Slow Motion

Slow Motion

Enchantment — Aura

Enchant creature

At the beginning of the upkeep of enchanted creature's controller, that player sacrifices that creature unless he or she pays (2).

When Slow Motion is put into a graveyard from play, return Slow Motion to its owner's hand.

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Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Slow Motion Discussion

bushido_man96 on The Mischief Makers

9 months ago

Flickering Ward is great value. Fallen Ideal can put those tokens to use.

If your interested in being annoying, there are several Urza block enchantments that return to hand when they go to the graveyard from the battlefield: Sleeper's Guile for some evasion, Brilliant Halo (not that great), Despondency to nerf a creature, Cessation and Slow Motion can be really annoying.

Apollo_Paladin on Still the One

9 months ago

Neat build!

I'm not saying it NEEDS a revamp, but if you want to toy around with it:

Have you thought about splashing Black into this deck? That could help a lot with your control vs. creatures (particularly in Legacy format).

Vampire Hexmage is pretty much the other staple combo card with Dark Depths. You might also toss another Thespian's Stage in there as well just to complete that combo set for "speed Depths" too either way.

Slow Motion can be evil recurring control for you, I've got a midrange deck that uses those to devastating effect. It can be fun to stack them up on a creature the opponent is hell-bent on saving, only to lose out and return them all to your hand for a repeat.

Propaganda is another card I use in my blue control deck and it's quite effective (especially with multiples in play).

Index can be quite helpful in a deck relying on combos for speed. 1 mana for Scry 5 can be brutal and give you a massive advantage off the draw.

DreadKhan on No mana for you

1 year ago

Have you considered Slow Motion ? It can be pretty nasty, being able to be recycled like Rancor. I also like Flood a ton, that card has won my generally abominably bad blue decks some games. Useless vs flying sucks, but a one of maybe? I also wonder about some of those old, weird upkeep cost cards blue got back in the day that targeted enchantments I think? Power Taint might let you interact with enchantment type decks, maybe a sideboard card?

Random thing, but back when I was a younger man, I found a cheap Mana Web singleton in a binder nobody was looking through for years I bet. I was sure it and Meekstone could be good cards, but I'd have to find more... low and behold, neither is cheap! Good finds, and your deck looks like an interesting build.

jessedictor on Phelddagrif Group Hug

2 years ago

I'm assuming you:

Route 1) Stength Draw with Worse Creature Tempo

Cut cards that are good tempo plays but otherwise don't help you win by drawing cards. The idea is that you draw into Approach of the Second Sun , cast it, and then trigger your draw abilities to be able to cast it again very quickly. I assume this deck isn't trying to be super competitive. I added a little recursion for toolbox, while still being group hug.



Side Note: I really don't like Sunscorch Regent but I get why he's in the deck as part of a wincon. I just feel Toothy, Imaginary Friend and Pir, Imaginative Rascal are very similar and provide much more to the deck in an obvious way, but they cost $8 as a pair so I didn't want to formally recommend them.

Have Simic Ascendancy , cast Toothy, Imaginary Friend and Pir, Imaginative Rascal , draw 5 cards with in game triggers which puts 10 on toothy which puts 20 on Simic Ascendancy .

Ragamander on Enchantress

2 years ago

Finest Hour is probably better than Brave the Sands, so if we're trying to fit in Leyline of Anticipation and Privileged Position , it would be better to cut that instead. And it would probably be correct to cut New Horizons instead of Weirding Wood. A card is better than a +1/+1 counter.

You're going to want to add Alchemist's Refuge to the manabase to help you cast enchantments on your opponent's turns when you don't have Leyline of Anticipation. It might even be worth trying to play Vedalken Orrery to get these effects more often. There are a few flash enchantments you can play as well: Seal Away , Temporal Isolation , Slow Motion , Lawmage's Binding , Cast Out , Alexi's Cloak , Cho-Manno's Blessing , Eel Umbra , Jolrael's Favor , and Serpent Skin seem playable.

Another thing you might consider are replayable enchantments. The few I'm thinking of are Mana Bloom , Gossamer Chains , Flickering Ward , Broken Fall and Molting Skin . The latter three will also help you keep Tuvasa alive!

Speaking of keeping your commander alive, you might find it difficult with only Shield of the Oversoul, Swiftfoot Boots, Lightning Greaves, and Greater Auramancy. Furthermore, the latter two give shroud, which will make it hard to enchant Tuvasa afterwards! I'd consider trying to find more hexproof and indestructible effects even if they come from non-enchantment sources, such as Darksteel Plate . As for auras, there's Alpha Authority and Canopy Cover .

Finally, as just a neat card, you might consider playing Cloud Cover .

As for things to take out, the first thing I would do is take out Luminarch Ascension. The card is so powerful that people will just kill it or, more likely, YOU. It's a political disaster. I'd pull Abundant Growth because it's just not a very high-yield card. If you're looking for ramp and color-fixing, Carpet of Flowers is better because of how common blue is in Commander. Authority of the Consuls is probably not going to be very useful unless you know opponents are going to making large numbers of 1/1s for a combo. Finally, as much as I like it as a card, On Serra's Wings is not particularly excellent here. Unfortunately, that's just four cuts, and I gave a lot more suggestions. You'll just have to consider what effects you might want enough to include.

eyes2sky on Salt Mine Prison Escape (UB Stax)

2 years ago

Swiggitywiggity Awesome! I am so psyched you took this list for a spin...sounds like you had fun with it...It can def throw people off for sure...they didn't see this coming! I don't have any Slow Motion but I did make some changes per your suggestions and experience with this list. Did you go up against any burn decks and if so, how did you do? (did you use any sideboard?). Also, was Spell Pierce of any help? I am considering swapping it out for either Force Spike or Disrupt. Thanks again for the support and suggestions!

Giro on [WIP] Grand Arbiter

3 years ago

32 Lands has actually ran pretty well for me, if I run into problems Ill look into adding a few more low cost mana rocks as you suggested.

I want to try playing with Curse of Exhaustion and Dovescape so Im gonna leave those and play test them, Ill remove the other 4 as the seem like the best to cut.

Consecrated Sphinx instead of Drogskol Reaver seems like a really good swap however Sphinx rarely last a full turn in my play group, Drogskol draws a bit less aggro and so lets me draw a bit more, I might swap to play test though

I originally had Mana Vault in but thats currently in another deck, I do like Thought Vessel though so I might throw that in, however I cant take out Darksteel Ingot, as my play group runs a lot of boardwipes and removal so having an indestructible rock is really good.

Aven Mindcensor sounds way better actually, ill make that swap.

Ill take out Mindbreak Trap for one of those card draws, Teferi's Protection though is there for all the boardwipes my play group runs.

Windfall is a decent card but im iffy on the swap with Slow Motion Ill play test and see how it goes though.

I had actually considered swapping Witchbane Orb for Winter Orb, but I dont have many way to untap my land either then, Ive had my opponents find ways that I cant really use (such as using sword of feast and famine and so on) Witchbane Orb is also there for all the target spells my play group runs still iffy on it but i might give it ago.

Thank you so much for all the suggestions though, ill give them a try and see how it goes!

HashMasta on Did you start playing yet?

3 years ago

Slow Motion was a thought i had originally when i was making this deck, the thing was it did not really stop them form using it. Yes they have to pay 2 to keep it but late game whenever people have 5+ lands, this will not be a threat. Plus, it doesn't affect the creature itself. Paralyze and Singing Bell Strike are much better for these since they make you pay a lot more mana to use it completely shutting down their turn or keep it tapped to be unable to use. But you can customize this however you wish. Thanks for the input

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