Supernatural Stamina

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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
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Supernatural Stamina


Until end of turn, target creature gets +2/+0 and gains, "When this creature dies, return it to the battlefield tapped under its owner's control." (Dying is being put into the graveyard from the battlefield. Tokens enter the graveyard before they cease to exist.)

Profet93 on The Plague 2

3 months ago


Deserted Temple - Untap coffers + politics

Crypt of Agadeem - Ramp

Ancient Tomb - Ramp

Reliquary Tower - Utility for all your draw

Cover of Darkness - Evasion, maybe in place of filth? Unsure.

Thrilling Encore - Since your deck goes wide, this can help you recover after a wipe. Alternatively, you can steal opposing creatures as well.

Malakir Rebirth  Flip/Feign Death/Supernatural Stamina - In response to removal on your commander, brings it back and trigger it's ETB again.

Imp's Mischief - While typically not seen as much in go wide decks, its my pet card so I want to recommend it. It can "counter" counterspells, and redirect targeted removal, draw and extra turns.

Shorketh on $20 Sack of Elementals

6 months ago

This is the version of the deck I'm workshopping currently, I bought all these awesome premise pieces from Mobizque and I'm just tinkering with it. Having 16 creatures when all the instants, sorceries and artifacts all revolve around them seems a bit janky, but in the end all you need is a Thunderkin Awakener and a Lightning Skelemental to cycle. Cards like Call of the Death-Dweller, Unearth, Lightning Bolt and Supernatural Stamina working to keep the thunderkin alive.

The early game is to establish your game plan using what you have in your hand and Flamekin Harbingers to get you there. Turn one Duress is always good but I didn't want to lean too hard into it. Getting a Skelemental by turn three is surprisingly consistent, and cycling it doesn't prove hard. From there you can begin raking in your benefits from damage and card draw. Incandescent Soulstroke allows you to do some fun Nova Chaser shenanigans. I'm still iffy and changing things around so I'm all ears for what people have to say.

Thank you Mobizque and assorted comments >:D

Shorketh on $20 Sack of Elementals

8 months ago

Corpse Explosion and Supernatural Stamina are two cards that would go really well with this deck. Pull out a Nova Chaser, make it a 12/2 with a free revive. With all the cards like Thud, Temur Battle Rage and Corpse Explosion as follow ups or additions, you get a likely game-ender. Not to mention being able to sneak in the Chaser for no mana with the other suggestions in the comments.

seshiro_of_the_orochi on Shelob

8 months ago

Looking good. I built Shelob as a fight deck myself.

I found some Tech cards I really like in the deck:

Orochi Leafcaller helps to sometimes use abilities of the copies. Tough Cookie and Alloy Animist can turn the copies into creatures. Oh, and Livewire Lash is absurd with Shelob and some fight spells.

Finally, I've found spells such as Snakeskin Veil and Supernatural Stamina to be very powerful with Ward abilities. Your Shelob will sometimes be hit with a Path for , and having something to give her Hexproof right then can sometimes put you in a great spot.

seshiro_of_the_orochi on Spider Sanctum

1 year ago

Loooking good! Orochi Leafcaller is a card I like in my Shelob deck to be able to activateoff-colour abilities of fooded creatures. What's more, cards such as Snakeskin Veil and Supernatural Stamina are great with Ward abilities, as they can be major blowouts once your opponent tries to kill Shelob by paying her Ward.

ClockworkSwordfish on Hello Mother, Hello Fodder

1 year ago

Cool build! I guess an easy upgrade to suggest is Supernatural Stamina over Ashnod's Intervention - it saves you mana to bring the creature directly back to play rather than your hand (unless you're worried about exile effects?) I also think it might be worth running one copy (or more) of Juri, Master of the Revue over a Dreadhorde Butcher. Being legendary keeps you from loading up on him, but I'd wager that your sacrificing a guy every turn is more reliable than connecting with a 1/1 attacker, meaning you're more likely to get a bigger bang when you finally cash Juri in for damage!

77hi77 on Disk Boi's Zombie Disco

1 year ago

I've had a handful of games with this deck now, here's what I've learned so far:

1) It's a lot less straight forward than I thought. Commanders like Wilhelt, the Rotcleaver and Varina, Lich Queen generate value. You cast them as early as possible, make a lot of Zombies and draw a lot of cards with them. I figured I could build the same deck, have it generate its own tokens and draw cards without commander help, then cast Nevinyrral, Urborg Tyrant as a wincon or to reset the board. That has not been the case. I find that it's never the right time to cast him, either because my board state looks good, no creatures died this turn, or I don't have enough floating mana. Which brings us to:

2) Technically he's an 8 mana commander: he costs 6, let's assume I can sac him for free, his ability costs 1, and the way to reanimate him (like Supernatural Stamina costs 1. I'm not trying to play cEDH, but I'm definitely low on ramp in this deck, definitely compared to my other deck that I have on here: I BEG YOUR F@CKING PARDON??!!! - Razaketh with its like 25 ramp spells/mana rocks (necessary because that deck's cheapest wincon costs 11 mana).

I still enjoy what Nevvy brings to the table, I'll keep tinkering, but yeah I'm being humbled right now

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