Ancestral Vision

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Iconic Masters (IMA) Rare
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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DD2

TSP

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Recent Decks

Ancestral Vision Discussion

Brandamn on jeskai wizard burn

3 days ago

I actually haven’t tested it yet still in the development stage but in theory it adds a bit more power and reflector mage deals with larger threats we would normally have to spend several precious Burn spells on, I’m sure it’ll come at the cost of speed but I’m hoping the extra damage pushes past that my main concern is running out of card advantage originally I had 3 Ancestral Vision in the list but ultimately decided it was to slow

CryptonicNova on Card creation challenge

4 days ago

Essence of Darkness

Instant

Exile any number of target creatures you control. Return those cards to the battlefield under their owner's control at the beginning of the next end step with a Darkness counter on them. When an opponent cast a black spell, sacrifice all creatures with Darkness counters on them.

Saved from ones own destruction, to simply be destroyed by another as though they were nothing.

Create a fixed version of Ancestral Recall that isn't Ancestral Vision.

Firstmiracle on Wall-I

1 week ago

Hey dude, thought I'd comment it on here.

So let's round out my observations before we move to my opinions.

Win Conditions you have included are: Rolling Stones , Assault Formation , Wakestone Gargoyle , Vent Sentinel and Dragonshift. Of those, Wakestone doesn't really have a way to go off unless another win con is already out. So Wakestone + 1 or Vent Sentinel and Dragonshift are the only current ways to win a game.

Subthemes Detected:

Lifegain- Jaddi Offshoot , Perimeter Captain , Wall of Essence. All decent lifegain, Jaddi is good early, Perimeter is good mid, and Wall of essence is good all game, but particularly mid.

Tokens- Coral Barrier , Hornet Nest , Golden Guardian  Flip , Sprouting Phytohydra , Dragon Fodder , Parallel Lives , Kiora, the Crashing Wave. Coral Barrier does provide an evasion creature, and 1/1's with evasion are often under-rated. Hornet nest is great if you can keep it alive, and okay if it dies. Golden Guardian is an okay card if you can get some tokens out of it, but it doesn't die to anything in your deck right now. Sprouting Hydra is probably the best token card in this deck as it lines up with all of your themes, it has serious potential for combos. Dragon fodder doesn't belong here. Swap it out for a late game threat like Vigor for wall wins, or Luminarch Ascension if you plan to keep the token theme. Parallel lives is at best okay in this deck, if you had more than 10 things that made tokens, I would say its definitely important. Kiora is an okay planeswalker but I'll talk about her in a second.

Ramp- Ok so there's not enough of it. Overgrown Battlement , Ulvenwald Captive  Flip , Sol Ring, Cryptolith Rite. Commander games are won by casting several cards in a turn. Firm believer that if you have green, you run green ramp. Period. Bonus, Ulvenwald Captive is terrible ramp.

Card Draw- You're covered here. I think you have enough card draw.

Planeswalkers- Special Note, I think Kiora is a fun planeswalker, but she's not amazing in this deck. It'd be better to see something like Ajani Goldmane , or Elspeth, Sun's Champion for added tokens, boardwipes, and counters, as well as their emblems enable your win conditions.

Ok so now I'll start by suggesting things you could add to this deck.

Wall of Denial - My favorite Wall.

Tree of Redemption - Can get ugly dude. 0/40 is kinda great in a lifegain deck.

Kodama's Reach - good solid ramp.

Cultivate - Same as above.

Comet Storm - You have ramp, play a ramp board clear.

Kindred Summons - Pick wall.

Fireball - Very versatile in rampy decks.

Vandalblast - You have red, you need good artifact hate.

Supreme Verdict - Favorite Board Wipe

Wrath of God - AKA the Reset Button

Azorius Signet - Ramp

Izzet Signet - Ramp

Aetherflux Reservoir - Can become a win condition (that can be fetched with fabricate) if you have a strong life gain game.

Ajani Goldmane - Can combo with some win cons, has good passive benefits from behind the army of walls.

Elspeth, Sun's Champion - Same reasons as Ajani, but can also board clear creatures with 3 or greater power, so not your walls.

Now we move on to cards I suggest removing.

Ludevic's Test Subject  Flip - Dead weight. You will never want to pay mana for this ability, and if you do you are definitely losing it to removal. Not worth the investment.

Murmuring Phantasm - It's not bad, it just doesn't provide an additional benefit. You could find a better card for sure.

Ulvenwald Captive  Flip - By the time you have 7 mana to pay for the ability you are already playing your better cards. Just put in a bigger late game threat.

Golden Guardian  Flip - Only remove this if you elect not to add several 4 power or greater creatures to the deck.

Abrade - Swap for better removal. I suggest Comet Storm, or Vandalblast.

Arcane Denial - I'd personally trade it for a dozen other draw spells. Opt or Brainstorm or Ancestral Vision if you got it.

Lightning Helix - Okay so IDK what this is in here for. Its a good card in a tempo deck. You can do bigger and better with 2 mana. Play the long game.

Tower Defense - I'll admit, this can rarely win a game. However, Vigor Will just win you the game.

Ghostway - Looks okay with EtB triggers. Is good against boardwipe, but honestly, you have walls. They probably won't die that often, and if they do, you won't be bouncing more than 2-3 back to your hand. Is that honestly worth holding up 3 mana?

Colfenor's Urn - Maybe I don't understand the benefit. Run something like Sun Titan.

Parallel Lives - Get to the 10+ token generators, and this card is waaaaaaay better. As it stands now you may get 2-4 extra tokens in a game, if you draw it.

DMFF on Reaper Madness

1 week ago

I've been testing this list out on untap.in and I must say, it's truly a strong combo/control deck. It is indeed difficult to pilot, but when you're able to get Reaper King online, people tend to not have many answers to it since it's completely outside of Fatal Push range. I do seem to run into problems when facing any white control decks due to Path to Exile, so I have swapped 2x Ancestral Vision in the sideboard with 2x Heroic Intervention to deal with Path to Exile and other kill cards such as Terminate.

I really love playing this deck. If you have the turn 3 combo, you essentially just end up winning the game due to scoops. +1 from me all day!

Homura_Akemi on Nicol Bolas, the Card Ravager

2 weeks ago

Hey, nice deck!

I might add some card draw because it seems a little on the short side right now. Brainstorm,Preordain, and Ancestral Vision are some classics.

Mystic Confluence and Cryptic Command are great for card draw AND offer some late game flexibility for bouncing permanents and counterspells.

For the description, adding some accordion titles would make the page look better with little effort!

Otherwise, I think it’s solid! Congrats on quickly building Bolas with an awesome deck name!

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

2 weeks ago

Sun Titan is a staple for a reason. It would be a great include in any list that wants to run it. Decent beater, recursion, hits all those defensive cards, Virtus the Veiled, Dark Depths, Strip Mine, etc... Run it, it's probably great.

The more I play in a higher powered meta, the more I think that running higher powered staples would be fine. Maybe because the deck is becoming more well known, maybe because my opponents are running bigger threats, or maybe because I have learned to play better, but I think if the soul of the deck is preserved, you can run some power and still not get targeted. I may explore this a bit soon, and see where I can go with a little more power and a little less round about tactics to get there.

Also, Reverberate has been a total beast. My favorite spells that I have copied so far have been the obvious Mana Drain, Kodama's Reach, Demonic Tutor, Ancestral Vision, and my own Delirium. None of these were game breaking plays, but every one was a value based play that really worked for me in the moment. The bottom line is that there will be tons of value based sorcery and instant plays in the game, as well as huge sorcery and instant bombs. Any of these plays would be good targets for a instant copy spell. People will ramp, draw cards, tutor, and use spot removal or counterspells. Getting in on their action has proven pretty useful. I may end up with both Fork and Reverberate at some point.

SeekerofSecrets on Mono U Delver

1 month ago

I also pulled Ancestral Vision for Chart a Course it was just to slow and didn't mesh with shoal. Sense shoal nets us -1 cards everytime I use it I want something to compensate for the card disadvantage and course was the first thing that came to mind

Chasmolinker on The Angry Insect (Grixis Delver)

1 month ago

Against Jund Engineered Explosives can wipe a lot of cards off the table. However, Vendilion Clique and Ancestral Vision are more versatile against Control/Jund. If you only have one slot left a single Vendilion Clique is what I would run. Ancestral Vision is something you want mainboard and more than one generally.

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