Freed from the Real

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Legality

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

Freed from the Real

Enchantment — Aura

Enchant creature

: Tap enchanted creature.

: Untap enchanted creature.

Gidgetimer on Take Control

1 month ago

A note because it was mentioned that you could keep the creature "without having to keep Merieke tapped". Unlike Rubinia Soulsinger not untapping Merieke Ri Berit is not optional. Merieke simply doesn't untap. For that reason Freed from the Real is great in Merieke decks. Not only does it allow you to untap Merieke if something flashier comes along that you would like to take control of, but it also is basically "U: destroy target creature" in combination with your commander.

NV_1980 on Arcanis, The Warrior … and his armada

1 month ago

Very interesting take on Arcanis. Bribery seems a fun way to steal key cards from your opponents and thus make life more difficult for them. Freed from the Real and Pemmin's Aura could both prove very useful in allowing you to use Arcanis' draw ability multiple times per turn. This is a bit of an expensive upgrade, but Mind Over Matter could even allow you to have Arcanis draw your deck (at the cost of one discard per draw-cycle). Since you're a long-time Arcanis player, you might be interested on my take on him at the center of a mill-deck.

NV_1980 on Tappy Mill 2.1 (Phenax EDH)

5 months ago

Hi, looks good! Lots of similarities between our Phenax decks. Here are some cards I would recommend:

  1. Dauthi Voidwalker: has two major benefits; exiles stuff instead of just putting it in graveyards AND it allows you to steal something valuable (which can be devastatingly effective at times, especially early game).
  2. Fleet Swallower: milling someone's library on attack is nothing to sneeze at. What's especially awesome is that Swallower can target another player than the one its attacking. So you attack a player with a weak creature defense (which allows it to survive the attack) while you mill a player with a more significant board-presence.
  3. Jace, Memory Adept: an excellent mill-walker and supplies you with more draw if needed.
  4. Pemmin's Aura/Freed from the Real: imagine enchanting something like Charix, the Raging Isle or Tree of Perdition with these babies and then milling someone with them as many times as you have islands (or other sources of blue mana ... brutal!
  5. Bloodchief Ascension: with three counters on it, this goes infinite when combined with Mindcrank.
  6. Realmbreaker, the Invasion Tree: this allows you to ramp by milling; picture your opponents' faces while doing that.

Have fun with the deck!

TheMeadiator on

7 months ago

Firstly, this deck is awesome and I really want to play it! Really nice to see a true budget build that looks very functional. Secondly, you should add this deck to more hubs so it can get seen! I'd suggest Pillow Fort and Budget at the very least. Thirdly, here are a few suggestions:

Royal Assassin can help control your opponents side of the board with Archelos - though I realize he's not a turtle. Might still be good to squeeze him in there for the free kills.

Theft of Dreams would be great here to draw you a bunch of cards! And card draw is suuuper important in any deck.

Asking the same lines, Elemental Bond is great for card draw in green decks, but it will only count for about half your turtles.

Freed from the Real is a little on the costly side for your budget build, but might be really hot on Archelos so you can tap and untap him without committing to attacking.

I love the idea of Hissing Miasma and Revenge of Ravens, but they might prevent your opponent from attacking - meaning when you drop your commander and tap him (using say Freed from the Real) they'll still be untapped. They might actually work against your strategy of locking your opponent down. Just a thought!

I love this deck though and it's very impressive for your first build!! Bravo, really awesome.

KongMing on Wizard101 | FREE Download | Play Now!

8 months ago

Great question Frostfire524. There are a couple infinite combos (and a few power combos/cards) that win you the game.

Galecaster Colossus can be enough to lock opponents (even multiple opponents) out of the game with mass bounce. If someone tries to remove it, counterspell.

Cyclonic Rift is in a similar boat, and can be retrieved from the graveyard by cards like Archaeomancer and Mystic Sanctuary. Clone Legion is another great card that can make the game one-sided.

Stormtide Leviathan is a big beater that can finish games if opponents have been swinging at each other a bit and don't have many fliers. Just yesterday I used Rite of Replication on the Stormtide the turn after casting it - six 8/8s with Islandwalk are pretty good at winning the game.

Ultimately though, the goal for the deck is to hold off the opponents until it is ready to draw/mill itself out and win. Jace, Wielder of Mysteries and Laboratory Maniac allow you to win when you deck yourself. Those are obvious, how do you get there? We have a few options.

First, the mill. This deck has a LOT of scry, but not much shuffle. That is a very intentional design decision. You want to remember what your bottom card is at all times, because the spell Tunnel Vision will let you throw all the rest of your library into your graveyard, leaving only that card on top. So you go from having 70-80 cards in library to 1.

This strategy can also target the opponent. Our spells Hinder, Spell Crumple, and Vendilion Clique all let us put cards on the bottom of an opponent's library. Now we can target them with Tunnel Vision! Much fun ensues.

Now for drawing yourself out. This is accomplished through infinite bounce triggers. The card Naru Meha, Master Wizard goes infinite with bounce spells like Ghostly Flicker, Freed from the Real, Displace, and Illusionist's Stratagem. This can let you bounce another Wizard that lets you draw cards, or use other output cards like Kindred Discovery or Sage's Row Denizen to knock out libraries. There's lot of others combos too, like being able to use Naru Meha and Ghostly Flicker with Sunscorched Desert to ping opponents to death.

DreadKhan on Zur, the Disenchanter

1 year ago

Exquisite Blood would be pretty nice with Zur's Weirding Out, in addition to giving life for Necropotence, and with Protection Racket, it's one thing to pay a few life to keep you from getting a free card, giving you free life feels pretty awful, and Zur can dig out Protection when you just want cards without paying life. You can mention to people you don't run any 2 card combos, so they won't worry about the Sanguine Bond combo with Exquisite Blood.

With Merieke and Zur, I feel like you'd want Pemmin's Aura and/or Freed from the Real, once Zur puts the Aura on her, it's U to kill target creature, and when you're out of U you keep the best creature you can steal until you have mana again. If Merieke is a card you like digging out, there are 3 mana Transmute cards fwiw, Perplex, Dimir Machinations and the ungodly bad Drift of Phantasms.

For Zur, I like having the option to go Voltron, to do so I run All That Glitters and Heliod, Sun-Crowned. If one copy of All That Glitters doesn't quite cut it, there is also Michiko's Reign of Truth  Flip, but I mostly use Copy Enchantment, Estrid's Invocation and Mirrormade to make more Glitters if I want a bigger Zur, 3 is usually a 1 hit kill fwiw, and he can dig out an Unblockable aura or Thassa, God of the Sea technically. For Shroud I like Greater Auramancy, but there is also Diplomatic Immunity to consider.

If you don't mind running Vanishing, which is a very good 'dodge' effect for Zur that doesn't cost him Auras/Counters, you can also run the very funny Out of Time to just wipe creatures pretty much permanently. If you have Copy Enchantment effects, you can duplicate this before it goes away to lock away another group of creatures, very nasty vs large creature boards, and Zur finds both pieces.

Another funny Zur card is Dance of Many, which can duplicate a creature you can target, a very strong effect if your meta cares about powerful creatures. If people run Mill in your area, Nighthowler can be fetched out for a big creature or be drawn to make Zur bigger.

You can't fetch it out, but like Mother of Runes it's very good to have out, Devoted Caretaker can offer very versatile protection to more stuff.

If you want something pretty dirty you can pull out vs opponents that are running stronger than expected decks, your Smothering Tithe works very well with Stasis, which also likes Black Market Connections, though you'll want Brave the Sands to give Zur (and your board) Vigilance. Stasis also likes Archon of Emeria and you're already running Thalia, Heretic Cathar. It's certainly not fetching out Heliod after you've dropped Balista, this doesn't win on the spot, but it's a very strong/nasty effect to have access to, even if you don't dig it out very often. Fortunately Stasis is the only piece you wouldn't want to draw!

SufferFromEDHD on Arcanis Mono Blue Wizard Control

1 year ago

Freed from the Real for Arcanis and Psychosis Crawler for the decks main theme.

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