Thwart the Grave

Thwart the Grave

Sorcery

This spell costs less to cast for each creature in your party. (Your party consists of up to four creatures, one Cleric, Rogue, Warrior and Wizard.)

Return target creature card and up to one target Cleric, Rogue, Warrior or Wizard creature card from your graveyard to the battlefield.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Thwart the Grave Discussion

king-saproling on We Like To Party

2 months ago

Ah I see.

You are correct that if the commander's color identity is pure white, then you could only include colorless and white cards. However, Tazri, Beacon of Unity 's color identity is thanks to the appearance of those symbols in her text box.

If you go with Tazri, you might consider picking these up: Coveted Prize , Nimble Trapfinder , Thwart the Grave , Crib Swap (this card has all creature types, so it can be picked up via Tazri's ability!), Nameless Inversion , Linvala, Shield of Sea Gate , Zagras, Thief of Heartbeats , Squad Commander , Oakhame Adversary , Malakir Blood-Priest , Veteran Adventurer , Sygg, River Cutthroat , Nullpriest of Oblivion , Moritte of the Frost , Nin, the Pain Artist

zamiero on Vial and Ghost!

4 months ago

3> Ahhh I've been wanting to play with Obosh, the Preypiercer and Angrath's Marauders - glad you found a spot for them. While you're at it, you could also consider other "damage doublers" such as Wound Reflection and Fiendish Duo. I've thought about a Vial-Smasher deck with a White partner just to add Gisela, Blade of Goldnight.

3> I see you enjoy big monsters and X-spells here. Oh to be young again... but seriously, this seems like a good deck to play them in as you would be rewarded. Instants are your friend, as you can Smash Vials on everyone's turn! No Comet Storm?

3> I would be worried about Vial-Smasher getting nuked from orbit as soon as your turn passes and it's no longer indestructible. You'll find Heroic Intervention and Slippery Bogbonder will help with targeted Exile removal. You already have Destroy and Sacrifice covered I see.

3> I see some cost-reduced and commander-free spells in there, but you have a limited suite. While doing research for my thoughts on Vial-Smasher, I found the following might be helpful - list is just copy/paste, so it will include some White and/or Blue cards:

3> I see some cost-reduced and commander-free spells in there, but you have a limited suite. While doing research for my thoughts on Vial-Smasher, I found the following might be helpful - list is just copy/paste, so it will include some White and/or Blue cards:

Moose-Storm on Party Hearty

6 months ago

KittyFaye I would absolutely love to run that card, unfortunately it violates the conditions needed for Jegantha, the Wellspring. But if you (or anyone else) is looking to build Tazri without Jegantha, Thwart the Grave is a great slot in the 99.

KittyFaye on Party Hearty

6 months ago

Also I just found the card Thwart the Grave. This card seems very good especially like further on into the game.

mobizque on Favorite Mtg Art?

6 months ago

Thwart the Grave has gorgeous coloring, and the art absolutely matches the mechanics of the card. It paints an emotional picture of the party pulling together to save one of its own from the brink.

Epicurus on Party Allegiance

7 months ago

Massacar I added custom categories to the decklist to help with responding to your comment.

First off, Thran Turbine and Training Grounds are excellent suggestions, and I'm going to syft through the list to find room for those two, for sure, when I have time.

As for the other specific suggestions, my creature types are somewhat too varied, so Coat of Arms runs the risk of being more beneficial to my opponents than to me, even with as many allies as are there. And Biomancer's Familiar and Heartstone don't really help the commander all that much (though I will consider them because of their potential to help other creatures).

As for the number of creatures, I'm on the fence. Yes, 46 is a shytload. However, look at the distribution of them in my categories. I only have 9 Warriors, which is less than 10% of the deck, and that's the Party type I have the most of. Having a full party is incredibly helpful for casting the commander, and is furthermore vital for cards like Zagras, Thief of Heartbeats, Thwart the Grave, Spoils of Adventure, Nimble Trapfinder, Ardent Electromancer and Linvala, Shield of Sea Gate, without mentioning the other few party related cards. And while I could make cuts from the list of nonparty allies, doing so detracts from the effectiveness of many of the abilities of the allies, which are dependent on having others around to care about. And the changelings alleviate a lot of what I'm saying here, but I only have 4 of them, and they're the only ones I care to have.

So, in short, I get it. But nearly 50% creature just seems to me to be the way to build around the party mechanic effectively.

ZendikariWol on Did you like zendikar?

7 months ago

I'm actually just excited that Wylie Beckert is getting some work. He's new to the game but I love his art.

Soul Shatter

Reclaim the Wastes

Thwart the Grave