Remand

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Remand

Instant

Counter target spell. If that spell is countered this way, put it into its owner's hand instead of into that player's graveyard.

Draw a card.

wallisface on stop copying me

1 week ago

Bulldawg1310 Firstly the Collected Company should go, as it generally needs at least 24-25 creatures to be remotely reliable. I’d also suggest going down to 2-or-3 Cryptic Command as is not useful on any of the turns your playing a creature (it probably leaves you with too few mana). Remand also feels like its a card worth ditching as it does nothing to protect you from removal (it’s not going to stop someone just recasting their lightning bolt).

It’s probably going to take a lot of tinkering to get this running smoothly. Personally I think it might be easier trying to do this tactic using Mirrorweave. It would mean your creatures can potentially be having useful abilities before the combo resolves, and also gives you an option to assemble the numbers you need much quicker through token generation.

AT23 on Dragons and Wizards with Prowess, Oh My

1 week ago

I would drop the two islands for two more mountains. I would also drop Barge In and Remand for 3x Lava Dart and +1 Stormwing Entity

Balaam__ on A.P. Bio with Mr. Wizard

2 weeks ago

Ooh boy ThisIsMyAccount, I’m not sure about some of those. Chalice of the Void is certainly a card I overlooked, and as you pointed out it would be a great fit. I’m adding that one to the maybeboard right away for when it’s revision time.

But I don’t think I can use most of the others. The way this deck is set up I only really have about 4-6 possible slots I could reconfigure. Mana Leak and Remand are the card(s) I’d look to replace, but the rest of the deck is somewhat locked down and necessary to function correctly. I can see Archmage's Charm being better than either, but unfortunately I don’t currently own any. I’ll add it to the maybeboard in case I acquire some. Decisive Denial and Sublime Epiphany I’ll have to pass on; the former is a harder-to-cast Mana Leak that only targets noncreature spells, and the first portion is immaterial as attacking is not part of the overall strategy. The latter suggestion is simply too mana intensive—it has nice options, but by the time we have 6 available mana we should be on track for a win (if it’s going to happen in a given game). Same goes for Plasm Capture, too costly and situational. I do appreciate the suggestions though and you make some good points.

plakjekaas on Does Flashback's replacement effect on …

4 weeks ago

Spells that instruct themselves to be exiled are different than spells with Flashback. Part the Waterveil will never return to your hand with Feather, even if it targets an already animated land, because it exiled itself before Feather's effect would apply.

Feather instructs you to exile it as it resolves (where it would normally go to the graveyard if she wasn't there) while flashback's rules text says that if a spell would leave the stack, it will be exiled instead of wherever it's supposed to go. When you Remand a spell that is flashed back, it will still exile instead of going to your hand. The fun part is that Feather already puts it in exile instead of in the graveyard, which doesn't clash with the rules of flashback, therefore you will get the card back from exile, even if it's flashback cost was paid.

wallisface on Island walk

2 months ago

Some thoughts:

  • Preordain is not modern legal. The closest thing to it would either be Serum Visions or Opt.

  • It feels like you have no reasonably plan B if you don't draw Quest for Ula's Temple (or if you can't resolve it). This puts you in a really awkward position, as most of the time you're going to be having to do a LOT of mulligans to have something remotely playable. I'd suggest having more viable plan Bs

  • Along the lines of above, you have a bunch of cards that aren't useful at all unless you have Quest for Ula's Temple out - namely Thrummingbird and Fuel for the Cause. Proliferation seems like its useful in such niche situations, that I'm not convinced you should be running it at all - it's only helping you when you're already in a good spot, and does nothing when you're not.

  • A lot of your counter magic is pretty sub-par. I'd recommend stuff like Mana Leak, Counterspell, Remand, Spell Snare.

  • With only 20 lands, you have absolutely no chance of being able to cast Volition Reins or Akroma's Memorial, so I'd suggest ditching those. I'd also suggest getting rid of Quicksilver Amulet, as it's also going to take waaay too long to cast with your manabase, and generally just feels very clunky/slow

wallisface on I heard you like bounces...

2 months ago

Some thoughts:

  • There's going to be one big issue this kind of deck is going to face - you're constantly putting yourself at a large card-disadvantage, which will mean in the long run, you'll run out of resources, and your opponent will rebuild.

  • I get that you have Jace's Archivist as a way to get more cards, but with the sheer quantity of 1-mana killspells in modern, it feels like it'll never resolve its ability.

  • Note also, that because of fetchlands, your opponent can play-around what you're doing (i.e. only fetch when the mana is needed, or if targeted) - meaning that most opponents will be able to cast any spell they want in their deck with relative ease.

  • As one final point of problem, you have no current way to close out the game. Without a way to quickly win, your opponent is almost guaranteed to stabilize at some-point, and then beat you.

There's no easy answers to these problems, but here are some thoughts:

  • Bounce cards inherently put the caster at a disadvantage, because they're losing a card, and the opponent by-default isn't losing anything. To provide you some staying power, and a chance at an actual lock, I'd recommend running Isochron Scepter. While this card is fairly risky to play in modern (due to the chance of getting 2-for-1'd), I think its your best bet for being able to set up a continual source of bouncing.

  • You need a reliable way to actually win the game, before your opponent stabilizes (because, they will). I think a good candidate could be Deep-Sea Kraken, as it's very hard to remove (doesn't die to Prismatic Ending, Fatal Push, or Lightning Bolt. Admittedly Unholy Heat does pose an issue, but it's still pretty resilient)

  • I think you need a few more 1cmc cards to prevent getting overwhelmed right at the start of the game. Void Snare is decent, so I'd think you'd want a playset of that, alongside something like Unsummon or Vapor Snag. I do get that you want to focus on lands, but there are a LOT of 1-drop creatures that could blow you out of the water if left unchecked.

  • I think Remand is better than Counterspell here. You don't care that your opponent will get the card back in hand, because you're hoping their hand will be full anyway. And Remand helps you keep cards in your hand, so that you can keep the momentum up.

  • I don't think you need Radiant Fountain. The extra life is never going to swing the game either way imo (if you can't get the lock, you're screwed whatever your life total). I think a bigger threat is drawing too many lands and so running out of options. I'd suggest just playing 20-21 islands, and no Radiant Fountain. You'll be able to do more with the extra 2-3 spells than some lands that offer the wrong colour.

Icbrgr on Modern Prowess

3 months ago

things in the modern meta to be mindful of are Chalice of the Void and Ensnaring Bridge... have access to a lot of artifact and enchantment removal. I suggest 2 copies of Prismatic Ending and 2 copies of Abrade/Rip Apart. Prismatic ending counts as a 1cmc spell so it can hit chalice on and rip apart can get rid of chalice on and both can clear away ensnaring bridge... maybe even Hurkyl's Recall for affinity matchups.

you dont seem to have much reliance or utilization of your own graveyard as a resource so Rest in Peace/Relic of Progenitus seem like a great option for hosing opponents with graveyard shenanigans.

Cleansing Wildfire/Alpine Moon seem like good options for dealing with somthing like Inkmoth Nexus... Blood Moon also works but its a bit high cmc and youd have to make sure you fetch a basic Plains/Island before playing it.

Because you are in a good countermagic spell could be Remand... it might buy you a turn against a combo deck like Saheeli Rai + Felidar Guardian and draw you a card.

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