Gush

Gush

Instant

You may return two Islands you control to their owner's hand rather than pay Gush's mana cost.

Draw two cards.

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Printings View all

Set Rarity
Mystery Booster (MYS1) Uncommon
Duel Decks Anthology (DD3) Uncommon
Vintage Masters (VMA) Uncommon
Duel Decks: Jace vs. Chandra (DD2) Uncommon
Mercadian Masques (MMQ) Common

Combos Browse all

Legality

Format Legality
Leviathan Legal
Pauper EDH Legal
Casual Legal
Commander / EDH Legal
Vintage Legal
Limited Legal
Duel Commander Legal
Canadian Highlander Legal
Oathbreaker Legal
Pauper Legal
1v1 Commander Legal
Unformat Legal
2019-10-04 Legal
Tiny Leaders Legal
Highlander Legal

Latest Decks as Commander

Gush Discussion

Spell_Slam on Kiln Fiend!

1 week ago

I just want to make sure you're aware that Gitaxian Probe is currently banned in the Pauper format. If you don't follow the ban list, then you might be interested in Daze and Gush as well.

Otherwise, I think you're playing too many protection spells. I would not play Dive down. Maybe think about replacing it maindeck Mutagenic Growth. It can still protect your creatures from burn spells but it also has better offensive ability and is free to cast. Other cheap/free spells you could play are Gut Shot and Lava Dart, which can either ping the opponent or potential blockers.

I don't think you need 10 ways to give double strike. Raking Claws doesn't seem necessary. I could see more card draw like extra Ponders instead.

bushido_man96 on Wishes on the Wind: Inniaz EDH

2 weeks ago

You should consider Archetype of Imagination to combo with Magus of the Moat. And Island Sanctuary. I also like Kumena's Awakening for card draw, and you will hit City's Blessing pretty quickly. Gush is good card draw.

Queen_Lulu on Dralnu Oracle Consultation

1 month ago

jaymc1130, you mention some good options. However, I must disagree with you on a few things. The land count is perfectly suited for the deck given the low curve and I am very able to win in the first three turns. The three mana tutors have never been an issue for me since I can play them on turn two very easily, they have proven to me to be more than good enough. I've also found things like Night's Whisper to work great and actually got the idea for it from another competitive decklist. I do like your ideas however on Notion Thief, Ashiok, Dream Render and replacing Gush. I'll see what I can change!

jaymc1130 on Dralnu Oracle Consultation

1 month ago

So, the first thing to consider about Consult Oracle lines of play in strictly Dimir lists is does the commander offer a significantly better reason to play them over the default Dimir option in Yuriko. In the case of Dralnu the answer is actually yes. While Yuriko is liable to be the better over all performer against the meta at large, Dralnu offers the opportunity to play a more control/stax oriented role effectively in a way that Yuriko struggles with and be potentially more effective in longer grindier affairs.

At first glance, some of the things that strike me as potential card slots that could be put to a better purpose are the sorcery speed draw effects like Night's Whisper and Shimmer of Possibility. 2 mana for card selection generally isn't where a competitive list wants to be as it becomes difficult to keep up mana to also interact or threaten interaction in a color set up that lacks access to green ramp sources for the most consistent mana resource build up. This is likely to be a bit less than as ideal as a pilot would want in a large sample size of games. The 3 mana tutors are also a bit out of place in a competitive list as they tend not to be effective enough in competitive settings.

The second thing that jumps out at me is the land count in a deck that again lacks access to quality green ramp play patterns. Most competitive decks have moved to land counts of 29 and 30 as baseline since the days of the "games end on turn 3 or 4" meta state (which in itself was never really true in the most competitive settings) are long past and it's important for a deck to make land drops consistently in games that will commonly be going 5-10 turns in the most competitive settings as players jockey for position in "mexican standoff" game states to set up a game winning turn. In general, competitive decks are going to want to run about 46 total mana sources as a rule of thumb, with about 15 or 16 of those sources coming from various ramping methods like dorks, rocks, and enchantments (rocks being the only real option in Dimir colors, and 16 a count that can't realistically be reached with quality rocks).

3 important cards to consider given what's already in this list would be Counterbalance, Mystic Forge, and any artifact cost reducer such as Helm of Awakening as these cards offer additional control elements and an additional combo line that allows the player to draw out the deck for the win (either by looping a win condition and adding loop enabling pieces in place of less live win conditions like Aetherflux Reservoir, or by playing the primary win conditions in Oracle and Jace Maniac).

With both Twister and Windfall also in this list it would be of great benefit to enable wheel win lines with the inclusion of Notion Thief and Narset, Parter of Veils as these cards are extremely strong performing stax pieces that are universally effective (every deck in the format needs to draw more cards) in addition to comboing with wheel lines of play to establish massive advantages that consistently lead to winning game states.

Toxic Deluge is an effective sweeper piece that should be considered in place of, or in addition to, Damnation.

Ashiok, Dream Render is an incredibly potent card in the competitive meta these days that warrants inclusion in any deck in Dimir colors. It's a universal hate piece along two different angles of attack: preventing tutoring of the deck for opponents, and exiling graveyards stocked with critical pieces.

Scroll Rack becomes a powerful tool with the inclusion of Counterbalance and these two should often be considered together as part of a Counterbalance Package to cement the control/lockdown game plan in games where this line of play is the one drawn in the early stages.

Gush without Doomsday is generally a slot that could also be better served by a different card.

At first glance, these are the things that kind of jump out at me and some of them may not be options for you based on budget or playgroup decisions. But it's a list that looks mostly very solid from a competitive standpoint and with a couple of tweaks something that could be strong enough to keep up with Kess Consult, Urza Tyrant, or Gitrog Dredge in the third tier of competitive decks where there are is a large number of archetypes that consistently best the meta at large and hold their own against tier 3, 2, and 1 decks.

blindcity on Millton, Massachusetts

1 month ago

Gattison: what I ended up doing was swapping 2x Deep Analysis and 2x Tormod's Crypt for the 4x Gush.

It worked pretty well! Had a few games where the Relic allowed me to turbo mill 19-20 cards, many of which were part of my opponent's win condition, and then end the turn by blowing up their graveyard. I think Crypt might be better than Relic of Progenitus because it keeps our graveyard intact for reshuffling and/or flashback mechanics.

Agreed on the Deep Analysis - 4 seems too many but I think I'd rather draw two cards on 4 than play a naked Petitioner or, nothing.

Nemesis on Cube additions

1 month ago

blindcity on Millton, Massachusetts

1 month ago

really like this idea! Gattison have you thought about swapping the 4x Gush for 4x Relic of Progenitus to add graveyard hate?

Snips500 on [PDH] Tatyova Combo

1 month ago

Hi, I just recently brewed up a Tatyova list that is aiming to be competitive and I wanted to ask about a few of your choices. I acknowledge that you have likely tested and played this deck more often but I am mostly curious about some of your card choices and the direction that you took this list. You can find my deck here: ~PDH~ When Lands Came to Value Town (Tatyova)

  1. Why do you include so much card draw? I actually run zero spells or otherwise that draw me cards other than lands through Tatyova. When I first was putting the list together I had a bunch in the form of Ponder, Gush, and so on but ended up cutting them for other cards.

  2. Some of your Land fetchings spells just seem bad. I don't mean to offend but cards like Nature's Lore, Search for Tomorrow, Shoreline Ranger, Spoils of Victory, Farseek, Kodama's Reach and Rampant Growth just don't seem worth it to me. Instead of some of these fetch spells, I run 40 lands. I was also surprised that you are not running Dreamscape Artist (Springbloom Druid just seems like a worse version). It's like a repeatable Harrow and gets you two Tatyova triggers. I would argue that that card is one of the most powerful cards in my deck behind Tatyova ofc and Mystic Sanctuary.

  3. I decided to include more utility lands such as Bojuka Bog, Khalni Garden, and Sejiri Steppe. This decision on my part to include these was in spite of some of them not being in Green Blue but I though their value outweighs that downside. Bojuka Bog for example is better than Relic of Progenitus in this deck because you can flash it in with a creature like Walking Atlas and exile a target players bin and draw a card like relic. The thing is though that Bog is repeatable through your creatures that bounce your lands. Sejiri Steppe is similar in the way that its repeatable protection for Tatyova or another important creature.

  4. I noticed you only ran 1 land bouncing creature. In my deck, these guys power much of the value. With them and Halimar Depths I can basically ponder each turn at least once, it allows me to repeat the ETB effects that I mentioned above, and It also allows me to get a land drop in if I missed one for some reason. Floodbringer, Oboro Breezecaller, Soratami Rainshaper are the ones I run in addition.

  5. Now a few suggestions I have: Whispersilk Cloak, Power Sink, Universal Solvent, Vines of Vastwood, Scaretiller, Explorer's Scope (This works well in conjunction with Adventuring Gear and Aqueous Form), Seat of the Synod and Tree of Tales can be tutored with Trinket Mage, Library of Leng, Stone-Seeder Hierophant/Krosan Restorer, Spidersilk Armor (So the majority of your board doesn't die to Shrivel, Electrickery or something like that and harder for Pestilence and Crypt Rats.) Also Snap can ramp you is you have a land that taps for two and same with Frantic Search if you do want to play cantrips. Another win-con that will win you the game as soon as you combo off is Sage's Row Denizen that is assuming that you are not using Mystic Sanctuary.

Thank you for hearing me out. I am sure that there is a good reason for many of the cards I just questioned and I am excited to hear them to understand your deck better. If you have questions about my choices and reasoning I would be more than happy to explain further. I am trying to make the best Tatyova deck that I can and just wanted to know why a list with a similar end goal is running certain cards that I cut out.

Lastly, I just wanted to say that after looking through your list I am considering running: Lull and Moment's Peace because sometimes this deck has a problem stabilizing early because my playgroup sees my deck as a very large threat. Merchant Scroll, I don't know why I was not running it. Mystic Remora and Rhystic Study are just too good to pass up and I probably should have been running them. I have just one problem and that would be cutting cards. I would apreciate it if you could take a look at my list and tell me what you think.

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