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Ancestral Recall Discussion
5 days ago
Opt is at its best in this type of deck. It has strong synergy with League Guildmage. For just 1 you get scry draw scry draw. This good of a rate is not found anywhere (to my knowledge) for such a powerful instant speed draw effect except the power nine Ancestral Recall. My point is you should play 4 opt.
1 week ago
Even with the handicap of seshiro_of_the_orochi suggested, I think this card is too powerful. There are far too many free or inexpensive mana rocks (Sol Ring, Mana Crypt any Mox, Lion's Eye Diamond, Black Lotus, etc.), or other easy ways to get quick mana in the early game (Ancient Tomb, Channel, Fastbond, etc.).
We must also consider this enables further “ramp” with delve - already one of the most powerful decks in all formats where legal.
So, you have a card that’s really easy to net a positive on, enables one of the most dangerous decks, and can get out of control pretty quickly. Even if it is a bit of a one-shot, that’s often all you need.
I would probably make it a set cost to return. “Exile a card from your hand: Add ”
Still very powerful, and probably still too powerful for most formats, but I think it keeps it in line with Ancient Tomb at least.
1 month ago
Depending on each player's card pool and the number of players you want in each game, I have found Canadian Highlander to be a fun format. We house rule that you can run any points card (check out the rules here) can be a proxy, however no non-points cards can be. It means that you can run some stupid broken builds without breaking the bank. For example, I run a 5 colour deck which sports a proxied Ancestral Recall that makes up 5/6 of the deck's actual paper cost.
The other thing about it is taht becasue it's a one-v-one format, you can play all the cards that you would be hated out for playing in a multiplayer setting, because that's the nature of of the format.
1 month ago
PhoenixNest: I disagre with you on Fleet Swallower. Without ramp, Fleet Swallower comes out on turn 7 - by that time, most modern games are decided. It does not further your victory the turn it is played, and can’t swing for the win until turn 8.
Further, even if it were to be used, it is rarely a good idea to run four copies of a seven-mana card. Two copies will generally be sufficient, particularly if your deck is running 4x pseudo-Ancestral Recalls.
1 month ago
Before getting into suggestions, I have some general feedback. A lot of the cards you currently have are fantastic, but don't really belong in mill. Mill is a bit of a strange archetype--because it is Blue, lots of players think "control" when they play mill. In my experience, this is not a great way to think about it. Mill is far closer to mono-Red burn than it is to other blue decks--your goal is to "burn" the opponent as quickly as possible. The difficulty with mill is that your opponent has 60 health, as opposed to 20, meaning you have much further to go than with a traditional burn deck.
To that end, the following cards do not help you very much:
Any of your Planeswalkers: Jace, the Mind Sculptor is arguably the best planeswalker ever printed, but doesn't add much to your overall game plan. Further, the earliest he comes out is turn 4--that's the turn where you want to go for the kill, having played your Fraying Sanity on turn 3. Jace Beleren comes out when you want to play other cards, without adding to your victory. Jace, Memory Adept comes out too late to really make a difference--you're better off blitzing them with your remaining mill spells on turn 5.
Syncopate - you have better things to do with your open mana. Turn 1, this card is useless. Turn 2, you ideally want to hit with a mill spell or drop another Hedron Crab, making this card again useless. Turn 3 is Fraying Sanity. Turn 4 is burn. There's not really a good time to play this card.
Patient Rebuilding is a pretty fun, flavourful card, but also comes out too late to really make a difference.
Jace's Archivist is another card taking up your valuable three-drop slot, and doesn't really do much. By turn 4, when you can first activate the ability, your opponent is likely down to 2-4 cards, making the additional mill insignificant. Further, Archivist does nothing the turn you drop it--not ideal in such a fast-paced gameplan.
Jace's Phantasm can be helpful as a blocker, but in my experience, there's always something better to play. This might be worth keeping depending on the other decks in your meta.
Here are some cards to add (as well as a few few more cards to cut directly followed by their upgraded version):
Surgical Extraction is a must in any mill sideboard - Emrakul, the Aeons Torn is a common enough card that you need a way to deal with her being placed into the graveyard. Because it uses Phyrexian mana, there’s no need to run any lands that produce Black.
I'm going to second PhoenixNest's Archive Trap and Ghost Quarter suggestion. This is just a wonderful combo, and enough players are running fetches that you can usually Archive Trap without Ghost Quarter (or, at the very least, slow down their mana as they'll be scared to fetch).
1 month ago
Ok, Dude if you can Afford Ancestral Recall you should play the Fetchlands and the Shocklands for Blue Red and Black.
1 month ago
Since you are using firebrand archer and flash hulk have you considered Curiosity effects and Tandem Lookout. This will up your draw while also giving you another outlet for flash hulk and fuel for Jeskai ascendancy. Basically makes every spell an Ancestral Recall