Combos Browse all Suggest
Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Arena | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Gladiator | Legal |
| Highlander | Legal |
| Historic | Legal |
| Historic Brawl | 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 |
| PreDH | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Repel the Darkness
Instant
Tap up to two target creatures.
Draw a card.
leovolt884_ on
Selesnya Heroic / +1/+1 counters
1 year ago
jonjonhholt Travel Preparations and Unbounded Potential are probably my favorites because of the efficiency. I mean two mana to target two things, and the ability to cast it again from the graveyard?? It makes the "worse" heroic creatures that aren't often seen much better. You're essentially getting 4 +1/+1 counters for 2 mana. Something like Repel the Darkness can even be used on the opponents end step in an aggressive manner to tap a blocker and target one of your own creatures, or target 2 if your opponent is greedy. Unlike an aura based deck it doesn't revolve around one or two big creatures either, just exponential gain all around
zachz on
Kithkin Township EDH ed.
3 years ago
Thank you. The draw options I'm considering are:
- Folk Hero (flavor, very new card, uncertain about using this)
- Dawn of Hope (Draw cards when lifgain, currently have 9 cards gaining life)
- Scout's Warning (flavor)
- Repel the Darkness (defensive)
- Oblation (Use on self)
Should I be looking into artifacts for card draw?
LadyZ on
Religion is War
6 years ago
Some of the cards you're running aren't the best in commander. Some cards I'd look at cutting are Renewed Faith , Repel the Darkness , Gideon's Reproach , Vengeance , Tectonic Rift , Demotion , Demolish , Screaming Shield , and Fresh-Faced Recruit .
There are a variety of cards you could look at adding, depending on the exact focus of your deck. Some cards you will likely want regardless however are Boros Charm , Swords to Plowshares , Path to Exile , Smothering Tithe , Commander's Sphere , Solemn Simulacrum , Burnished Hart , Staff of Nin , and Marshal's Anthem
kellylogs on
6 years ago
Well we had some different ideas on this one. This seems like a really solid list, though I wonder why not include something like Expose Evil or Repel the Darkness over Niveous Wisps . I understand if the answer happens to be costing 1 mana but to me it would seem the extra mana is alright to get the benefit of tapping down other people's stuff as well while still looping the card. Other than that it's really just the Sword of War and Peace that would give me pause as it stops the creature being targeted by all your own spells which seems an iffy prospect to me in a Feather deck. Still, overall I'd call this really solid and gods help me if I ever have to fight it out there one day!
wallisface on
Hedron Alignment no money!
6 years ago
Looks like a cool idea. I have a few thoughts and suggestions below, trying to be as budget as possible
1) your creatures don’t appear to be doing anything other than attempting to stall/block until you win. That plan will eventually come crashing down to pretty much any deck when they get a board state bug enough to overrun you. It seems like those slots would be better used to not only slow down your opponents advances, but also give yourself card draw and speed up your engine. I’m thinking stuff like Thraben Inspector, Repel the Darkness, Pressure Point, Niveous Wisps, Expose Evil, Curtain of Light, Bright Reprisal. They all still prevent an opponent attacking (although only temporarily), while letting you race for an actual win. You probably want to keep a mix of these and defensive creatures though (maybe 8-10 creatures max?)
2) even with card draw, the odds of one of the hedrons being near the bottom of the deck is high. And no non-fetching game plan will ever let you reach that last piece. Even though these might be a little steep for your budget, including 2-3 of Plea for Guidance feels like a must imo. Otherwise most games you’ll only reach 2 or 3 of your hedrons.
NotSuicuu on What Happens When Repel Darkness …
8 years ago
I was playing a game and I used Pounce. I had my Frenzied Raptor fight my opponent's 5/5 Scute Mob. My opponent then used a Repel the Darkness to try and tap my Raptor. I need to know how this will resolve.
DragonzBane on
8 years ago
Removal is always a good things to have, I would suggest either Path to Exile or Condemn in place of Repel the Darkness.
Raging_Squiggle on Grip of the Roil and …
8 years ago
Note that if the spell has two or more targets (see Repel the Darkness), and only one target becomes illegal, the spell will still resolve and you will draw a card.
This is not to be confused with the rule that says when spells/abilities resolve, they do as much as they can. Example: Omen Machine is in play and someone resolves Brainstorm. The spell does as much as it can. Since the player can't draw cards, they simply put 2 cards in their hand on top of their library.
If all targets for your spell become illegal targets, the spell will fizzle and be removed from the stack.



