Tell me, do you like Lightning Strike? Now, may I offer you a Lightning Strike that doesn't just strike once but strikes twice from beyond the grave? I am, of course, referring to my favorite elemental of all time: Hellspark Elemental. And if you're anything like me, a player who simply adores squeezing every bit of value from my creatures, then boy, are you in for a treat today.
That's right; today, I'm here to talk about the mechanic Unearth, a relatively straightforward yet incredibly powerful mechanic that gives our creatures a second chance to shine, albeit only for a fleeting moment.
What is Unearth?
Unearth is a keyword ability that allows us to bring our creatures back from the graveyard for a second shot at the gold. When you activate Unearth, you pay a specific mana cost to return the creature to the battlefield with haste, allowing it to attack or use its abilities immediately. And while this all sounds great, there is just one small catch: at the beginning of the next end step, the creature is exiled, never to be unearthed again.
Unearthing Unearth
Now, based on what I just told you, I know that Unearth might come off as an extremely linear and simple mechanic at first glance, but its interactions can actually be quite nuanced, especially when it comes to all the fun stuff in MTG, like spell timing and the...Stack (quick honey, hide the kids!).
But in order to make the most of this mechanic, I cannot stress how important it is to know precisely how it operates during gameplay; so, with all that said, here are just some of the more notable interactions to note when Unearthing:
Unearthing Regardless of How the Card Got There
You can activate the Unearth ability of a card in your graveyard no matter how it ended up there. Whether the creature was destroyed, discarded, or milled, if it's in your graveyard, it's fair game for Unearth.
What Happens If the Card is Removed Before Unearth Resolves
If you activate a card's Unearth ability but the card is removed from your graveyard before the ability resolves, the Unearth ability will still resolve but do absolutely nothing. You should've known everybody was maindecking Tormod's Crypt this week. Better luck next time.
Unearth is an Activated Ability, Not Casting a Spell
When you activate Unearth, you're not casting the creature from your graveyard. Instead, you're activating an ability that puts the creature directly onto the battlefield. This distinction is important to remember because it means spells and effects that counter creature spells, like Essence Scatter, cannot interact with Unearth. However, spells and abilities that counter or interact with activated abilities, such as the Commander all-star Stifle, can disrupt your Unearth process.
Exiling the Creature at the End Step--A Delayed Triggered Ability
At the beginning of the next end step, the Unearthed creature is exiled through a delayed triggered ability. Similar to our previous example, this ability can also be countered by effects that interact with triggered abilities, such as Stifle or Tishana's Tidebinder. And if the delayed trigger is successfully countered, congratulations, your Unearthed creature gets to remain on the battlefield beyond the turn.
But before you get cute and decide to Stifle your own triggers, do keep in mind that even if this delayed trigger is countered, the replacement effect (which exiles the creature if it would leave the battlefield) still remains active. So, if the creature leaves the battlefield later, it will still be exiled.
Haste and the Creature's Abilities
As I'd mentioned before, creatures brought back with Unearth gain haste, allowing them to attack or use tap abilities immediately. However, neither of the "exile" effects--both the delayed triggered ability and the replacement effect--are abilities granted to the creature itself. Instead, these are effects tied to the Unearth mechanic, meaning even if the creature loses all its abilities due to something like a Dress Down, it will still be exiled at the beginning of the next end step or if it leaves the battlefield.
How Does Unearth Compare to Similar Mechanics?
If you've been playing Magic: The Gathering for a while now, you may have noticed that Unearth shares a handful of similarities with other MTG mechanics like Encore and Flashback.
For example, like Unearth, Encore brings creatures back from the graveyard, except it creates token copies of the original card for each opponent, and these tokens must attack. Encore's design is tailored for multiplayer formats like Commander, focusing on creating a swarm effect to overwhelm opponents. In contrast, Unearth only brings back the original creature card and allows it to attack or activate abilities immediately, making it more versatile in 1v1 settings and better suited for aggressive or utility-focused plays.
When compared to Flashback, Unearth's differences become even more apparent. Flashback applies solely to instants and sorceries, letting players reuse spell effects from the graveyard, which is ideal for decks that focus on controlling the board or maintaining tempo through spell recasts. Unearth, however, focuses strictly on permanents, primarily creatures (which, by the way, a big round of applause to Warhammer 40,000 and The Brothers' War for expanding this mechanic to non-creature artifacts as well), and provides a one-time, immediate impact by giving them haste. And while Flashback undoubtedly delivers value through spell-based strategies, Unearth's advantage is its ability to quickly turn creatures into threats or use their tap abilities before they're exiled at the end of the turn.
Overall, while all three mechanics make use of the graveyard, I find that Unearth strikes a pretty good balance between versatility and aggression. It offers the quick, impactful return of a creature, fitting perfectly into decks that aim for sudden, explosive plays or value-oriented utility without requiring the large mana investment that Encore often demands or the spell-centric focus that Flashback supports.
A Future for Unearth?
Given Unearth's general versatility and the many creative ways it has already been used, it wouldn't be surprising to see it continue to pop up occasionally in future MTG sets.
I mean, besides the OG Unearthed monstrosities of Alara and the Unearthed Terminators of Dominaria, we even have Planeswalkers like Elspeth, Sun's Nemesis, who can "unearth" herself from the graveyard via Escape. So, whether we see it again on creatures, artifacts, Planeswalkers, or whatever permanent's left (we've always got to find ways to break enchantments, don't we?), I have no doubt in my mind that Unearth still has plenty of potential design space left.
But until then, don't sit on all these Unearth cards; throw them in a deck, throw them at your opponent, then throw them at your opponent again with Unearth today!