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Atzal, Cave of Eternity FlipCombos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Journey to Eternity
Legendary Enchantment — Aura
Enchant creature you control
When enchanted creature dies, return it to the battlefield under your control, then return Journey to Eternity to the battlefield transformed under your control. (Dying is being put into the graveyard from the battlefield. Tokens cease to exist when they hit the graveyard and cannot be returned this way.)
TypicalTimmy on Card creation challenge
8 hours ago
I feel as though only one creature in all of MTG works for a challenge like that, and would require a bit of text to make it work appropriately
You know, I may choose Atzal, Cave of Eternity Flip as my legendary land. Yes you could argue that can't be the case because it must be transformed from Journey to Eternity Flip to which is say hey shut up.
When Omnath dies, he leaves the battlefield. Don't put him into your command zone. You are allowed to have him go to your graveyard.
So do that instead.
His leaving the battlefield triggers the requirement to return Atzal, Cave of Eternity Flip to your command zone.
In response, pay , and return Omnath, Zendikar Rising to the battlefield.
State based actions check, and Atzal sees Omnath on the battlefield and should in theory stay right where it's at. And if it doesn't, so be it. Just play the land again whenever you're able to next.
What legendary land would you partner up with Omnath, Zendikar Rising? :)
Wild ^-^
ProgramIncomplete on The Mycotyrant
2 months ago
Sure thing!
When I decided to build this deck I really wanted to lean into the descend theme so I challenged myself to run as few non-permanent spells as possible. I think my initial list had like 1 or 2. Overtime, I ended up adding more since I realized I needed efficient self mill payoff cards like Reanimate and Overwhelming Remorse or else the deck was a little too clunky. Currently I'm running 9 but I'm looking for oppurtunites to cut some without losing power or efficiency.
But still, even though it isn't "pure permanents" I still tried my best to cover all of the deck's bases with permanent spells. We have permanents that can remove threats like Chupacabra Echo and Reclamation Sage; permanents that can draw cards like Skullclamp and Izoni, Thousand-Eyed; permanents that can ramp us like Sakura-Tribe Elder and Aftermath Analyst; permanents that mill like Mesmeric Orb and Ripples of Undeath; permanents that can bring stuff back from the grave like Journey to Eternity Flip and Animate Dead; we even have The Meathook Massacre and Invasion of Fiora Flip as our boardwipes.
One really nice upside to having everything our deck wants to do on permanent spells is that it makes cards like Malevolent Rumble and Cache Grab really consistent at grabbing something useful. And I recently added Revival Experiment which seems like a really nice payoff for going all in on permanents.
Anyway, the basic idea of this deck is self-milling and using my commander's ability to swarm the board with tokens. Usually we want to spend the first couple turns setting up, hopefully getting a repeatable mill effect on the battlefield like Mesmeric Orb or by pairing one of our dredge cards with a discard outlet like Matzalantli, the Great Door Flip or Geier Reach Sanitarium. Once we've got our mill engine set up, then we can cast our commander. We want to make sure he triggers his end step ability the turn he enters so we can start getting our tokens online.
The tokens really are the core pillar of the deck. They can be sacrificed for value with cards like Skullclamp and Wight of the Reliquary; we can turn them into mana dorks with Insidious Roots; they can gain us a ton of life off of Essence Warden and Ayara, First of Locthwain; and they can present lethal by giving our Craterhoof Behemoth an army to buff. We also have the ability to drain the table to death with the aforementioned Ayara or Mirkwood Bats if we manage to mill enough cards. And of course, since they pump our commander, we can also win with commander damage.
Since we're milling so much the deck also has a reanimator subtheme. Reanimate and Animate Dead can bring back wincon creatures like Craterhoof and Ayara. Squirming Emergence can reanimate any permanent so it's an awesome way to put planeswalkers into play or snag an engine piece or even wipe the board with Invasion of Fiora Flip. Similarly, Rise of the Witch-king let's us bring back any permanent while also forcing our opponents to sack a creature which is nice.
A new card that I'm actually testing right now is Chthonian Nightmare. The fact that it's a repeatable reanimate effect for only 2 mana seems really strong. And even if you don't "charge it up" by repeatedly reanimating creatures that cost less than 3, roughly 75% of the creatures in my deck are 3 or less anyway and among those are some really impactful targets like Eternal Witness, Reclamation Sage, Six, and Accursed Marauder just to name a few. Very excited to see how it performs!
Alongside the reanimator subtheme we have an aristocrats subtheme. As mentioned earlier the tokens make great fodder for stuff like Skullcamp and Wight. And we have creatures that either sack themselves, like Sakura-Tribe Elder and Aftermath Analyst, or want to be sacrificed, like World Shaper. All that sacrificing can net us additional value off of Liliana, Dreadhorde General or Mirkwood Bats since he triggers on token sacrifice as well. We also have Disciple of Freyalise Flip, a great reanimation target that can draw us a ton of cards by sacrificing our creatures that grow in size as our graveyard does like Splinterfright and Souls of the Lost.
So yeah, that's the deck. It can be a bit slow and the lack of instant speed interaction is definitely a drawback but overall I like it a lot and it can have some explosive turns. You just have to be careful not to mill yourself out which is why I added in Kozilek, Butcher of Truth. He's a bit random so I might replace him with Elixir of Immortality. We'll see.
P.S. Apologies for the long winded reply, hopefully it was insightful.
Profet93 on Keep Your Stickfingers Crossed
11 months ago
I'm surprised to see such few creatures in the deck. Have you considered swapping out nature's lore for Sakura-Tribe Elder?
Yavimaya Hollow - protection (and politics)
Optimator on Yargle says size matters. *C*
1 year ago
I know they're not budget, but squeezing in Agadeem's Awakening Flip, Tomb Fortress, Bala Ged Recovery Flip, Takenuma, Abandoned Mire, Malakir Rebirth Flip, and Journey to Eternity Flip would be really good recursion as well.
There's also Haunted Fengraf but I don't think it's very good. Same with Havengul Laboratory Flip. Witch's Cottage probably won't trigger often.
Mortuary Mire is... okay. Not great, but could be worth a slot. Certainly budget.
You could print off a Volrath's Stronghold!
aznb01777 on Witherbloom Witchcraft Upgrade
1 year ago
remove Greed put in Garruk's Uprising Taste of Death put in Binding the Old Gods Leyline Prowler put in Deathrite Shaman Gyome, Master Chef put in Essence Warden Nissa's Renewal put in Journey to Eternity Flip Revival Experiment put in Deadbridge Chant Paradise Plume put in Kodama's Reach Loxodon Warhammer put in Jarad, Golgari Lich Lord Venser's Journal put in Ivory Tower Elixir of Immortality put in Golgari Signet cut down your land count to 36 put in Sakura-Tribe Elder Eternal Witness Wood Elves Solemn Simulacrum
KBK7101 on Grist, All-Rotting-Hunger
2 years ago
Deadbridge Chant fits the theme really well, but is pretty cost intensive at 6MV.
Journey to Eternity Flip has the same MV as Beast master Ascension, but also synergies with graveyard stuff that Grist likes.
I think either one of these two but both have their pros and cons.
Rebullet on Counter Deck
2 years ago
maybe consider also throwing in 2 Journey to Eternity Flip cards for late game recursion. if one of your big pieces is removed you can get it back each turn with this. also protects a creature once initially then can tap for mana or ability.
they would need to be a mainboard card tho. fits theme well.
lhetrick13 on Undying Rhino
2 years ago
Journey to Eternity Flip might be worth considering. Not the most effective for what you want but provides a way to yank Siege Rhino back from graveyard.
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