Unsummon

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Legality

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
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Unsummon

Instant

Return target creature to its owner's hand.

DreadKhan on Shadow of the Dragon Queen

6 days ago

I think you should do something about your mana fixing, you have a reasonable 39 lands, but you don't have a great deal of mana fixing options (you do have Chromatic Lantern, but not The World Tree), in addition you don't run many land ramp spells (stuff like Nature's Lore or Untamed Wilds that can find lands are generally better than creatures that will die when people wipe the board to get rid of your Dragons, land ramp makes it easier to recover). In a deck with lots of Basics I like stuff like Kodama's Reach, Harrow, Roiling Regrowth, and Entish Restoration are all options that are really good at getting you to WUBRG (and Tiamat). I like Blighted Woodland, Myriad Landscape, and even Krosan Verge for fixing in a deck with lots of Basics, but note that Krosan Verge can fetch a non-Basic Forest and Plains, I like to find Murmuring Bosk and a typed Plains/Island or Plains/Mountain, so it can find 4 colours without a fancy/expensive Triome. If you run lots of Green land ramp spells you should probably not cut any Forests (even for duals that offer Green), I would cut non-Forest Basics instead since your deck will work better if it has access to Green mana. I have a Meren of Clan Nel Toth deck that REALLY needs to have at least one Green source very early or it's dead, that deck runs 19 Green lands, and even though the deck is mostly Black spells the deck only runs 11 Black lands; my Green sources can find my Black ones for me, so I don't actually need to draw any Swamps in a normal game to have plenty of Swamps. Hope this helps/makes sense, making a great mana base is really hard to do.

I think recasting Tiamat is probably a useful enough thing that Netherborn Altar might be handy, as would similar effects. You can also use Capsize or Unsummon to return Tiamat to hand so you can get her trigger again (to recover from a wipe).

If you're really into Dragons you might like Crux of Fate, this can clear out non-Dragons, probably letting you alpha strike. You can also try Mandate of Abaddon and target a Dragon that is big enough to kill all the relevant blockers, yet small enough to not kill your important Dragons.

nuperokaso on Merfolk Brew

3 weeks ago

proterran98 on The Cyber-Controller

3 months ago

I have played The Cyber-Controller. I’ve milled 5 Squire from my opponents and I have milled a Storm Crow. My storm crow opponent loves playing Unsummon. My opponents see them become cyber men, they can note what cyber man is what. Can I rearrange the cyber men in an attempt to confuse? Wotc has printed morph tokens, can I use some other sort of indicator for the cyber men as to not have all the different squires and storm crows be recognized by each opponent’s unique sleeves?

JustJohn97 on Mono Blue Delving Terror

5 months ago

Balaam__ I agree Lorien Revealed is good for a ramp shell or for color fixing. The thought process here is that I am pseudo ramping towards my goal of casting creatures like Tolarian Terror, especially since I often don't have a 1 drop. I can spend mana to cycle Lorien Revealed and put a sorcery in the graveyard and have effectively reduced the cost of my creatures while also securing a land drop. Perhaps running Thought Scour may be better, which would add to your argument of running more Island, but I can't say for certain. It does have the upside of flipping Delver of Secrets  Flip, shuffling Brainstorm, and filling the graveyard while also still being good late game. I don't have a lot of T1 plays, so I'm ok with sinking mana at the beginning for later plays when I'm in top deck mode.

I love having interaction and would love to run more bounce spells, I just don't know how I would fit them in haha! This is actually my honest attempt of shoving in as much interaction while still having something to execute my gameplan with. Typically my game plan is to stall and use interaction until I can throw down a Tolarian Terror. That's actually where the Desert lands come in. I can use them as repeatable interaction without spending a card. It also allows me to cast all my sorcery spells, a third of my instants, and my big creatures if my graveyard isn't large enough. Again it's very match dependent, but sometimes I view holding up the colorless mana as basically holding up something like Vapor Snag. If I were to replace them with interaction, I don't think the mana would be there, so this was my compromise of opportunity for mana and interaction. I'm sure there's a build where Vapor Snag or Unsummon fit in, but I'm not sure what to cut for them after replacing Desert with Island.

Thanks again for the suggestions! Definitely something for me to think about. I'm looking forward to more future games and figuring out what works well and what needs to change.

Balaam__ on Mono Blue Delving Terror

5 months ago

Fair enough. I do like the core functionality of the deck, but don’t give up trying to streamline it. I think there’s still opportunity for refinement, and the more games you get under your belt the more valuable info you’ll have to be able to determine what to cut/add.

A card like Lorien Revealed coming in at , for instance, is really only playable in a ramp shell or in an excessively grindy matchup. Using it for Islandcycling early on is nowhere near as efficient as just replacing it with an actual Island, as you’re paying to search for an Island that now gets you back the one mana you just spent that turn (and bear in mind if you just played a land, it can’t even be played until next turn). In other words it has a place, but I don’t think it belongs in the current iteration of what you have here.

As far as the Deserts are concerned, it’s sound logic to want to deal with pingers but there are other options. Bounce spells might be something to look into. A Vapor Snag or even an Unsummon will mess with your opponent’s tempo, temporarily removing the threat. This is not as good as killing it with a Desert true, but that mana doesn’t do you any favors. I’d still advocate for replacing them with basic Islands but ultimately the choice is yours. And that’s really what it’s all about here: you can build whatever you want, and no deck is ever “finished”. It’s a game of constant analysis and refinement. If this is performing to your standards, don’t fix what isn’t broke. If you think you can squeeze some more efficiency out of it, try some new approaches.

Azoth2099 on Chun - li countless tokens

7 months ago

DreadKhan

Ohh yeah man, Crystal Shard is great here for sure. As many economically feasible ways to reset Chun-Li as possible is a must here, certainly. Unsummon, Vapor Snag, Fading Hope, Rescue, Curfew, Chain of Vapor, Alchemist's Retrieval, Unsubstantiate, Familiar's Ruse, Geistwave, Call to Heel, Snapback & of course Capsize (so much utility here) are all worth a thought here imo, seeing as how they are also instants that can easily be recurred via the Commander's ability.

Other less synergistic synergies like Vedalken Mastermind, Waterfront Bouncer, Trusted advisors, Shrieking Drake, Faerie Impostor, Seal of Removal, Turbulent Dreams, Aether Spellbomb, Otawara, Soaring City & Sanctum of Eternity could potentially help the deck push through to victory as well!

And then there's Intuition, which is obviously just insane lol.

ASalesman on Unesh, Ultimate Guide (Tribal)

10 months ago

1 card sub + found another relevant combo

Replaced Spark Double with Orvar, the All-Form. Spark double and Sakashima are great cards with awesome text, in this deck they effectively do the same thing. I don't think the deck needs redundancy here. Seeing both of these cards in your hand is undesirable because they are relatively expensive mana-wise. A faster card needs to go in one of these slots. I chose to take out Spark Double rather than Sakashima because the text on Sakashima is better. Incoming Orvar. Orvar benefits from Unesh's cost reduction making it only 2 mana to cast. He is a cheap sphinx which is good enough and the rest of the text is an outstanding bonus. The first ability on Orvar synergizes extremely well with Unsummon, Snap, Ghostly Flicker, and especially Chain of Vapor. The second ability isn't as important, but it is not an unhappy thing to see.

Found another almost infinite combo that includes Dockside Extortionist. But wait this is a mono-blue deck, what gives?? Dockside is huge in the format right now, and with Phantasmal Image you can make one if your opponent has one. In Unesh this can be a win condition. Here is the order of events:

Initial conditions:

Steps

  1. Cast a sphinx. This triggers Cloudstone Curio returning Phantasmal Image to your hand. This also triggers Unesh, Criosphinx Sovereign, you pull sphinxes, changelings, bounce spells, Thassa's Oracle, and counter magic if possible from the BFOF.
  2. Play Phantasmal Image as a copy of Dockside Extortionist to regain mana equal to or greater than the combined cost of the sphinx and Phantasmal Image.
  3. Continue to play sphinxes until you can win the game with Thassa's Oracle.
  4. Repeat until Thassa's Oracle win is online.
  5. Cast Thassa's Oracle

ASalesman on Unesh, Ultimate Guide (Tribal)

10 months ago

That's a fair point about meta, that explains our different stance on the card. I don't usuaully play against players who are full blue. My opponnents usually splash it.

I haven't noticed the loss of Imprisoned in the Moon, because Gilded Drake feels so much better. I think an argument can be made to put both in the deck. I am theoretically playing around with the Unsummon slot right now, I haven't been able to physically test it out much in my games.

I appreciate you noticing that detail about Universal Automaton, I will have to make it more clear. Universal Automaton dosn't trigger Cloudstone Curio, but it can be targeted by it. That means when Universal Automaton and Cloudstone is on the field while you cast non-artifact Sphinxs, you can double your Unesh triggers and storm count for free.

Have you ever tried playing MTG on 'Tabletop Simulator' from Steam? You can pull a deck list from tappedout or moxfield and play it virtually at no expense for testing, it's quite easy and convenient.

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