Unauthorized Exit

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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 EDH Legal
Pioneer Legal
Planar Constructed Legal
Pre-release Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vintage Legal

Unauthorized Exit

Instant

Return target nonland permanent to its owner's hand. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)

Oelyk on Narset Spellforce

4 months ago

I had the opportunity to run a few games today(and won 1!) with this deck and I definitively agree surveil is a great keyword to focus on for this deck, often couldn't stay on curve into Narset's engine on curve without one or two bigger spells already in the graveyard to cast for free.

Below changes made:

Curate> Preordain

Otherworldly Gaze > Serum Visions

Faithless Looting > Stormchaser's Talent (Maybe I'm missing something here, but this deck doesn't much care for recursion to hand and upgrading it doesn't trigger prowess/mage craft. Too expensive for a mediocre synergy)

Unauthorized Exit > Swords to Plowshares

Excise the Imperfect > Wear / Tear

Wheel of Fate > Lock and Load (Fantastic call, Lock and Load is a little slower and honestly is not an efficient finisher for the CMC slot it fills)

SufferFromEDHD on Narset Spellforce

4 months ago

I like the cuts you made but it hurts to see Faithless Looting out. Made for this strategy.

Forbid > Counterspell

Curate > Preordain

Otherworldly Gaze > Serum Visions

Excise the Imperfect > Wear / Tear

Unauthorized Exit > Swords to Plowshares

I see that Inevitable Betrayal 0 CMC tech... No Wheel of Fate!?

KongMing on Turn 3: Dude, Where's My Deck?

5 months ago

Here's the results of a Playtest I just did.

High Tide, Sphere of the Suns, Ponder, 2 Frantic Search, 2 Island

Took the play

Turn 1: Island, Cast Ponder into Frantic Search, High Tide, and Lonely Sandbar. Draw the Frantic Search, topdeck High Tide, pass

Turn 2: Draw High Tide, play Island, cast Sphere of the Suns, pass

Turn 3: Play Lonely Sandbar, enters tapped. Tap Sphere to cast High Tide. Tap an Island leaving U floating to cast the other High Tide. Tap Island and leave U floating to cast Frantic Search into 2 Breakthroughs, discard a Frantic Search and a Breakthrough. Untap 2 Islands and Lonely Sandbar.

Tap Island and Lonely Sandbar for UUUU, cast Breakthrough with X of 4. Draw Fraying Sanity, Island, Anticipate, and Ponder, discard Island. Tap Island for UUU and cast Frantic Search into Anticipate and Opt, Discard Opt and an Anticipate. Untap 2 Islands and Lonely Sandbar.

Tap Island for UUU and cast Ponder, seeing Frantic Search, Island and Island. Draw the Frantic Search. Tap Lonely Sandbar and Island for UUUU, leaving UUUU floating and casting Frantic Search into 2 Islands, discard the Islands, untap 2 Islands and Lonely Sandbar.

Spend UU on Anticipate into Island, Island, and High Tide. Put High Tide in my Hand, bottomdeck the Islands. Spend U on High Tide. Spend U on Opt into an Island, bottomdeck it and draw an Island...

Tap Island for UUUU and leave UU floating to cast Anticipate into Island, Island, and Breakthrough, put Breakthrough in hand and bottomdeck the Islands. Tap Island for UUUU and cast Breakthrough with X of 4, draw High Tide, Cloud of Faeries, Fraying Sanity, and Careful Study, discard Fraying Sanity and Careful Study.

Tap Lonely Sandbar for U and cast High Tide. Cast Cloud of Faeries for UU, untap both Islands. Tap Island for UUUUU and cast Anticipate into Sphere of the Suns, Sol Ring, and Opt. Take Opt, bottomdeck the other two. Cast Opt, bottomdecking an Island and drawing Traumatize!!!

I am one mana short of being able to cast them both... And they are the only cards in my hand. Big sad. I will have to play Fraying Sanity on them for now, and then hit them with Traumatize next turn, praying draw mana and they don't have counterspells?

Turn 4: Draw Sol Ring. Theoretically cast it and then Traumatize my opponent and win the game once the Fraying Sanity trigger resolves.

Overall thoughts: If I had an Island instead of a Lonely Sandbar as my 3rd land for turn, I would have had the mana to finish the game up on Turn 3.

This kind of makes me think about an alternate, Surveil version of the deck, with the same High Tide engine, but more Surveil cards that thin your deck of unnecessary cards in case you shuffle with a Ponder later. I'd maybe swap the Opts, Anticipates, Breakthroughs, and for some combination of Consider, Curate, Mission Briefing, and Enhanced Surveillance. Mission Briefing is really powerful because it lets you recast your Frantic Searches. I'd also swap the Sandbars and a couple mana rocks for Islands.

Additionally, if we're thinking Surveil, and we want to bounce our Cloud of Faeries, how about Unauthorized Exit and Unexplained Disappearance?