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Displace

Displace

Instant$0.32

Exile up to two target creatures you control, then return those cards to the battlefield under their owner's control.

Legal in Commander

Is

Does

Combos 97

  • Displace + Peregrine Drake + Archaeomancer

    • Infinite mana lands you control can produce
    • Infinite untap of lands you control

    14,597 decks on Commander Spellbook

    How it works

    Before you start

    You control up to five lands that can tap to produce at least {2}{U}.

    Steps

    Activate up to five lands by tapping them, adding {2}{U}. Cast Displace by paying {2}{U}, blinking Archaeomancer and Peregrine Drake. When Peregrine Drake and Archaeomancer enter the battlefield, they trigger. Resolve the Peregrine Drake trigger, untapping up to five lands you control. Resolve the Archaeomancer trigger, returning Displace to your hand from your graveyard. Repeat.

    Commander Spellbook ↗
  • Displace + Naru Meha, Master Wizard

    • Infinite creature ETB
    • Infinite creature LTB
    • Infinite magecraft triggers
    • Infinite blinking

    Mana needed: 6,644 decks on Commander Spellbook

    How it works

    Before you start

    There are legal target(s) for Displace.

    Steps

    Cast Displace by paying its mana cost. Holding priority, cast Naru Meha by paying its mana cost plus commander tax if applicable When Naru Meha enters, it triggers, copying Displace, with the copy targeting Naru Meha. Resolve the copy of Displace, blinking Naru Meha. Repeat from step 3.

    Commander Spellbook ↗
  • Displace + Eternal Witness + Peregrine Drake

    • Infinite mana lands you control can produce
    • Infinite untap of lands you control

    6,366 decks on Commander Spellbook

    How it works

    Before you start

    You control up to five lands that can tap to produce at least {2}{U}.

    Steps

    Activate up to five lands by tapping them, adding at least {2}{U}. Cast Displace by paying {2}{U}, blinking Eternal Witness and Peregrine Drake When Eternal Witness and Peregrine Drake enter the battlefield, their abilities trigger. Resolve the Eternal Witness trigger, returning Displace from your graveyard to your hand. Resolve the Peregrine Drake trigger, untapping up to five lands. Repeat.

    Commander Spellbook ↗
  • Displace + Dualcaster Mage

    • Infinite creature ETB
    • Infinite creature LTB
    • Infinite magecraft triggers
    • Infinite blinking

    Mana needed: 5,937 decks on Commander Spellbook

    How it works

    Before you start

    There are legal target(s) for Displace.

    Steps

    Cast Displace by paying its mana cost. Holding priority, cast Dualcaster Mage by paying its mana cost. When Dualcaster Mage enters, it triggers, copying Displace, with the copy targeting Dualcaster Mage. Resolve the copy of Displace, blinking Dualcaster Mage. Repeat from step 3.

    Commander Spellbook ↗
  • Displace + Mnemonic Wall + Peregrine Drake

    • Infinite mana lands you control can produce
    • Infinite untap of lands you control

    2,622 decks on Commander Spellbook

    How it works

    Before you start

    You control up to five lands that can tap to produce at least {2}{U}.

    Steps

    Activate up to five lands by tapping them, adding at least {2}{U}. Cast Displace by paying {2}{U}, blinking Mnemonic Wall and Peregrine Drake When Mnemonic Wall and Peregrine Drake enter the battlefield, their abilities trigger. Resolve the Mnemonic Wall trigger, returning Displace from your graveyard to your hand. Resolve the Peregrine Drake trigger, untapping up to five lands. Repeat.

    Commander Spellbook ↗
  • Displace + Peregrine Drake + Shipwreck Dowser

    • Infinite mana lands you control can produce
    • Infinite untap of lands you control

    2,111 decks on Commander Spellbook

    How it works

    Before you start

    You control up to five lands that can tap to produce at least {2}{U}.

    Steps

    Activate up to five lands by tapping them, adding at least {2}{U}. Cast Displace by paying {2}{U}, blinking Shipwreck Dowser and Peregrine Drake When Shipwreck Dowser and Peregrine Drake enter the battlefield, their abilities trigger. Resolve the Shipwreck Dowser trigger, returning Displace from your graveyard to your hand. Resolve the Peregrine Drake trigger, untapping up to five lands. Repeat.

    Commander Spellbook ↗
  • Displace + Abdel Adrian, Gorion's Ward + Archaeomancer

    • Infinite creature tokens

    Mana needed: 2,021 decks on Commander Spellbook

    How it works

    Before you start

    You have any number of other nonland permanents that enter the battlefield untapped, and that can collectively tap to produce enough mana to cast Displace exiled by Abdel Adrian.

    Steps

    Cast Displace by paying its mana cost, blinking Abdel Adrian. Abdel Adrian leaves the battlefield, returning Archaeomancer and all other cards that were exiled with it to the battlefield. Abdel Adrian and Archaeomancer trigger. Resolve the Archaeomancer trigger, returning Displace from your graveyard to your hand. Holding priority, activate any number of nonland permanents you control by tapping them, adding at least enough mana to cast Displace. Resolve the Abdel Adrian trigger, exiling Archaeomancer and the mana-producing permanents until Abdel Adrian leaves the battlefield, and creating a 1/1 Soldier creature token for each permanent exiled this way. Repeat.

    Commander Spellbook ↗
  • Displace + Abdel Adrian, Gorion's Ward + Restoration Angel

    • Infinite creature tokens

    Mana needed: 1,681 decks on Commander Spellbook

    How it works

    Steps

    Cast Abdel Adrian either from your hand or from the command zone by paying {4}{W} and commander tax, if applicable. When Abdel Adrian enters the battlefield, it triggers, exiling Restoration Angel until Abedl Adrian leaves the battlefield and creating a 1/1 Soldier creature token. Cast Displace by paying its mana cost, blinking Abdel Adrian. Abdel Adrian leaves and enters the battlefield, causing Restoration Angel to return to the battlefield from exile, and triggering Abdel Adrian and Restoration Angel's enter abilities. Resolve the Abdel Adrian trigger, exiling Restoration Angel until Abdel Adrian leaves the battlefield and creating a 1/1 Soldier creature token. Resolve the Restoration Angel trigger, blinking Abdel Adrian. Repeat from step 4.

    Commander Spellbook ↗
  • Displace + Abdel Adrian, Gorion's Ward + Felidar Guardian

    • Infinite creature tokens

    Mana needed: 1,550 decks on Commander Spellbook

    How it works

    Steps

    Cast Abdel Adrian either from your hand or from the command zone by paying {4}{W} and commander tax, if applicable. When Abdel Adrian enters the battlefield, it triggers, exiling Felidar Guardian until Abedl Adrian leaves the battlefield and creating a 1/1 Soldier creature token. Cast Displace by paying its mana cost, blinking Abdel Adrian. Abdel Adrian leaves and enters the battlefield, causing Felidar Guardian to return to the battlefield from exile, and triggering Abdel Adrian and Felidar Guardian's enter abilities. Resolve the Abdel Adrian trigger, exiling Felidar Guardian until Abdel Adrian leaves the battlefield and creating a 1/1 Soldier creature token. Resolve the Felidar Guardian trigger, blinking Abdel Adrian. Repeat from step 4.

    Commander Spellbook ↗
  • Displace + Preston, the Vanisher + Felidar Guardian

    • Infinite creature tokens
    • Infinite mana lands you control that enter the battlefield untapped can produce
    • Infinite mana lands you control can produce

    1,474 decks on Commander Spellbook

    How it works

    Before you start

    You have enough mana to cast Displace.

    Steps

    Cast Displace by paying its mana cost, blinking Felidar Guardian. Felidar Guardian and Preston trigger. Resolve the Felidar Guardian trigger, blinking another permanent you control. Resolve the Preston trigger, creating a token copy of Felidar Guardian that is a 0/1 Illusion. When the Felidar Guardian token enters the battlefield, it triggers, blinking the nontoken Felidar Guardian. Repeat from step 2.

    Commander Spellbook ↗

Combo data from Commander Spellbook. Only combos of 2 or 3 named cards are listed.

Best commanders

Commanders whose abilities work with this card and share its colors, from what the cards do.

  1. Riku of Two ReflectionsDisplace blinks / re-enters your creatures, which Riku of Two Reflections can use because it triggers when your creatures enter.
  2. Naru Meha, Master WizardDisplace blinks / re-enters your creatures, which Naru Meha, Master Wizard can use because it has an enter-the-battlefield trigger.
  3. Lutri, the SpellchaserDisplace blinks / re-enters your creatures, which Lutri, the Spellchaser can use because it has an enter-the-battlefield trigger.
  4. Massimo, the MagicianDisplace blinks / re-enters your creatures, which Massimo, the Magician can use because it has an enter-the-battlefield trigger.
  5. Elrond, Lord of RivendellDisplace blinks / re-enters your creatures, which Elrond, Lord of Rivendell can use because it has an enter-the-battlefield trigger.
  6. Clement, the WorrywortDisplace blinks / re-enters your creatures, which Clement, the Worrywort can use because it has an enter-the-battlefield trigger.
  7. Galadriel, Light of ValinorDisplace blinks / re-enters your creatures, which Galadriel, Light of Valinor can use because it triggers when your creatures enter.
  8. Lonis, CryptozoologistDisplace blinks / re-enters your creatures, which Lonis, Cryptozoologist can use because it triggers when your creatures enter.
  9. Ezuri, Claw of ProgressDisplace blinks / re-enters your creatures, which Ezuri, Claw of Progress can use because it triggers when your creatures enter.
  10. Arcades, the StrategistDisplace blinks / re-enters your creatures, which Arcades, the Strategist can use because it triggers when your creatures enter.

View Displace on Scryfall