|Commander / EDH||Legal|
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|Duel Decks: Jace vs. Chandra||Rare|
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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
5 hours ago
@CatfishNev sounds reasonable. From my own experience, I'd say keep this deck around and add the more pricey cards over time. I'm actually looking at adding Ancestral Vision to that deck I linked above, even though it's out of my price range. Anyway, hope the deck works out for you!
8 hours ago
What would the defense for Ancestral Vision be? It gets me three cards at my upkeep and is obviously more card advantage. However, it is "one off" effect that needs to wait. My defense for think twice would be the added flexibility on when to cast as well as the ability to draw and miracle on my oppenent's turn
1 day ago
I'd cut a Wear / Tear from the board to make room for the mainboard Anger of the Gods to be moved there, and a fourth Ancestral Vision be added. 4 Ancestral Vision is pretty essential to most Jeskai Nahiri decks. Otherwise, I like it! +1
2 days ago
2 days ago
Thanks Tethys. I've out a lot of time into balancing this deck and I think it's pretty good.
The deck is very good against Grixis builds in general, because it is attacking from a bunch of tough angles for them. Strangler is extremely good against a suspended Ancestral Vision, and while Fatal Push doesn't hit Tasigur or Anglers, it's great against Delvers, Shadows, and Tar Pits. And Path (or Blessed Alliance from the side) can get the big guys.
Relic is great, slowing down T2 Tasigur drops easily and often turning Snapcaster Mage into a crappy Ambush Viper. Lingering Souls chumps for days, and taxes counterspells and removal heavily. And Shadow decks need to watch out for late-game Smasher topdecks that could finish them off, so they often find they need to leave a blocker behind when going into the red zone. (They'll need two cards in hand to remove a Smasher with a spell, of course.)
We need to watch out for Fulminator Mage out of the side from most players--Pithing Needle can be a good pre-emptive play against Fulmie, though it's unlikely to survive all game because of Kolaghan's Command. Some players are beginning to run Spreading Seas too, which is even better against us than Fulminator is, tbh.
1 week ago
I think you are overdoing it with the Gurmag Anglers. Not because they are bad (they obviously aren't), but because you very easily end up with 2 in the first few turns of the game, and only GY-cards enough to play one of them. I went and looked a lot of lists - look like most play a total of 4 delve creatures (tasigur + angler), so I guess that's about how much you can squeeze out of GY.
Ancestral Vision could also fit your deck, if you go for a controlling style.