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
Set Price Alerts Price Chart

Trade

Have (3) metalmagic , Azdranax , cosmcbun
Want (2) owls44 , selesvyaloverer8

Combos Browse all

Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Eternal Witness Discussion

plakjekaas on Fun Commander

2 days ago

Shall we complete the pie then? This is not an old one, but it's a versatile and powerful mono green commander that could be budget friendly, it's Kogla, the Titan Ape !

This card just does so much. It removes creatures by etb, artifacts and enchantments by attacking, it has the convenient 7 power for 3 hits to be lethal commander damage, if you put enough humans in your deck, he's not easy to kill, and those humans can provide lots of synergy by being replayed after you bounced them. Notably Eternal Witness , or Hyrax Tower Scout + Karametra's Acolyte will work great, but also Champion of Lambholt , Foul Emissary , Mwonvuli Beast Tracker , Setessan Petitioner and Slippery Bogbonder can be incredibly useful to reuse over and over again.

TheShadowNite on Dead Men Tell (some) Tales

1 week ago

RA_HORAKHTE I'll be sure to check out your Nethroi deck! I considered making Nethroi into a casual 0/0 build, but my playgroup is composed of a bunch of friends who discovered MtG together, and all play pretty casual, combat focused decks. We've always played at one of the other's houses, so I never played EDH at an LGS. I knew my other decks were probably vastly underpowered for the LGS enviroment, so I decided to take this in a combo route, rather than casual and creature focused. Ooh, I haven't heard of Skullwinder before, I'll certainly consider it. I didn't include Eternal Witness as, while it is relatively cheap, it's still a little too expensive (in $$) for the effect.

Yeah, I had never heard of that combo before I asked for help here, and I think it fits really nicely! Hmmm, I see that Fauna Shaman 's effect is very powerful, but at the moment, for the initial version of the deck, I think it's too expensive. I'll definitely put it in the upgrades section though, as it seems really good. As I'm writing this, I just remembered I forgot to put in the guy from Strixhaven that's Entomb on a stick, Oriq Loremage I think? In regards to Fiend Artisan , when I made the first rough draft of the deck, I remembered adding him, but eventually cutting him because he was a $16 card, but now that he's $7 I think he can definitely find a place, thanks for the suggestion dude!

Oooh, I never considered Lurrus of the Dream-Den , I'll put him in the potential upgrades as well, as I'm trying to fill my graveyard with the combo, then reanimate it all at once. However, I'd be interested to see how he preforms, as I cut Sun Titan which has a similar effect, due to it seeming rather lackluster. I wonder if Lurrus' much cheaper mana cost would sweeten the deal enough to run it? I really like Eerie Ultimatum as a "second copy" of Nethroi, especially as, like you said, it can grab lands/artifacts etc. Living Death also seems amazing, for just 5 mana you can return all creatures from your graveyard to the battlefield? Yes please! Thank you for all the suggestions dude!

RA_HORAKHTE on Dead Men Tell (some) Tales

1 week ago

Hi TheShadowNite!

Love to see more Nethroi deck articles there, I also have a Nethroi EDH deck (NETHROI: EERIE PATH OF DEATH) but I'm still trying to improve it bit by bit. I've played other reanimator decks in the past (being a classic Meren player), and when Ikoria released Nethroi gived me a fresh and awesome legend to work in Abzan, a color combination that I loved but I didn't like previous commander options. My Nethroi deck is a bit more high CMC casual one, with some timmy stompy creatures, just because I already own more powerful decks for more competitive games, but still like to learn how people power up Nethroi. And if you include creatures like Eternal Witness or Skullwinder , you'll be able to loop thoses sorceries without limit.

Love your idea of including the Animate Dead + Leonin Relic-Warder combo. In my deck I play some combos too (like persist creatures + Good-Fortune Unicorn / Luminous Broodmoth and Sun Titan + Angelic Renewal / Fiend Hunter ) but as I also play Animate Dead , I could fit the Relic-warder or change some of my combos for it!

By the way, what do you think about Fauna Shaman and Fiend Artisan ?. Both help fill the graveyard while tutoring any needed creature for each situation. I play them a lot in many graveyard decks.

More ideas:

Lurrus of the Dream-Den your deck has a very low CMC, you'll be able to abuse Lurrus to keep the engine going before you reach Nethroi or late game-ending plays. Eerie Ultimatum I play it just because not always you can play Nethroi, it may ge countered or the mutation host destroyed... but having the Ultimatium as another way of mass reanimate can help and take the opponents unawared. It will also reanimate any permanent: lands, artifacts, enchantments... so powerful. Similar Living Dead: a classic reanimator deck staple, can act as a mass removal / mass reanimator / both... I think it's key.

cleandeceit on Toxic Relationship: Hapatra EDH [PRIMER]

1 week ago

@rkjunior: I recently added Deadly Brew . Like unlike Regrowth or Eternal Witness , it cant get back any card but it can get back any permanent so it is a little more flexible when I am looking at my non-creature options. Now, the hard part was figuring out what to cut, I still had Meren of Clan Nel Toth on my list, so I decided that could go, because I am also running Malakir Rebirth  Flip, Animate Dead , Reanimate and Eternal Witness . Ideally, I will sack a token to Deadly Brew , but in a pinch to get back a combo piece, there are other creatures that can go to the yard and still make it worth while.

While I am here Daedalus19876, I noticed that Ammit Eternal is no longer in your main board - I am shocked. This guy has always brought value to my board. What made you think he is no longer worth while? And Banewhip Punisher is added!? I have never felt that Banewhip was worth it, are you finding that you just couldn't get better removal?

makronic on Elementalary

1 week ago

General Comments

I think you need to cut a lot of stuff... You'll need 40+ lands for a landfall deck I think. You've got so many cards that allow you to play additional lands. You might not have that many lands to get the value out of those cards, even if you could play lands from GY.

I think in the deck, there's 3 kinds of cards to fit the theme of what you're doing:

  1. Small/medium stuff which both ramps and boosts landfall at the same time like Oracle of Mul Daya
  2. Then it's big powerful board state changing stuff that your general will cheat from GY, like Roil Elemental
  3. Utility for answers to opponent like Ingot Chewer and Demonic Tutor to control the board

Once you have the cards for (1), I think you'll be pretty unstoppable. You'll have the mana base to just throw things out. You shouldn't need to worry about card draw because your general can play off the GY. But, I don't think you have enough cards that puts things into GY. If you have a full GY, your general becomes basically tutor any card and cast it for 5 mana, which is ridiculously cheap. Mayael the Anima 's ability, in comparison, costs 6, and you only get to choose from top 5 random cards. I think exploiting the general's ability is the most powerful thing in this deck, but you can't do it without a graveyard.

I think cards that don't fit that theme you've got going should be cut, even if they're powerful cards, because they clunk up your engine. Except Vigor . Bloody Vigor is the best.

Cards I think you want:

Eternal Witness - this card combos with so much, espectially if you got a way to recur it back. It returns any card from graveyard to hand, not just creatures. Great for searching for answers in your GY which aren't elementals.

Hermit Druid - Populates your GY, and nets you a land in hand. Once it's on the board, for 1 mana, you're guaranteed a basic land, and lots of stuff in your GY. It's crazy good utility. But be careful, because 5 colour means you won't have that much room for basics.

Mana Drain - The much better counterspell

Shriekmaw - Does what your Ingot Chewer and Wispmare can do, but to non-black creatures. Is elemental, so can be reused for general. Completes your board control for artifacts, enchantments, and creatures.

Cards I think you might not want:

Avenger of Zendikar - good card, but not amazing value for money IMO. For 7 mana, I think it needs to be a game changer. I know you wanna build +1+1 counters into it, but I think there's just not enough cards for that engine, and you already have too many cards.

Animar, Soul of Elements - If you have your general out, animar doesn't really do much... If you get Animar out early, it doesn't help you cast your general, and those counters will take time to build up, by which time you might as well use your general.

Kozilek, the Great Distortion - a 10 mana card that you can't cheat out with your general?

Yarok, the Desecrated - you don't really have that many ETB effects for this to be worthwhile imo.

Sylvan Awakening - why for?

Vampiric Tutor - always good to have a tutor... but it might get in the way since this tutors to the top of your library rather than your hand. So it just interferes with your "play lands off topdeck" cards, which you have a few, and then everyone also gets to see what you've tutored.

Nissa, Vital Force - eh...

Path of Discovery - pretty underwhelming... requires a creature to come down, then you might either get a land in hand, or a +1/1 counter to the creature that just came down. So only 40% of the time or so you'll actually get a land in hand. For 4 mana, you have Oracle of Mul Daya, which is just much better.

Exploration - my experience with exploration is that it peters out quickly. If you play it early, you don't have an engine yet, and you run out of land in a turn or 2. If you play it late, it's a little underwhelming. Rather pay more mana for Mina and Denn, Wildborn , Courser of Kruphix or Oracle of Mul Daya which both sources you lands and let you play them. You also have Muldrotha, the Gravetide , The Gitrog Monster , and Zimone, Quandrix Prodigy which also serves similar functions but have other uses.

Growth Spiral - arguably worse than Exploration because it's single use. Effectively does the same thing as farseek because it replaces itself with a card draw, and you get a land on the battlefield in addition to your normal turn land. But worse than farseek because you can't tutor for the card you're drawing, and you need to have 2 lands in hand for it to be worthwhile. Also needs 2 specific coloured mana to play, which you might not have early game in a 5 colour deck.

Icon of Ancestry - costs 3 to use, and needs to tap. You're much better off having something that puts things in graveyard instead because you general only costs 5, and puts it on the battlefield. And you're restricted to elemental cards, which is likely 1/3 or less of your deck. You only get to top deck 3, so it's unreliable and mana inefficient.

Dragonmaster Outcast - it's a strong card, but if you're going to cut something, cut the cards that don't synergize. It's not an elemental, it doesn't put stuff in graveyard, it isn't an answer to something an opponent plays, it doesn't put land on the board or have landfall.

Acidic Slime - I love acidic slime, but it's not elemental and becomes single use. Might as well get a Reclamation Sage instead. Costs 2 less.

TheVectornaut on Insane ramp idea - please help

1 week ago

Yeah, if you are running Fierce Empath , you do want most of your bombs to be at or above that 6 CMC threshold. For instance, that's why I run Greenwarden of Murasa over the usually far superior Eternal Witness and Cyclops of Eternal Fury over say Urabrask the Hidden or Fires of Yavimaya . Running both the Empath and Time of Need will require careful balancing so you don't end up in situations where you need to find one thing and the tutor you draw isn't the one that can search for it. Hypothetically, you can get around that by just running creatures that satisfy both conditions. It is true though that such creatures will often be quite pricey like the Eldrazi titans and Vorinclex, Voice of Hunger . If you do go the Eldrazi route, Artisan of Kozilek and It That Betrays would be some other guys to keep an eye out for, with one being obviously more budget than the other. As for the appropriate numbers of land untappers and land enchantments, you'll just have to goldfish and hopefully also get some real games in to test what ratio works for you. If there is a lot of enchantment destruction being played early, for example, I think running 12 Overgrowth effects would be more worthwhile. Or if creature removal is more of an issue, working in Hope Tender or Sculptor of Winter could be an option.

GregariousG on Gonna Need A Bigger Playmat | *Primer*

2 weeks ago

To BloodDragon,

Thanks for stopping by my hot mesh of cards I like to call Naya Tron. I really appreciate when other players ask me in-depth questions about my deck. It makes me evaluate what I’m trying to do. In the midst of answering your questions, I found some flaws that I feel like I was able to correct.

How many Tokens/Treasures do you find you are actually getting it to play? In games are you actually closing it out with a Tall-Commanders, or just going wide with Thopters and Golems? Some combination of Tall-Golems thanks to Ich-T? Or are you closing games out more combo-style with the mentioned R.Fireweaver, Terror of the Peaks, or Alibou?

I am finding that I can produce a moderate amount of token. However, this deck is called “Gonna Need a Bigger Playmat”, not “This Can All Fit Just Fine on the Playmat.” I've been debating with myself if I need three token doublers. I think that answer might be no. Because of that, I added Servo Schematic to the main deck. This creates precious artifact creature tokens on ETB, LTB, and is an artifact itself. I thought about adding Pia Nalaar or Pia and Kiran Nalaar for the Thopter tokens. However, I wanted something that was loopable with things like Daretti or Goblin Welder . Tangent aside, this deck, generally, closes out the game with a combination of burning out the table and applied pressure with tokens. There is a line where Ich-T and all the golems get infinite +1/+1 counters, but I haven’t put that to use yet. Also, Chandra, Torch of Defiance is another burn outlet and gets ultimated more often than you think.

I feel like I am not understanding all the Pop-rocks you have (Lotus Petal, Chromatic Sphere, Etc) are you managing to get Teshar/Osgir consistently? Does this deck go in for the kill extremely fast? Or am I missing the point all together here?

This deck isn't a fast kill deck. It has more infinite combos than intended, but this build is meant for the mid-game. Like in Modern Tron, I want my mid-game much faster than everyone else at the table. For example, I've gone Ancient Tomb into Mana Vault , played Lotus Petal , then played Hour of Promise . Now, this was the absolute nut draw, but that was capable due to fast mana like Lotus Petal . The pop-rocks are like artifact-based cantrips. I can't count the numerous times I've played Ancient Stirrings off of a Tron land due to Chromatic Star or Chromatic Sphere .

For me, Teshar and Osgir play different roles. Teshar is more for recurring my low CMC creatures during the grindy mid-late game. With Teshar, I want to loop cards like Goblin Engineer and Blade Splicer for value. The exception to this rule is if I have a way to sacrifice or put Dockside Extortionist in the graveyard. If I have that setup, I'm going for that line of play immediately. Osgir, on the other hand, is more for explosive lines of play. This could be ramping hard with multiple Mana Vault s for Sol Ring s. For me, the synergy between the artifact lands and Osgir is too good to pass up, even without a token doubler. Though I save the bombs of this deck for Feldon of the Third Path , there are times when exiling them with Osgir is an option. For example, I don't need Wurmcoil Engine or Verdurous Gearhulk if I'm Feldon looping Triplicate Titan . I've gladly sac those options to get two token copies of those beaters. If Alibou, Ancient Witness is on the field, I'm more inclined to go for this option.

And between all the Land/Urza synergies you seem to be aiming for did Tireless Tracker or Crucible of Worlds end up not performing well? Have you considered Wrenn and Six for land recursion?

At one point, I consider using both Tireless Tracker and Crucible of Worlds in the 99. However, they both didn't make the cut for one core reason. This deck, besides Hour of Promise and Sad Robot, makes one land drop per turn. Thus, making one clue token per turn is ok, but there are better things I can be doing at three mana. As for Crucible, Eternal Witness is my answer if I need lands back.

rkjunior on Toxic Relationship: Hapatra EDH [PRIMER]

2 weeks ago

Daedalus19876: I was thinking Regrowth would be good for when something gets removed aside from a creature. Stuff like Skullclamp and mana rocks get a lot of hate. Be nice to have a way to get them back.asidr from Eternal Witness . I think it's a definite flex spot at this point. We will see how it plays out.

Load more