Repeal

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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
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Repeal

Instant

Return target nonland permanent with converted mana cost/mana cost X to its owner's hand.

Draw a card.

wallisface on Tunneling Reclamation

1 year ago

Some notes on your deck description:

  • You want to use two "[" signs on either side of a card to have them show as card link/hovers. for example if you wanted [Jace, Vryn's Prodigy] to show up as Jace, Vryn's Prodigy  Flip you need an extra "["/"]" on either side.

  • Getting a decklist to a 100% competitive rating as determined by this site isn't really at-all a good measure of a decks competency. Many tier-1 decks will only show as ~75%. It is always better to focus on actually make the deck competitively viable, instead of focusing on a number that gives you no indication of a decks actual competency.

Thoughts on the deck itself:

  • Your manabase could pretty easily support 4 colours instead of 3 - and I think white would offer you a LOT more benefits here as a 4th colour. Some of my suggestions below go further into this 4th colour option.

  • Flamekin Harbinger is a good reason to run a few 1-ofs as far as toolbox elementals. At the moment there are only 3 options for your Harbinger to grab, which really limits its ability to answer your opponents gameplan, or further your own. I'd suggest 1-of copies of cards like Flickerwisp, Fulminator Mage, Fury, Thunderkin Awakener etc so that your Harbinger can toolbox up whatever option provides you the best advantage at the time.

  • Going on from the above comment, your elemental count is really, really low. I'd really suggest fitting a lot more creatures into your deck.

  • I'm really not sold on Aether Spellbomb or Repeal being useful in the way you're describing. Bouncing your own Harbinger to your hand is a really slow approach to the game and will put you significantly behind on-board. Stuff like Recommission or Ephemerate could benefit you a lot more here, as they're overall spending a LOT less mana to get a better result.

  • Clutch of Currents feels really weak, and i'm not sure what it's doing here.

Spell_Slam on

2 years ago

The biggest issue with running Tron lands with your card choices is all the coloured costs. Boomerang, Counterspell, Cyclops, and Entity all have double coloured requirements, which will make it hard for you to cast more than 1-2 spells a turn before the late game.

You can either need some filtering lands (like Cave of Temptation), or make some substitutions that will help make your cards more castable. Counterspell could be a mix of Counterspell and Condescend, for example. Boomerang is probably a good cut entirely. Maybe Repeal could be good?

In terms of formatting on TappedOut, If you want to explain card choices within the deck itself, you can create custom categories. In the deck editing window, you can add a category like #Card Draw, then putting all the cards of that category underneath it. Just separate your categories with paragraphs.

jacobpmesser on Merfolk Land Hate - Global Warming

2 years ago

I'm working on a landhate deck in blue.

I think, instead of Ashiok, maybe Confounding Conundrum could do the same thing for a mana cheaper. It also gives you a Leonin Arbiter effect w/Ghost Quarter/Field of Ruin. If you're on the play and it gets out on your t2, that could completely ruin their game.

Then, there's Trinisphere.

I'm also looking at Squelch for cantrip. Other cantrips/draw: Remand, Censor, Repeal, and a 1 of Noxious Revival, just in case.

This gets away from what you're trying to do... But you could splash green for Choke. Don't play islands.

amicdeep on The Curse of Erayo

3 years ago

the problem i can foresee with this list is your not flipping eryo until turn 4 at earliest and that's to slow for modern. the deck needs some mana neutral cantrips of some powerfully and cheap recastable spells

cards the come to mind are Manamorphose,

Mishra's Bauble, Tormod's Crypt with Repeal,

Finale of Promise. with cantrips

Memnite Ornithopter + Hurkyl's Recall Retract with Emry, Lurker of the Loch

even Faerie Impostor, Greenbelt Rampager, Glint Hawk would all help

edster on Synergies with Unbound Flourishing in Modern

3 years ago

Been testing unbound with newer cards and other deck lists: https://www.reddit.com/r/ModernMagic/comments/mdkh1w/ug_unbound_flourishing_tron/ https://www.mtggoldfish.com/articles/against-the-odds-unbound-wealth-modern-magic-online

Feels like Hydroid Krasis belongs in Game Winning. The value of a 2x/2x Flying Trample, draw x gain x is too much for most decks to come back from. Same for Walking Ballista, it's a great card all game. It can block then sac against aggro, disrupt creature combos and kill your opponent in the late game.

Magus of the Candelabra from testing feels like Great or even Game Winning. The copy goes on the stack, so you can target the same land twice. E.g. x=1, target Nykthos, Shrine to Nyx, copy also targets Nykthos. Use Nykthos once after copy resolves, and again after original ability resolves. If you have lands that produce more than one mana, such as Castle Garenbrig, Nissa, Who Shakes the World, Utopia Sprawl, Magus becomes insane.

Prismatic Ending would be god tier but the number of colors (converge cost) isn't copied. The copy can only exile a 0 cost nonland. This card is amazing even without unbounded. Probably belongs in Poor tho.

Repeal could be upgraded from Poor to Neutral / Good. Any card that double cantrips with Unbounded is decent. From my own testing and decks in the link above, it does well.

Shatterskull Smashing  Flip, Agadeem's Awakening  Flip and other modal lands are Good in the right decks.

The problem with cards like Genesis Wave, Vivien's Arkbow, Electrodominance, Fiend Artisan etc that put a card into the battlefield is your deck probably has cards with cost {x}. You have to pick x=0, so you have some dis-synergy. For that reason, unless you build around this, losing out on some really great {x} cost cards, they go down one synergy rating in my books. They are still great but not perfect. ;]

Animist's Awakening is a trap. I think it belongs in Neutral or Good in landfall decks. In a deck with 30 lands (which I doubt), without unbound you expect x/2 lands since half your deck is lands. With unbound, you expect x lands so pretty much it doubles your number of lands. Sure it gives you back your mana this turn and double next turn, but it doesn't quite affect the board state enough compared to other cards.

Genderfluidia on Mike's Monoblue

3 years ago

I would take Repeal out for Boomerang. Repeal just isn't mana efficient at all, and that one card draw is just not enough to make it good IMO, where as Boomerang is very cheap in both senses of the word. I def like everything else. +1

Caerwyn on Chalice of the void vs …

3 years ago

In the future, please remember to hit the green "Mark as Answer" if you have no further questions. Since this question has been resolved for a few days, I have gone ahead and marked an answer on your behalf.

I did also want to sum up the above, since there was some confusion:

A card's mana value is always the mana value on the card's front face and does not change, except in two situations:

  1. The mana value for an X-costed spell while on the stack is equal to the value of X and the other mana symbols. So, with Repeal , if X = 3, its mana value will be 4 while on the stack. In all other zones, the mana value is 1.

  2. Split cards have a mana value equal to the sides of the card cast. If you cast the Alive side, the mana value will be 4. If you cast the Well side, the mana value will be 1. If you cast them both with Fuse, the mana value will be 5. In all other zones, the mana value is equal to the total cost of both sides, in this case 5.

In all other situations, the mana cost on the card's front face will be the mana value in all zones.

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