Minion's Return

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Legality

Format Legality
1v1 Commander 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Minion's Return

Enchantment — Aura

Flash

Enchant creature

When enchanted creature dies (is put into the graveyard from the battlefield), return that card to the battlefield under your control.

Grind on Cormela’s Glamour Stash

3 months ago

cool deck!
any thoughts about Crosis's Charm or maybe Maestros Charm?
also, some cool enchantments allow your commander to die and return - dodge removal and generate value from her deat trigger, it's a win win! these cards are like Kaya's Ghostform, Minion's Return, Shade's Form, Unholy Indenture.
and where is your Sol Ring?
just some thoughts, cheers and have fun!!

Ca1m_down on BlitzKrieg

6 months ago

Hey, cool list. I think there are a couple of different ways of building Henzie and I feel like you have a couple of different ideas going on here. Here are my thoughts on the different themes you can focus on that synergize with Henzie's abilities:

Cost reduction (making big impactful creature cost as little as possible to cast multiple in a turn every turn) Goreclaw, Terror of Qal Sisma, Nylea, Keen-Eyed, Cloud Key, The Immortal Sun, Marauding Raptor, Heartless Summoning, Krosan Drover, Goblin Anarchomancer, Semblance Anvil

"Blink" (lots of undying, persist, and plenty of "Feign Death" effects to maximize etb/dies triggers and keep the creatures after blitz) Cauldron of Souls, Conjurer's Closet, Kaya's Ghostform, Supernatural Stamina, Blood for Bones, Undying Malice, Minion's Return, Demonic Gifts, Abnormal Endurance, Unholy Indenture, Return to Action, Fake Your Own Death, Flayer of the Hatebound, Mikaeus, the Unhallowed, Puppeteer Clique, Woodfall Primus, Murderous Redcap, Faceless Butcher

Value Town (maximize card advantage, keep the cards flowing, recursion, keep non-creature count low) Guardian Project, The Great Henge, Greater Good, Lifeblood Hydra, Demonlord Belzenlok, Gorex, the Tombshell, Deadwood Treefolk, Acolyte of Affliction, Evolutionary Leap

I think doing a combination of these three things is solid, but I'd recommend focusing on one and trying to keep the game plan somewhat focused. My brew leans towards Value Town.

Things in your current list that I'm a little skeptical of:

Sundial of the Infinite I think since Henzie is only giving us a small mana discount, this would just be used as a weird "your creatures have haste". I think you often want to take advantage of the "when this dies, draw" rather than 1+ mana cost reduction.

Deathreap Ritual This doesn't trigger if your creatures are dying in your end step to blitz, creatures need to die before the end step for the Ritual trigger to go on the stack. Even if that wasn't the case, I feel like it's better in decks where you're the one making sure it's triggering on each of your opponents turns. What Henzie is doing doesn't really help with doing that. I feel like Moldervine Reclamation would be similar in concept, but more synergistic once the deck is going (but I also don't think it's worth an inclusion).

Living Death How are you filling your yard? Henzie doesn't get cards into your yard very quickly. I think the is a card that fits better in decks that are doing plenty of looting and self milling. It's very likely the other graveyard players will benefit more than you when you cast this.

Most of your creatures that are less than 4 cmc don't seem like they do enough with Henzie to take a slot. I think you'd be better off if your CMC<4 mana stuff was non-creatures that ramp and/or setup for your game plan. I can understand the sac outlet ones if you're really taking advantage of the instant speed aspect, but most of the time you're having to sac end of turn anyway, so I think it'd be better to take advantage of the better payoff of the non-creature sac outlets (like Evo Leap, Vampiric Rites, the various Altars, Greater Good, etc.) As far as mana dorks, I feel like 2 mana ramp spells will help more in the long run. I don't think Henzie is powerful enough of a turn 2 play to risk losing mana sources to pings and/or wraths.

All that being said, it's great seeing other peoples takes on Henzie. I've certainly gained a bunch from reading your comment on my decklist and thinking critically about yours. I'll try and keep my list updated as I play it more. It's been a blast so far. If I didn't already have a black based "blink" deck I think I'd probably lean Henzie towards that strat. :)

DrukenReaps on Teneb, the Harvester

7 months ago

Alright I suppose these are what I'd choose to keep then- Teneb, the Harvester, Pull from Eternity, Harness Infinity, Planar Birth, Eerie Ultimatum, Sun Titan, Minion's Return, Unholy Indenture, Emeria Shepherd, Splendid Reclamation, Animate Dead, Eternal Witness, Timeless Witness, and Noxious Revival. This is if you want to lean fully into those cards that win the game.

Dread Return, Reanimate, and Reclaim are ones that I'd still try to find a spots for above the others.

zapyourtumor on

1 year ago

Wallis how u keep beating me to every modern deck

I agree that you need turn 1 plays. For this kind of deck, I suggest targeted discard: 4x Inquisition of Kozilek is the best one that isn't expensive.

I second cutting all mill-only cards. You don't need them to make Drown in the Loch good because of fetchlands and discard.

Nightveil Specter doesn't fit with your gameplan really, same with Siren. You need to cut down on creatures anyways in this kind of deck since you are presumably stealing your opponents threats instead.

Minion's Return I assume is there to enchant and steal your opponents stuff, which is why its different from Unearth. But its not that good so I'd still cut it, while Unearth is really not a bad card here with all the 3 drops you have.

Second the suggestion of Counterspell. I'd add some cantrips like Consider for consistency. Soul Manipulation is one of my pet cards that I really like but 4x is too much, I recommend 2x. For additional removal 1x Murderous Cut is decent.

bradtheimpaler13 on Mosh Pit

1 year ago

Rune-Scarred Demon or Abhorrent Overlord maybe? There's lots of cards that trigger a reanimation effect upon death similar to Unholy Indenture . Shade's Form Kaya's Ghostform Demonic Vigor Unhallowed Pact Undying Evil Minion's Return that can all recur Kardy.

Spell_Slam on Aphemia, the Freaky Zombchantress - Primer

1 year ago

I play Aphemia in my 99 in my Ramses Overdark EDH deck. I've been really impressed with the incremental value she can create over the course of the game.

One particular synergy I liked with her was using enchantments on the opponent's creatures, then destroying them for additional benefits.

Minion's Return , Shade's Form , Unholy Indenture , and Unhallowed Pact all fit into this category.

Something like Casting of Bones could allow you to refuel your hand and potentially put two enchantments into the graveyard.

Yoke of the Damned is good along the same lines. It will pretty consistently kill the creature within one turn cycle, especially if you have some spare zombies and a political ally. Seal of Doom is more convenient, but is more expensive and hits less creatures.

Nighthowler is excellent for your deck. It has been one of my main win conditions. It's even better when you play it on Aphemia since she has evasion and can one-shot someone easily with the Nighthowler and Commander Damage.

I would include a few more ways to kill creatures, including spot removal and board wipes. Kindred Dominance seems great for you. Extinguish All Hope conveniently spares your commander and many of your creatures.

MagicMarc on Altar Combos!

1 year ago

Here is another one:

Minion's Return + Phyrexian Altar + Sun Titan

You need all of them in play and Minion's Return enchanting your Sun Titan.

Then you sacrifice Sun Titan to Phyrexian Altar, generating 1 mana of any color.
Minion's Return triggers, returning Sun Titan to the battlefield.
Sun Titan triggers, returning Minion's Return to the battlefield.

Repeat forever

With this combo you get: Infinite colored mana, Infinite ETB, Infinite LTB, Infinite sacrifice triggers, and Infinite death triggers.

There are quite a few auras you can use instead of Minion's Return that will do the same thing.

Murphy77 on Dimir Milling Rogues

2 years ago

First glance - without playing the deck, Thassa, Deep-Dwelling and Zareth San, the Trickster are great for the long-game but the rest of the deck might not survive into the long game. There is a benefit to playing low cmc cards. Many can be returned and re-played using Lurrus of the Dream-Den. You can sac a 1-drop with Mutual Destruction to kill a big creature, return it to your hand with Blood Beckoning and re-play the original card - all for 3 mana. The advantage of having Slitherwisp in the deck is that you can cast Omen of the Dead, So Tiny, Starlit Mantle, Minion's Return, and others and get life gain/drain, then recast them from the grave with the effect of Lurrus. Sorry, but cards like Lullmage's Domination really do nothing for me - they are just too expensive to cast and clumsy.

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