March of Otherworldly Light

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Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

March of Otherworldly Light


As an additional cost to cast this spell, you may exile any number of white cards from your hand. This spell costs less to cast for each card exiled this way.

Exile target artifact, creature or enchantment with converted mana cost/mana value X or less.

Ender666666 on 0Rack

4 weeks ago

March of Otherworldly Light for Damn could be a good swap. I had taken it out, in favour of Exile effects.

itsbuzzi on

1 month ago

1) You totally need some type of draw engine. Most of the time you'll want to go land pass and have instant speed interaction. It hurts from the aggro side if you don't need to cast any interaction and instead draw some more cards. Memory Deluge is kind of the best one at the moment at instant speed because you can cast it twice. 4 may be too many, I'd try 3.

2) The Wanderer is also a great interaction piece. It's removal at instant speed and leaves behind a body. If they attack with something small enough you can flash it in and make a blocker thus holding off against aggro. The removal set also can gain life which can be important. I'd put in maybe 3 of these as well. The instant speed is the key with her.

3) 3 board wipes sound good as well. You don't have a sideboard so you can move a few things there. Some Silence and Syncopate can move there as they seem not as strong as other pieces you can play.

4) For lands I usually use this site: http:// With your current deck it looks like it should be about 25.

5) I don't play much control but if you have draw spells I wouldn't run 4 copies of Teferi. You may be able to run more Shark as you can cycle them away. The thought behind 3 Teferi is you will get to late game and draw him.

6) The sorcery speed is what hurts that card. You are looking for more instant speed interaction.

From all this I would remove: 4x Silence and 4x Syncopate and put in 3x Memory Deluge, 3x The Wandering Emperor, 1x Doomskar, 1x Deserted Beach and my personal idea is swap 1x Censor, 1x Make Disappear and 1x March of Otherworldly Light for 3x Disallow. Can be cast with Lotus and can counter abilities as well. You can put the removed cards in the sideboard.

Icbrgr on Modern Horizons Light

1 month ago

@SpammyV Getting into Premodern is an interesting idea... I haven't really thought about or looked into that format before. Arent Lurrus of the Dream-Den, Mystic Sanctuary, Uro, Titan of Nature's Wrath, Tibalt's Trickery, Oko, Thief of Crowns and Field of the Dead all Banned in Modern? Not saying that Omnath, Locus of Creation or Thassa's Oracle wouldn't be powerful; but most of what you said has already been addressed as problematic cards... I dont know if its a fact or just a rumor but I remember hearing when standard was going super crazy powerful WOTC said they were giving up on playtesting cards (at least for impact on eternal formats) before releasing them and would just ban them if they became problematic.

I agree with Modern Horizons providing good/crucial interaction... Force of Negation/Solitude are great... but when the opponent uses Violent Outburst and has a Force of Negation to protect it and I'm dealing with Crashing Footfalls/Living End I get big mad and big sad lol.... not that there wasn't nonsense before Modern Horizons or that I could say this theory format would be better in that regard; but the pursuit/goal of this concept was really just an opportunity to give the Original Modern a second chance to continue being what is was initially meant to be... sure we wouldn't have Solitude but eventually we got March of Otherworldly Light.

Icbrgr on How many board wipes?

5 months ago

Is it just me or do Control lists in the Pioneer format NEED to run a seemingly high amount of board wipes in the Main Deck? (Between 4-6 seems to be what I'm seeing as the trend)

Honorable Mentions

I have been tinkering with a Jeskai Control list and I thought splashing for Play with Fire/Lightning Strike would reduce the need for running 4-6 mass removal spells and running typicall Good stuff toolbox spot removal via Fateful Absence/March of Otherworldly Light in combination with a countermagic suite would be enough... but holy cow was I wrong.

I did a lot of playtesting against what I thought to be a simple/straightforward Deck on MTG Top 8 and sheesh... if you dont have a boardwipe you just lose lol

I guess what I'm getting at here from my learning experience is that coming from Modern I felt having 3 Supreme Verdict effects was kinda obnoxious... and seeing decklists in Pioneer with 6 just seemed crazy to me... but yup you just need that many and a way to draw into them as consistently as possible too... aggro is just really strong imo.

Daveslab2022 on Bant Control

5 months ago

This deck needs cheap removal spells. March of Otherworldly Light, Fateful Absence, something.

Icbrgr on Azorius-Spirits

7 months ago

My first thought on this is maybe splitting the ratio of Path to Exile with March of Otherworldly Light.... its not exactly Prismatic Ending but it can hit Urza's Saga/Colossus Hammer and other things at instant speed.

Mousemke on Mono W Taxation

7 months ago

mostly what wallisface said but

Soulless Jailer is cute but i think i'd rather just use rest in peace. harder to remove and ends all graveyard nonsense.

Against All Odds seems expensive but also worth noting, it being a sorcery instead of an instant is a big deal

Ossification is a but interesting but too narrow. for creatures i would rather use On Thin Ice or Skyclave Apparition. Other than that March of Otherworldly Light would be my go to more general removal

wallisface on The Great Planeswalker Debate

7 months ago

FormOverFunction Wotc has been increasing the amount of interaction in the game, not decreasing it.

If you look at Modern pre-and post MH2, the biggest difference is MH2 created a TON of valid interaction options to deal with what the opponent is doing. Modern has shifted from a “two ships passing in the night” format to one entirely based around how well you can mess with your opponent - this is true even in combo decks.

And that mantra remains true even in all recent standard sets. We continue to see powerful interactive cards (Haywire Mite, March of Otherworldly Light, Boseiju, Who Endures etc etc).

And even being specific to Planeswalkers, we’re seeing more cards able to target/kill them in recent sets than we ever have been able to in the past.

I’m not sure where your ”solitaire style of play” dialog comes from, but I would suggest this sounds more like a rut in your local playgroup, than any actual design approach by Wotc.

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