Rewind

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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
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
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Rewind

Instant

Counter target spell. Untap up to four lands.

SufferFromEDHD on Archelos, Landfall / Emergent Ultimatum

2 weeks ago

I too enjoy OG land tech. You have Yavimaya and Urborg for that though along with Dryad of the Ilysian Grove.

Glacierwood Siege an additional "Worlds" effect

Nykthos, Shrine to Nyx > Bloom Tender

If you go the Nykthos route Minamo, School at Water's Edge plus the easy Archelos activation.

I see Green Sun's Zenith and a juicy Vorinclex target. Would Dryad Arbor + Natural Order be useful here?

In my land based strategies I always try to squeeze in Unwind + Rewind for the value.

P.S. Squandered Resources is the greatest card in the entire card pool. Always enjoy seeing it in a deck.

kamarupa on Balaam__'s Challenge: Get Twisted

2 months ago

Thanks for the advice, psionictemplar! I'm a bit hesitant to add too many non-basic lands because of Back to Basics, but i might switch Academy Ruins for Mystic Sanctuary.

I'm fairly married to keeping High Tide because it not only helps get Eon Hub out, it also combos with Rewind and helps Overload Cyclonic Rift. With Rift, we can eliminate opponent's creatures, which enables us to actually hit opponents with one or two Phyrexian Soulgorgers.

I did consider Snapcaster Mage - any thoughts on that?

legendofa on Why is Untapping Lands a …

8 months ago

In blue, the Urza's Block hugely skew land untapping, and that block is widely considered to be an overpowered mistake, especially for blue. Urza's Saga and Urza's Legacy alone have ten cards that allow land-specific untapping, more than half of all the blue cards that allow untapping lands without untapping all permanents. They'll be included for the sake of completion, but I wouldn't take them as any sort of precedent. Pioneer legality is just five cards, with one of them being Standard-legal. Blue is the undisputed king of untapping permanents in general, but doesn't have any special focus on lands.

Ye Olde Bordere, "untap" + "land": Twiddle, Reset, Infuse, Jolt, Twitch, Mind Over Matter, Great Whale, Peregrine Drake, Rewind, Time Spiral, Turnabout, Cloud of Faeries, Frantic Search, Palinchron, Snap, Treachery, Trickster Mage. total 16

Modern Border, "untap" + "land": Oboro Breezecaller. total 1

2015 Border, "untap" + "land": Pore Over the Pages, Unwind, Finale of Revelation, Kelpie Guide. total 3

Ye Olde Bordere, "untap" + "permanent": Telekinetic Bonds. total 1

Modern Border, "untap" + "permanent": Dream's Grip, Psychic Puppetry, Toils of Night and Day, Tidewater Minion, Rimewind Taskmage, Coral Trickster, Merrow Reejerey, Pestermite, Fatestitcher, Merfolk Skyscout, Reality Spasm, Deceiver Exarch, Captain of the Mists, Ghostly Touch, Hidden Strings, Curse of Inertia, Tidal Force. total 17

2015 Border, "untap" + "permanent": Teferi, Temporal Archmage, Vizier of Tumbling Sands, Clever Conjurer, Nimbleclaw Adept, Ioreth of the Healing House, Forensic Researcher. total 6

Ye Olde Bordere, "untap" + "Island": none.

Modern Border, "untap" + "Island": none.

2015 Border, "untap" + "Island": none.

There's 44 mono-blue cards that can untap lands in some capacity, with 20 of them being more specific than untapping permanents in general. If Urza's Block is taken out, then there are 34 blue cards that untap lands, with just nine of them having any sort of restriction.

So in final summary, I see green land untapping increasing in recent years, and blue permanent untapping actually falling off slightly. There were 18 blue untap cards in the 12 years of the modern border, and nine cards so far in the nine years of the 2015 border. Discounting Urza's Block, there are slightly more green cards that can untap lands than blue cards, and many more green cards that untap lands than blue cards printed in the last ten years.

If I missed anything in this breakdown, please let me know. But I think the cards are there to support my initial position. Both green and blue are primary in untapping lands, if lands are counted as permanents, and blue is secondary in untapping lands specifically. Mark Rosewater's answer is is at best incomplete and missing nuance, and at worst totally wrong.


Keeping the above because it took me a long time write and I don't want to undo the effort.

In response to wallisface, percentage of cards with a given effect doesn't matter to primacy of color.

  • Primary – This is the color (or colors) the ability is seen in most. That means it shows up in the highest volume and usually at the lowest rarity that the type of effects get used at. The primary color will almost always get this effect in a set if it's an ability we do every set. It also tends to be the color that most often pushes the power level, if it's an effect we push the power level on. There's a wide range on what primary means, because different types of effects exist at different levels. A card secondary in flying can show up way more than a card primary in taking extra turns, for instance, because we have so many more flying cards than extra-turn cards.

  • I want to stress one more time that primary, secondary, and tertiary are relative to how often an effect is used. Things that are secondary in a color, for example, may be far more prevalent in that color than things that are primary if the items in question occur at a higher frequency.

Source: https://magic.wizards.com/en/news/making-magic/mechanical-color-pie-2021

For example, MaRoo has repeatedly stated that red is primary in extra combat cards, with white as a contender for secondary.

https://magic.wizards.com/en/news/making-magic/mechanical-color-pie-2021

https://markrosewater.tumblr.com/post/760377485190938624/can-any-color-aside-from-red-get-extra-combat

There are only 36 cards that grant an additional comabt. If primacy was considered as a proportion of cards that grant additional combats was considered only as a proportion of total cards of that color, I don't think any color would be considered primary.

So while there might be fewer cards that untap lands in green as a proportion of total green cards in recent years, that's not a relevant measure to color primacy. The relevant measure is how often cards that untap lands show up in green compared to other colors, which I think is demonstrated by the above lists that green has more land untap effects than any other color, with blue being nearly equivalent. That, according to MaRo's definition, means that land untapping is primary in green.

RiotRunner789 on

1 year ago

I'd swap Graceful Adept for Library of Leng. Cheaper, harder to remove, and added bonus against discard.

Cancel for any other counterspell. There are plenty of 1UU with upside such as personal favorite of mine, Admiral's Order. Rewind, Dissipate, Unwind and Negate are also solid budget options. Personally not a fan of Mana Leak-esk counters since if an opponent has a ton of Mana, they become useless. Also, Defense Grid is an odd choice for a blue deck since it hurts your own counters on your opponents turn.

I'd consider trying to find room for a card or cards like Coastal Piracy, Bident of Thassa, and The Indomitable.

Single protection to consider, Mithril Coat is amazing, Commander's Plate always pulls a ton of weight in mon color (may hurt commander's unblockable agaimst another monoblue but otherwise really helps), Dive Down not amazing, just a pet card when it was in standard.

ASalesman on Unesh, Ultimate Guide (Tribal)

1 year ago

Minor Revision

  • Replaced Rewind with Unsummon. Rewind is expensive, and like Treachery it feels bad when it doesn't resolve. The main reason to include Rewind over another counterspell is that it can gain additional mana in combination with mana doublers. However this usually only happens when you counter your own spell which is not always ideal. Unsummon keeps the value train rolling baby. This mana cheap spell keeps the win con rolling. So it keeps the deck faster and more focused.
  • Replaced Cryptic Command with Mystical Tutor. Cryptic command is an expensive spell to hold up. With other recent additions making the deck fast, it is probably better to speed the deck up more and win the race to a wincon rather than defend against other wincons. This card will mostly end up fetching Rite of Replication, but it can also grab your only board wipe Cyclonic Rift, Ghostly Flicker for value, or a piece of interaction.
  • Replaced Swiftfoot Boots with Trickbind. Swiftfoot boots feels a little slow with the 1 cmc equip cost. It is easier to defend Unesh with some of the other additions like Unsubstantiate or Unsummon (these also defend against a boardwipe while the boots don't. Trickbind is included because it can stop a lot of cEDH combos that don't rely on spells resolving. This spell can also be tutored by recently added tutors Spellseeker and Mystical Tutor.

ASalesman on Unesh, Ultimate Guide (Tribal)

1 year ago

Thank you, that's an interesting take! You already know my reasoning for Cryptic Command. The reason I do like Rewind is not actually for the counterspell, but for mana generation. With Extraplanar Lens (or other mana doubling effect) on the field, a Universal Automaton (or other cheap spell) followed by Rewind countering Universal Automaton nets a nice chunk of mana. I will say though rewind does feel like one of the weaker cards in the deck now following all of the revisions. Definitely worth revisiting on my part.

thefiresoflurve on Narset's Work Out Plan

1 year ago

This version of Narset looks super fun!

Your interaction does look a bit light, I'll keep that in mind with these recommendations:

So first off, I'm not really sure about Birgi and Runaway Steam-Kin. They're typically used in mono-red Storm, and your mana costs are so balanced with so little generic mana, I'd probably definitely cut these two.

Similarly, while you do have like three cards that support it, I don't think Zada, Hedron Grinder fits as well here as it does in, say, Feather, the Redeemed. If copies triggered prowess, then it might, but sadly they don't.

Some things that would be awesome here: Frantic Search - fill the yard for Narset, and get some free Prowess triggers? Yes, please.

Unwind / Rewind - same deal here, get some free mana later on by casting these from the yard.

Big Score / Unexpected Windfall - if it's copied instead of cast, you don't even have to discard.

Azorius Charm's slot might be better filled by Prismari Command or Izzet Signet, since both of those have a ton of options included.

Hope that helps; happy building!

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