radha consider replacing cards that were good with Radha with cards that are good with Rocks and good with the Bounce land combo?

Radha is a good attacker, Toggo isn't. Now you lack a good attacker from the Command Zone therefore some cards that help Radha attack or get benefits from attacking could be cut.

Exploration and Quicksmith are draw engines with the Bounce land combo to find a win condition. Statuary turns Rocks into mana rocks for ramp.


Omnath, Ashaya, Quartzwood, Ulvenwald, Rampaging, Moraug, Thunderfoot, Multani is a large package of high CMC creatures. You don't really need any more then these because others aren't going to be as good for the mana cost and you also have 6 CMC Kodama. My advice is cut several 5 CMC or higher creatures for lower CMC support cards.

Crop and Map are one drops that can tutor for a Bounce land for the combo. Excavator has interaction with DFC cards that have a land on the backside since you can play them land face up onto the battlefield from your graveyard. Wildborn, a Bounce land or Multani can then bounce the DFC back to your hand to cast the spell again.

Good luck with your deck.

RambIe on Best Creatures to Copy?

2 weeks ago

I feel like Thassa, Deep-Dwelling would be the best card
not as the target of the copy but to trigger Riku of Two Reflections ability to copy at every end step
this would be good with almost anything that has an ETB trigger
getting two etb triggers every end step on cards like
Dockside Extortionist, Spellseeker, Palinchron, Agent of Treachery, Spark Double,Avenger of Zendikar,Imperial Recruiter,Reclamation Sage,Eternal Witness,Demanding Dragon
omg i could go on forever with this

Load more