Skip to content
Moxonomy

Commune with Evil

Sorcery2 generic manaBlack mana

Black's dig-and-fill spells have always paid for card selection in graveyard fuel, and this one drops the whole tension right into the buy-in. You look at four, keep one, and the other three go straight to the yard: three cards' worth of Reanimate targets, delirium counts, escape fodder, and flashback material, deposited as the cost of finding your best card. The life gain is the quiet part that changes the math. Black card advantage is usually a Faustian bargain, from Night's Whisper to Sign in Blood, where you pay life to draw; here the deck pays you three life to smooth its draws while stocking the graveyard. That inversion matters in shells that already treat the graveyard as a second hand, because the spell does two jobs a discard-to-fill card cannot: it selects the exact card you want and it undoes the small life erosion those graveyard engines usually run on. What keeps it honest is that you never get to keep all four. The dig is wide but the reward is one card, so the other three are milled whether you have a use for them or not. In a deck that does, that is upside; in a deck that does not, three random cards are simply gone. That single-card cap is the whole design constraint, and it sorts the graveyard decks from everyone else.

Commune with Evil (dsk)
DSK · #87uncommon
Pricing
Normal: $0.28
Foil: $0.32
Oracle Text

Rules text

Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard. You gain 3 life.
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
Legal
Historic
Legal
Alchemy
Legal
Timeless
Legal
Standard Brawl
Legal
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
Legal
COMPETITIVEBRAWL
Legal
TLR
Legal
Quick navigation
move selectesc close