Commit Memory — Rewind or Reset
Commit // Memory trades tempo for control in a single split card that works across two zones. Commit costs {3}{U} as an instant and slips a problem back into an opponent s library where it will not immediately threaten the table. Use it to bounce a resolved permanent that slipped past removal or to quietly neutralize a spell on the stack without generating a targetable choice. It reads cleanly and plays well in a blue shell that values precision and timing.
Memory is the aftermath half and flips the table when you need a reset. Cast it from your graveyard for {4}{U}{U} and both players shuffle their hand and graveyard into their library then draw seven cards. That is a strong late game option for digging or refueling while also disrupting opponents who rely on their graveyard. In Commander it functions as a strategic equalizer that rewards timing and deck construction that can recover from a full hand reset.
Card Details:
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Mana Cost – Commit: {3}{U} // Memory: {4}{U}{U}
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Card Type – Instant // Sorcery
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Subtypes – Commit has no subtype // Memory has Aftermath
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Card Text / Rules Text (Printed) – Commit: Put target spell or nonland permanent into its owner s library second from the top. Memory: Aftermath Cast this spell only from your graveyard. Each player shuffles their hand and graveyard into their library, then draws seven cards.