Return target creature to its owner's hand.
|Have (3)||Smokingclays , orzhov_is_relatively_okay819 , Tishana|
|Want (2)||Candyman949 , Bwearmp|
Combos Browse all
|Commander / EDH||Legal|
Unsummon occurrence in decks from the last year
Latest Decks as Commander
3 weeks ago
Your only way to cast Thought-Knot Seer and Reality Smasher is Blight Herder right now, which means you're casting 4 and 5 drops on turn 7 at the earliest. I'd add in some lands that create colorless mana. The first ones that stand out looking at it are Corrupted Crossroads and Unclaimed Territory, but you'll need to look through other options.
Your curve also doesn't really start till 3, so I'd add in more 1 and 2 mana spells. Probably removal and discard, look at things like Heartless Act and Thoughtseize. You might also consider Hedron Crawler, which both ramps and provides the colorless mana, but its a weak card in general and might not be good enough.
I'm confused by the Unsummon, Necromentia, Unmoored Ego, and the Ashiok. Your deck generally wants to play a creature on each turn from 3 to 6 so you can kill creatures and then win the game. If you're spending mana casting cards to tear apart your opponent's deck, you're not winning the game. If you want more ways to exile cards, try something like Soul-Guide Lantern or Cling to Dust to help fill out your curve and give you some more utility. You can run the big exile cards in the sideboard for combo matchups. I like the deck.
1 month ago
It seems super busted at first glance, but there are a ton of downfalls. You would be better off jamming multiple extra turn spells because they are easier and more efficient most of the time unless the table is hypercasual and doesn't have any removal. In cEDH there are decks that use extra turn spells and early creature spells, but would never run chronologist despite it being both an early creature and multiple extra turn potential. It is an expensive cost to get there and can easily be stopped at any point, it even gets wrecked by an Unsummon after the last level up and you have to waste 9 more mana again effectively setting yourself back another turn/s. It is fine in a casual setting, but by no means busted because it is so incredibly easy to stop and will in all likelyhood be stopped by one of your opponents.
1 month ago
Hello viewers. Today I have created a silly combo deck that aims to swap control of Demonic Pact on endstep just before it's lose condition using an instant called Sudden Substitution. While the user waits for the combo pieces to arrive, he/she draws cards and creates positive tempo against agressive creature decks with cards like Unsummon and Pongify. However, I still feel like these answers are insufficient. Could you help me?
Against aggressive decks with powerful synergy such as tribal humans or tribal knights, should I be playing more removal and bounce? If so, what are some good cards I can acquire for cheap ($1.00 or less)?
Are there any other lose-con cards in other colors that I should splash in the deck?
Do you want to build a snowman?
How would you feel if you played this deck against your friends? Would you be confident playing against this deck while using your favorite deck?
Have you seen other decks with a similar gimmick? If so, I'd like to learn from their key mechanics.
1 month ago
Ever since I saw the card Spreading Seas, the fantasy of designing a deck that locks a player out by turning all of his/her lands into islands has been unable to leave my mind. It started as mono blue with nothing but identity-changing land enchantments and creatures with islandwalk, but sadly it was to weak to contend with any deck with the smallest semblance of synergy. It also had nothing to stop creatures that had snuck onto the battlefield. You see, even though I could turn lands into islands, I could not stop my opponent from tapping them.
Then I found a card called Choke. To me, it made the gimmick tantalizingly close to something casually competitive. Combine this with Propaganda to keep creatures from attacking and finally Typhoon as a win condition when the opponent has 20 islands. Finally, I added a Stormtide Leviathan for good measure.
I would love feedback on this deck! For one, should I add more creature or permanent bounce such as Unsummon? Are there any other cards that have synergy with this deck? Should I add cards that reward me for playing enchantments and/or cycling (many of my cards have cycle effects)? How would you feel if you played this deck against your friends? How would you feel if you had to play against this deck?
1 month ago
This looks like a fun deck! I would play it as is, but I'll still leave some card ideas in case anything sparks your interest. Since there are a couple of higher cost creatures, you might want to replace some with Veteran Warleader.
If you want to try to capitalize on your ETB triggers then you will want some cards that let you flicker your creatures. Essence Flux, Cloudshift, and Ephemerate are all one cost instants letting you do this. You might be able to save some creatures from dying using these as well.
If you're ok with just putting them back in your hand for extra benefits then Call to Heel lets you draw a card and Familiar's Ruse lets you counter a spell. There's also spells like Peel from Reality or Unsummon if you want to target the opponent.
Of course you could always replace some basics with multicolor pain lands or something like those Temple Gardens you got there. Other than that you might just want some more noncreature spells to give your deck some more versatility.
1 month ago
So, from playing a similar deck to this some years back, i have some concerns and thoughts:
its important to note with this sort of gameplan, that your opponent is effectively losing no resources, while you’re slowly de-handing yourself to stall them out. If you can’t keep pressure up long term, then you just end up empty handed and they catch up and win.
relying on Jace's Archivist for card draw is a bad idea. Most modern decks are likely to be running either bolt, push, or path. They’ll be able to cast these easily and remove your ability to have a hand.
ramp is an increasingly big part of modern, but also more-and-more decks can run fine with only 2 lands out. If your opponent has a low curve, or a turn 1 mana dork, you look like you might be in serious trouble.
So, this all sounds kindof grim, but there are some options to make this deck stronger:
lower your mana curve a bit. You have to keep pressure on early and maintain it. If your opponent can keep 2 lands in play for a few turns, you probably lose.
using creatures validates your opponents 1-mana killspells, so i think avoid them entirely. As far as being able to actually win the game, maybe run 2x Isleback Spawn - they avoid all removal, and you’re in no hurry to play them (the important thing is to lock the opponent).
I get what you’re trying to do with the Wishes, but its just not worth it in this deck, where you have to be very spell-aggressive and unrelenting. It would be better to just have a strong sideboard to deal with your problem matchups (ramp, burn, aggro)
1 month ago
Serpentine474 both very good suggestions. I had left Lightning Bolt out purely as I don't have any, but I wasn't aware of Vapor Snag which is a much better alternative to Unsummon. Thanks! Both added to my list to pick up.