Combos Browse all Suggest
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 |
| Freeform | Legal |
| Highlander | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Pull from Eternity
Instant
Put target face-up card that's removed from the game into its owner's graveyard.
KevinBacon on looking for a very specific …
4 months ago
legendofa this is for commander but hes not the commander but like a combo peice i guess, i would very much like to make his ability much mor versitile but i could not for the life of me find anything online, besides what you have said such as Riftsweeper Pull from Eternity
legendofa on looking for a very specific …
4 months ago
Which format is this deck for? If you're using The Dawning Archaic as a commander, it's going to be tough. The most direct "return from exile" cards are Pull from Eternity and Riftsweeper.
Most abilities that let you cast a spell from exile, like suspend or foretell, need you to use that ability to exile the card, so they don't work on anything. Exile is designed to be hard to return from, so there aren't that many effects that let you do things with exiled cards without a specific setup.
kamarupa on
Disturbing Night
6 months ago
If you want it to be more competitive/less casual, you can improve consistency by limiting the decklist to fewer creatures and more copies of key creatures. It seems to me the core theme of the deck is the Disturb mechanic, so I think your most important creature is Patrician Geist and you have run 4x copies of that. Really, you should try to include 4x copies of the best creatures, and cut some of the lesser creatures.
I can appreciate the desire to be creature heavy, but I'd like to encourage you to cut back from 32 to 26. 26 creatures would still be a very creature heavy deck, but would have room for a few more utility spells, namely a minimum of 4x removal spells and maybe a couple of copies of Pull from Eternity, so even if a creature that you've cast for it's Disturb cost is removed, you can still bring it back. That can really mess with opponent's heads and make them feel like they can't stop you no matter what you do.
And of course, so more dual lands is always good. You don't have many 1 drop spells, so maybe Temple of Enlightenment could be useful. I usually like to include a utility land or two, as well, like Scavenger Grounds or Field of Ruin.
I hope maybe something I've suggested is useful. Have fun!
legendofa on
Dead Metal
9 months ago
TheoryCrafter Yeah, I had the sideboard Pull from Eternitys as kind of a buffer for that, but Karn, the Great Creator's probably the better option. Thanks for checking it out!
RiotRunner789 on When is it Acceptable, if …
1 year ago
With some digging:
Runic Repetition, Karn, the Great Creator, Kaya the Inexorable, and Mirror of Fate can all pull cards from exile (though with restrictions).
For reference from above: Pull from Eternity, and Riftsweeper.
On topic, I agree with Rosewater. Temporary exile effects like Light Up the Stage are fine. It's reds way of card advantage which is almost always weaker then just having extra cards in hand. Other effects that pull exiled cards back (that weren't the original card) are not as acceptable.
I'm also okay with Kaya, in that ult-emblems are generally allowable to be game breaking since they should end the game relatively soon. The other cards seems unnecessary.
Side note, could of sworn there were a couple Eldrazi cards that pulled exiled cards to the graveyard but can't seem to find them. Would state that a card, especially a creature card, like that should not printed.
Tryptic on When is it Acceptable, if …
1 year ago
It seems to me that the person who made the original post...was high as a kite. Or possibly AI, because they're making no sense.
-Nobody is trying to turn Exile into just another graveyard
-Impulse draw cards cannot be interacted with after being exiled
-Impulse drawing using a different zone than Exile is an interesting shower thought, but 5 seconds of thinking and you realize that would be silly.
-They say their issue is cards that return cards from exile. To my knowledge, Pull from Eternity is the only card in the game that does this, and it's a bit of a meme. One card in the history of Magic is fine.
I agree with you that things that interact with cards in exile should be extremely limited, maybe never printed again after that one card.
legendofa on
How to Capture and Consume a Soul
1 year ago
kamarupa Short version is, what I have now is pretty much what I considered, minus a few redundant keyword creatures.
Self-mill is an interesting option, but in my very personal experience, I seem to be better at self-milling the cards I want to keep and drawing the cards I want to toss. I learned Dredge to try to weaponize that. So it's definitely on the table for someone with better luck, but I'm not sure I trust myself with it.
Skipping ahead to Pull from Eternity, I did look at it a little bit. Urborg Scavengers wants its cards to stay exiled while Soulflayer doesn't care, but if either one gets removed somehow, it's the best option to recycle the exiled card.
Counterspells are perfect sideboard material. Probably focus on the single- ones like your Mana Leak thought so the land budget doesn't explode.
Vampire of the Dire Moon got in specifically because it was castable as a 1-drop in this deck. Right now, there's no sac outlets, but I'm pretending it's a viable blocker or worth using removal on. I'll have to check out cheap self-saccers more carefully, but what I remember is that a lot of them have Selfless Spirit-style keyword granting.
More Collective Brutality. Noted and agreed. Sideboard artifact and enchantment removal. Noted and agreed.
Sword-Point Diplomacy can feed Ketramose, the New Dawn, but can also conflict with Flayer and Scavengers. I'll probably start with the 2-for-2 cards, maybe a Diplomacy in the sideboard.
I'm still working on the balance of keyword creatures to body creatures to support, so I'm not sure where this is gonna end up. Thanks for the suggestions!
kamarupa on
How to Capture and Consume a Soul
1 year ago
I gotta be honest, I feel like they've printed quite a few of such cards ('has X ability of X graveyard targets') and as decent as they seem in theory, I've always felt the payoff was never good enough to warrant the effort. But you sir, have proven me wrong because this deck is nice.
I'm curious - did you consider self-mill cards like Stitcher's Supplier? and perhaps in combination with spells like Brainstone or Mystic Speculation?
Conversely, did you consider trying to overdraw to discard? It seems like a pretty unlikely strategy, but there is Inspired Idea... Maybe a fork brew might explore that more...I do think some broad spectrum counterspell might be useful, if only in the sideboard - your creatures have a goal of entering with some kind of built-in protection, so only a counterspell could offer anything extra. Rebuff the Wicked seems like a rough fit with your color scheme as is, but it doesn't really do anything Hexproof doesn't do. Whereas a general counterspell like Mana Leak could stop a Priest of Forgotten Gods from entering play or a Diabolic Edict from resolving.
I wonder if you plan on occasionally casting discard targets like Vampire of the Dire Moon - that strategy seems dynamic (good) but also less focused/committed (bad?). To that end, did you look into spells that might both sacrifice themselves and also provide abilities once in the graveyard? I didn't do any searches to see if those even exist, but imagine at least one or two does.
Collective Brutality seems way too good to only include 2x copies.
As good as Collective Brutality is, I still want to see at least 2 more slots devoted to removal. I see you have two in your sideboard, but I have a sideboard rule that violates: You have to have mainboard spells to remove to have a functioning sideboard. Extrapolate from that: mainboard removal sideboards out for sideboard removal.
I wonder if something like Pull from Eternity might be useful in the sideboard. I'm thinking that since both your beatsticks need to exile creatures themselves, being able to reuse the same creature could be useful?
So long as there's a splash of white, I'd like to see some Enchantment/Artifact removal in the sideboard. Those spells can sometimes wreck mono-black and white is the best at that. To that end, I'd probably try to run more dual lands. There are just so many useful white spells!
I'd love to see some more draw card here. I like Sword-Point Diplomacy because it has a chance of drawing 3 cards for 3 mana, which is pretty much as good as it gets for card draw. Otherside, Night's Whisper or Sign in Blood are among your best options, which are both decent.
| Have (0) | |
| Want (1) | pabloriv |



