Pull from Eternity

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Time Spiral (TSP) Uncommon

Combos Browse all

Pull from Eternity

Instant

Put target face-up card that's removed from the game into its owner's graveyard.

Pull from Eternity Discussion

LGMR on Maze's End Turbo Fog

1 month ago

Thanks. I thought it was a cool wincon back when it was first printed in Dragon's Maze. At the time, it was barely possible to play the deck in standard, until Theros dropped, then it was slightly playable. But I was taking a break from magic at that time.

I removed the Chromatic Lantern s to add another Riot Control , a Primeval Titan , and a Kiora, the Crashing Wave . Primeval Titan gets out so many lands and is a good blocker with Trample. Kiora, the Crashing Wave can block damage from permanents, draw you a card while letting you plan another land, or gets you 9/9 tokens every turn! I think she'll help a lot.

I removed one Azusa, Lost but Seeking to add Crucible of Worlds . You're right about it helping with land destruction. I'm going to work on the sideboard next.

I added Wear / Tear for some artifact/enchantment answers. Maybe Pull from Eternity would be good in case my opponent is exiling my stuff? The sideboard has a few alternent wincons: Crackling Perimeter , Liliana's Caress , and Underworld Dreams provide ways of dealing damage to my opponents. Melira, Sylvok Outcast protects against infect decks, and combos with Phyrexian Unlife to help me stall out longer in case they're killing me too quickly. I even thought about Platinum Angel but 7 is a high cmc. Maybe it would be worth it anyway?

Caerwyn on Here's my question for today

1 month ago

First, when you have questions about rules, cards, and card interactions, please use the Rules Q&A subsection of this site. That section has some added functionality, such as the ability to "Mark as Answer" (green button) a post to indicate your question has resolved.

I have gone ahead and moved the thread for you.


TypicalTimmy's response is incorrect.

Cipher is not a replacement effect - it is a keyword that means "If this spell is represented by a card, you may exile this card encoded on a creature you control." It does not replace the spell going to the graveyard; it merely removes the spell from the stack as part of its resolution, before the spell would go to the graveyard (akin to Time Spiral exiling itself before the rest of the ability resolves). It is also an optional effect.

Sending a card to the Command Zone is a replacement effect--if the card would change zones, you can send it to the Command Zone instead.

So, there are four ways this can go down:

  1. You do not use Cipher, you do not use the Commander replacement effect; the card ends up in your graveyard.

  2. You use Cipher and exile the card; since it is changing zones from the stack to exile, you use the commander replacement effect. Your card is now in the Command Zone--that means it was not exiled and not encoded on a creature, so it will not be copied when the creature deals damage (Rule 702.98c - The card with cipher remains encoded on the chosen creature as long as the card with cipher remains exiled and the creature remains on the battlefield.).

  3. You use Cipher and exile the card; you do not apply the Commander replacement effect; your spell is exiled and encoded, so, if you deal damage with the creature, you will be able to copy the spell. Once you've exiled the spell with Cipher, if you do not apply the replacement effect, you cannot get it back to the Command Zone without something like Pull from Eternity .

  4. You do not use Cipher, you apply the commander replacement effect; the card is not encoded and is back in the Command Zone.

hkhssweiss on Bloodstone Circle

1 month ago

I highly recommend Finale of Devastation I am trying to find in a slot to test it out in Teneb, Craterhoof is aight, I don't know your meta but usually I find hoof a bit too slow in the faster pods. I really like Pull from Eternity as it is super resilient, but also because there are certain tricks you can do with it. Like for example Ad Nauseam you can discard and exile hulk, use PFE and Necromancy to instant speed win and sac it. Or for Chrome Mox Shenanigans.

hkhssweiss on Bloodstone Circle

1 month ago

Yo GhostChieftain~

Sweet deck, I used to pilot Karador as well as another one akin to my Teneb, albeit I went more dredge based route and used Hermit Druid as an enabler. I feel this resonance as your story is similar to my background story haha. Kindred Abzan souls yeeeeeeeeet boi.

Some recommendations that you may want to try out as they have been useful to me are:

Those would be some cards I would suggest to try out.

All in all feel free to chat and discuss deck strats and what not!~ Happy Magicking!

Jeppetp on Doomsday Ad Nauseam Shimmer Zur

1 month ago

I'm pretty sure your Pull from Eternity and Yawgmoth's Will combo doesn't work. Since Yawg's exiles all cards that would enter the graveyard, Pull effectively reads "Exile target face-up card in your graveyard", which does nothing.

BMHKain on

2 months ago

UPDATE: I need 23 cards cut for the strict amount of 100. However, this time around, there will be new rules exclusive to this deck for chopping:

1: Key pieces will not be cut regardless of Binary Speech or any kind of Tongue, verbal, physical, data, or some fourth way that doesn't exist. The Key pieces are:

  1. Riftsweeper
  2. Runic Repetition
  3. Pull from Eternity
  4. Squee, the Immortal , Misthollow Griffin , Eternal Scourge , & Food Chain
  5. Necropotence & Bag of Holding
  6. Torrent Elemental
  7. Void Maw
  8. Any card w/ Flashback that is especially great here.

2: I actually need some ideas for an Exile Based Doomsday Package; & all while keeping this balanced.

3: I actually wanted to revise the Landbase; Not for the 10/10/10 method, or the one I already presently have here, but from a way that I actually have not used at least twice now for Five Color.

4: I dunno if it'll work, but how does Animate Dead + Worldgorger Dragon work? Or is there a combo that fits this deck's purpose moreso; Exiling powerful cards just to bring them back through means of Exile Retrieval.

5: Not all the Flashback cards are good, I can acknowledge this for sure. So what aren't pulling their weight?

And that's it, actually. I'll add a Dragon, & a Maw after this post. I just need a combo for Worldgorger Dragon that complements this deck's themes, & the Doomsday Package centering on pure exile. Now I have one more job to do...

jaymc1130 on [Primer] cEDH Yidris storm

2 months ago

@ Natux I think most Kess decks these days tend to go for the Consultation win lines over the storm ones when an opening occurs in match, it's pretty easy to use one forbidden tutor into the Lab Man into the other tutor. I never liked these lines because they are such a huge risk, even if the reward is winning the game. Me, personally, I don't ever like taking the chance I'll exile my win condition when I attempt to go for the win so I stick with more conservative game styles for competitive play for the most part. Plus, storming off is fun, particularly with manual cascade Yidris. It's like solving a really complex puzzle making sure each piece is put in place in the proper order. I don't think there's any question that Storm archetypes, DD archetypes, Flash Hulk archetypes, even Gitrog's Dredge archetype, are a lot less effective than these strategies used to be. The meta is always evolving, people are always finding new solutions to problems, and the Sultai PS shells completely crushing all competitors using extreme card slot efficiency and looped win conditions kind of warped the meta. PE got banned and the truth is that those decks were the least affected of all the decks that made use of PE! I feel really bad for Sisay and Arcum players. There's really no question that Yidris is one of the best storm options out there (and I really enjoy that Storm archetypes actually have sub genres as well), but I certainly do feel like it's a strategy that is more limited in it's effectiveness these days.

Mana bases are hard in cEDH. Decks have to be fast enough to compete with the ever present ultra fast boogey men of the format, have to run enough lands to be able to play effectively without killing opening hand consistency or missing critical land drops, but not run so many that they draw lands when they really need gas. It's a really fine line and there really isn't a specific number that leads to success as deck, commander, meta, and archetype all make a difference. Some decks like Gitrog run 35ish, while a deck like Urza that's running 6 bajillion artifacts might barely want to run 28. I always find that the best way to find out is just playtesting. Get in 30 or 40 games and see if your initial thoughts are working out in the way you intend and adjust accordingly. I almost always start with 44 total sources and then mess with it as I accumulate results, tweaking the color availability and number as needed.

Some metas call for odd choices. Right around a year ago my group all started to realize a common issue many meta decks had: a single point of failure, one card that, if removed from an opposing deck, meant the deck couldn't ever actually go off. Food Chain, or Lab Man, or whatever it might have been was the only way for a deck to operate or win. My entire playgroup started to run Extract in literally every deck that ran blue and Praetor's Grasp in every deck that ran black. Most decks had both of these colors. If the deck had access to Mardu colors Hide also creeped in. It suddenly became a requirement to run not just a win condition, or an engine, but triple redundancy of absolutely everything your deck wanted to do or it just wouldn't be allowed to compete. If you played a deck our group knew didn't contain triplicate redundancy, you were first target and before turn 2 or 3 ended all your ways to win would be exiled. Naturally this evolved into every deck running Riftsweeper or Pull from Eternity style responses. It was a damn arms race and a radically informative period for us all. Then Ashiok, Dream Render got printed... A lot of our games wind up with a third of everyone's deck in exile these days and I'm still surprised at just how slow the cEDH community is to catch on to the power of these pieces. Sometimes I'm even laughed at for discussing the ways in which they can be employed by players who have never, and will never, win a profession level event. Meta calls can certainly be important.

No question about it, my Yidris list is NOT going to recover. It's not designed to, it doesn't intend to. It's kind of a stat check deck. "Does any one have an immediate answer on turn 2? No? Ok, I win." I'm definitely a player that prefers more conservative style decks, but you can't always play just one thing and one style. It's fun to mix it up and when I'm going for a more all in style I'm going 100% all in on whatever it is the deck is supposed to do and I'm going to do it as fast as it's possible to do and damn the consequences. You either got an answer, or ya don't. The hilarious thing about that list is that it generally takes 3 working together to stop it. It's a threat to win every single turn the second it untaps and if people ran out of resources without winning themselves than it just means the umpteenth attempt is the charm. All it needs is a Yidris swing and a single spell that's usually 1 cmc.

jaymc1130 on [Primer] cEDH Yidris storm

2 months ago

@ Natux I think most Kess decks these days tend to go for the Consultation win lines over the storm ones when an opening occurs in match, it's pretty easy to use one forbidden tutor into the Lab Man into the other tutor. I never liked these lines because they are such a huge risk, even if the reward is winning the game. Me, personally, I don't ever like taking the chance I'll exile my win condition when I attempt to go for the win so I stick with more conservative game styles for competitive play for the most part. Plus, storming off is fun, particularly with manual cascade Yidris. It's like solving a really complex puzzle making sure each piece is put in place in the proper order. I don't think there's any question that Storm archetypes, DD archetypes, Flash Hulk archetypes, even Gitrog's Dredge archetype, are a lot less effective than these strategies used to be. The meta is always evolving, people are always finding new solutions to problems, and the Sultai PS shells completely crushing all competitors using extreme card slot efficiency and looped win conditions kind of warped the meta. PE got banned and the truth is that those decks were the least affected of all the decks that made use of PE! I feel really bad for Sisay and Arcum players. There's really no question that Yidris is one of the best storm options out there (and I really enjoy that Storm archetypes actually have sub genres as well), but I certainly do feel like it's a strategy that is more limited in it's effectiveness these days.

Mana bases are hard in cEDH. Decks have to be fast enough to compete with the ever present ultra fast boogey men of the format, have to run enough lands to be able to play effectively without killing opening hand consistency or missing critical land drops, but not run so many that they draw lands when they really need gas. It's a really fine line and there really isn't a specific number that leads to success as deck, commander, meta, and archetype all make a difference. Some decks like Gitrog run 35ish, while a deck like Urza that's running 6 bajillion artifacts might barely want to run 28. I always find that the best way to find out is just playtesting. Get in 30 or 40 games and see if your initial thoughts are working out in the way you intend and adjust accordingly. I almost always start with 44 total sources and then mess with it as I accumulate results, tweaking the color availability and number as needed.

Some metas call for odd choices. Right around a year ago my group all started to realize a common issue many meta decks had: a single point of failure, one card that, if removed from an opposing deck, meant the deck couldn't ever actually go off. Food Chain, or Lab Man, or whatever it might have been was the only way for a deck to operate or win. My entire playgroup started to run Extract in literally every deck that ran blue and Praetor's Grasp in every deck that ran black. Most decks had both of these colors. If the deck had access to Mardu colors Hide also creeped in. It suddenly became a requirement to run not just a win condition, or an engine, but triple redundancy of absolutely everything your deck wanted to do or it just wouldn't be allowed to compete. If you played a deck our group knew didn't contain triplicate redundancy, you were first target and before turn 2 or 3 ended all your ways to win would be exiled. Naturally this evolved into every deck running Riftsweeper or Pull from Eternity style responses. It was a damn arms race and a radically informative period for us all. Then Ashiok, Dream Render got printed... A lot of our games wind up with a third of everyone's deck in exile these days and I'm still surprised at just how slow the cEDH community is to catch on to the power of these pieces. Sometimes I'm even laughed at for discussing the ways in which they can be employed by players who have never, and will never, win a profession level event. Meta calls can certainly be important.

No question about it, my Yidris list is NOT going to recover. It's not designed to, it doesn't intend to. It's kind of a stat check deck. "Does any one have an immediate answer on turn 2? No? Ok, I win." I'm definitely a player that prefers more conservative style decks, but you can't always play just one thing and one style. It's fun to mix it up and when I'm going for a more all in style I'm going 100% all in on whatever it is the deck is supposed to do and I'm going to do it as fast as it's possible to do and damn the consequences. You either got an answer, or ya don't. The hilarious thing about that list is that it generally takes 3 working together to stop it. It's a threat to win every single turn the second it untaps and if people ran out of resources without winning themselves than it just means the umpteenth attempt is the charm. All it needs is a Yidris swing and a single spell that's usually 1 cmc.

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Pull from Eternity occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%