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Instant3 generic manaBlue mana

The uncounterable clause is the whole design argument here. Bounce plus a cantrip is a rate blue has had for a long time, usually cheaper and usually vulnerable on the stack; the trade this version makes is paying up in mana to resist counterspells. That reframes what the card is for. A tempo bounce that can be countered is a coin flip against a permission-heavy deck; one that cannot be countered is an answer you can hold with confidence against exactly those decks, which is where a four-mana bounce-and-draw earns its slot. Returning any nonland permanent (not just a creature) widens the target enough to hit a game-ending enchantment, an equipped threat, or a resolved planeswalker, resetting whatever the opponent spent their turn assembling while you refill your own hand. The card is a study in what you pay for reliability: the effect itself is unremarkable, but stapling "can't be countered" onto a broad-target answer turns a tempo play into a commitment the opponent cannot counter on the stack. That is the axis this design lives on, and it is why the mana cost sits where it does rather than in the two-mana range where basic bounce usually lands. The price is the guarantee, not the effect.

Eject (fin)
FIN · #52uncommon
Pricing
Normal: $0.23
Foil: $0.24
Oracle Text

Rules text

This spell can't be countered. Return target nonland permanent to its owner's hand. Draw a card.
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
N/A
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