Ancestral Vision

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Iconic Masters (IMA) None
Duel Decks: Jace vs. Chandra (DD2) Rare
Time Spiral (TSP) Rare

Combos Browse all

Ancestral Vision

Sorcery

Ancestral Vision is blue.

Suspend 4-(Blue) (Rather than play this card from your hand, pay (Blue) and remove it from the game with four time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

Target player draws three cards.

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Ancestral Vision Discussion

Siq6Six on Nekusar, God of Jank

18 hours ago

So I pulled Thoughtseize, Ancestral Vision and Mana Drain, among others, from my Iconic Masters box. Debating on slotting them in here to make it a bit more powerful, or another deck such as my Tasigur or Ur decks...

Rzepkanut on The Deckwatch [Home Base]

3 days ago

Yeah....Though they have done it before...usually power nine imitations look more like these... Mox Opal, Chrome Mox, Mox Diamond, Lotus Petal, Lion's Eye Diamond, Ancestral Vision, Visions of Beyond, Time Warp, Day's Undoing, etc...

Spazik008 on Madcap Emperion

1 week ago

Yea that much is true, but there are are a few other factors in play. Bob is really good against decks like Tron or something with Ancestral Vision in it, which is more of a problem for this deck than Burn in the first place. I can always use Bob to chump block a Goblin Guide if need be, or side it out game 2 if I wanted. I also have 4 Shambling Vent and 4 Leyline of Sanctity on the board, but really just the Emperion is enough half the time. Game 1 they aren't going to have any sort of answer so that's a free win right there, and Game 2 they need to actually draw their Destructive Revelry or whatever.

tl:dr there are enough "your life total doesn't matter" matches where Bob is good that it makes up for the "life total does matter" matches, especially because I have Emperion which is really good for the "life total does matter" matches.

Kjartan on Can't we all just be friends here?

2 weeks ago

If you feel like a big spender:

Snapcaster Mage, Engineered Explosives,Cryptic Command, Search for Azcanta  Flip, Collective Brutality, Ancestral Vision, and (If you really want some big cretures) Torrential Gearhulk are all amazing.

And getting a better mana base with more fetchlands:

Flooded Strand, Polluted Delta, Marsh Flats

A couple shock lands:

Hallowed Fountain, Watery Grave, Godless Shrine

A few more Fast lands:

Seachrome Coast, Darkslick Shores, Concealed Courtyard

And 2-5 man-lands:

Celestial Colonnade, Creeping Tar Pit, Shambling Vent

Would be great.

As for sideboarding. Don't keep it a hight priority, unless you play tournement magic. But if you run into theese: Get Dispel and Negate, they are cheap and effective. Also Stony Silence, that 1 Authority of the Consuls you currently have main, a couple Eidolon of Rhetoric maybe, Rest in Peace, (Or Grafdigger's Cage is rest's too expensive.) An extra Mass Removal effect, depending on how many you end up running main, and probably 1-2 Disenchant.

landofMordor on HELP: First Cube

3 weeks ago

Boza, LeaPlath, thank you for the feedback! Y'all are both obviously experienced in draft, so I appreciate the advice.

I perhaps should have offered some additional explanation: this cube is for my casual playgroup exclusively. The theme is "exploration"/"adventure", which is why I have a bunch of Traps and Quests (which I find very fun) and intentionally ignore everything Eldrazi vs Allies (which I find thematically and mechanically annoying). Also keep in mind that it's a 540-card cube, so you didn't see all of it if you only drafted a couple times.

That said, I intentionally wanted this to be a cube that feels like "Limited-plus"...which is why I left out pauper staples like Hymn and Counterspell. This helps me choose spells that work for the archetypes rather than just being generically good (e.g. Steady Progress has much more synergy in my cube than Ancestral Vision). This also helps on budget, so I won't feel like I've invested too much money to switch out cards once I learn they're not working. Evidently, I've leaned a little too hard into the budget portion and let some junk slip in through the cracks.

So, let's say I remove the 10 worst cards per color. What would be the most important adds? Board wipes in U/W/B to allow better control archetypes? Payoff cards like Autochthon Wurm (ramp)? Mana fixing? Or just generically good modal cards that could function in multiple archetypes? Same deal with the lands -- I put creaturelands in my midrange archetypes, painlands in aggro guilds, and scrylands in control guilds, but it may not have worked as well as I hoped.

Here were my archetypes (pretty close to what LeaPlath suggested, actually):

UW: Lands/Awaken Control

UB: "Manipulative" Control (stealing stuff, discard, etc)

BR: Aggressive Sacrifice

RG: Landfall midrange

GW: Defender Ramp/Convoke

WB: Gain'n'drain with light Vampirism tribal

BG: Sacrifice for +1/+1 counter payoff

GU: Merfolk +1/+1 counters (proliferate, etc)

UR: Spell slinging aggro

RW: Token/Lifegain aggro

rothgar13 on Core of Faeries

3 weeks ago

Most Modern decks just aren't capable of the level of lockdown you describe, and attempting to do so seems foolhardy to me. Faeries is all about getting ahead - you want to get set up with an advantage engine (Ancestral Vision, Bitterblossom, or if you're really lucky, both), then aggressively trade cards 1-for-1 whenever possible, preferably while establishing a board presence to chip your opponent to death. It doesn't matter if the opponent gets a thing or two past your defenses as long as your board is doing better than theirs. Elder Deep-Fiend fits in with this plan at first glance. The problem is casting the darn thing is almost impossible for a typical Faeries deck - the deck has few creatures it can sacrifice, and those creatures have a low mana cost. Furthermore, the opportunity cost of playing means you'd have to either cut Mistbind Clique or shave Cryptic Command in order to make the curve work, and EDF isn't better than either card. What the deck needs (and what WotC has refused to print) is, as you noted, better things to do at the bottom end of the curve.

cplvela0811 on Advertise your MODERN deck!

1 month ago

Hello. I just completed another deck. This one is more Control oriented and the land count is 23. The main inspiration for this concept comes from seeing potential in the new Vraska, Relic Seeker.

I have 2x Thought Scours main board and have been wondering if 2x and or more Ancestral Vision would be better?

The deck is here:



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