Target player draws X cards.
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|Masters Edition IV (ME4)||Rare|
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Combos Browse all
|Commander / EDH||Legal|
Braingeyser occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
1 month ago
Hey thanks for the feedback Reznorboy! I certainly agree with you that counterspells are probably the way to go as they're more synergistic and can do a lot more for me than protect lands. It's my fault for not saying it earlier but my playgroup isn't too hot on counterspells or infinite combos, but I think I'm gonna squeeze in that Stubborn Denial. I'm thinking of running things like Stroke of Genius for my X cost draw so I can play it at instant speed but i'm up for the idea of it being at sorcery speed and drawing an extra card with stuff like Braingeyser. The land creature beatdown isn't super powerful when I'm trying to make all my lands creatures, most people can block a 3/3 with something a lot less valuable than a land and it costs me mana to attack. I like the idea of Brain Freeze but I just don't know if I can cast enough spells to make it happen. I'll work on reworking my win-con to use my big mana though, I think I'll have a lot more fun with that. Thanks again!
2 months ago
Seems like you're off to a great start--that's a lot of powerful cards! My most recent deck is Yennett and I adore it. Optimation Agency (Sphinx Tribal). I have a much lower budget/smaler collection and I'm doing something slightly gimmicky with the tribal aspect, but it's still very effective in my circles.
You're running 7.5 ramp pieces; I'd maybe recommend a bit more. Maybe one or two? Those who know know Yennett can be a huge threat so she may get removed a lot. The two boots and Gift of Immortality are pretty clutch, so those and the two counterspells may do you well enough... but it's not a ton of protection. Also, you have some excellent bombs in the Eldrazi and some of your sorceries but if they get stuck in your hand you might wish you had the extra ramp. It would also just help get Yennett out a turn faster and/or empty your hand once she's out. Wayfarer's Bauble, Mana Vault, or Gilded Lotus might be good fits, or any more 3 CMC ramp pieces. I went with all odd-CMC ramp in my deck as a bit of a gimmick but the 2-CMC stuff is really where it's at if you don't mind not flipping them on a Yennett hit. You have a lot of good topdeck manipulators and tutors so maybe running the Signets and Prismatic Lens would be good/better? Your call--it should all work. A turn 3 3-CMC ramper will still get Yennett out early.
You have some excellent cantrips and similar effects, but you don't have much in the way of actual hand refillers. I'd be eager to hear how the deck does without them--especially with all your good tutors and planeswalkers and powerful Yennett bombs. Were it me, though, I would maybe trim a bomb or two and maybe a cute card for some regular card draw. Normally things like Blue Sun's Zenith or Braingeyser or Finale of Revelation would be my suggestion for a non-instant deck with good ramp but it's nice to have draw that Yennett can flip. There are lots of good choices at odd CMCs though!. Phyrexian Arena, Windfall, Rhystic Study, Tidings (underrated card for decks that don't need instants! X cards for X+1 mana is about as good as it gets in the low to mid CMC ranges). Overflowing Insight is a cute one. Read the Bones is on-theme and pretty great for the mana too. Not as much of a "refiller" though, so it's probably closer to the "cantrip" family.
You have a lot of excellent topdeck manipulators, but one last one I'd recommend is Aminatou, the Fateshifter. The ability to put a card from hand on top of the library is fantastic with Yennett. You have pretty much all the good ones that do that though, but if you feel you need more there she is. I'm extremely fond of Soothsaying in Yennett but you have some very powerful cards in the same category so it may not be better than what you have.
In my deck I went heavy on low-CMC removal to fill out the curve and give me something to do on turns before Yennett is out. Personally, I feel you're running a little too little removal. You have lots of board wipes, which I like, but you could use more for artifacts and enchantments in particular. Some of your removal is bounce and some is only good if Miracle'd, so it may be a bit inconsistent. Definitely curious to see how it works for you though!
Is this a real deck you've built or just an exercise? I'd be eager to hear how the deck runs for you! With better cards I'd be curious to see if getting Yennett out and abusing extra turn spells and the like would make up for not having quite as much draw/removal. Could work! Could backfire though if you're on the wrong end of somebody's removal suite.
Anyway, looks great! Yennett is the shit. I hope it's fun!
2 months ago
Looks good so far! You might consider these: Spark Double, Sakashima the Impostor, Chakram Retriever, Kiora's Follower, Life's Legacy, Braingeyser, Animist's Awakening, Genesis Wave, Primal Vigor, Astral Cornucopia, Dregs of Sorrow, Wildest Dreams, Instill Energy, Cerulean Wisps, Reyhan, Last of the Abzan, Chord of Calling
2 months ago
Boza There is no way that card A and B has no plausible mana cost. Concentrate draws 3 for 4 mana. Put either of A and B into a 4 CMC and it will never see play. That means for it to be worthwhile it would need a CMC of 3 or less. Now a 2 CMC draw 3 is almost certainly too good, riding dangerously close to Ancestral Recall, so I'd think 3 CMC is where these would be at.
Card C, I agree on 3 CMC, be it or . It rides close to Remand but is borderline a functional reprint of Lapse of Certainty or Memory Lapse. You will almost always shuffle and draw, while the opponent will have to value the countered card against card draw.
Card D. Cheap is where it's at. You provide your opponents with additional options and only if they take advantage of it do you gain a benefit. Only other situation is when you Braingeyser a player to push for lethal.
Actually the more I think about it, the more it seems like a Nekusar, the Mindrazer card where you just want to wheel and make people draw with Teferi's Puzzle Box to mill them out if the damage plan doesn't work out.
Card E: I would go for a 4 CMC. Vigilance and Deathtouch are a powerful combination and losing Deathtouch (for all creatures, not just yours) in trade of a card seems like a fair trade in many situations. The wording would have to specify that the controller of Card E draws a card - otherwise the opponent who activates it draws the card.
"All creatures lose deathtouch until end of turn and Card E's controller draw a card. Only your opponents can activate this ability and no more than once each turn."
Since deathtouch is very much a black/green ability and vigilance is present in white/green, you can go for either a monogreen version or a combination of black and white or black and green. I would never make it green and white as it doesn't have the right flavor. That color combination is often more about building up, community and society - not tricks (outside stat buffing combat tricks). To me the black and white pairing is the most flavorful, as black grants the deathtouch but is also willing to trade an advantage/resource for power - hence the card draw. The flavor in a monogreen seems a bit off. So I would go with .
Card F, I don't like the specification on the owner instead of controller of the equipment. If an opponent yoinks it with say Grip of Phyresis, they don't get any benefit from the card's abilities. I would make it somewhat like this:
Card F Show
Artifact - Equipment
Equipped creature has hexproof, indestructible and can't attack you or planeswalkers you control.
Equip - Discard a card.
: Attach to target creature you control, Card F's controller draws a card. Only any opponent may activate this ability, they may only activate it during their turn and at any point where they could cast a sorcery, and only once per turn.
This is more a shared Lightning Greaves for the protective measures it grants than any offensive capabilities like Assault Suit - I view in the perspective of multiplayer. I doubt it'll do more than allow people to save a creature they control when they decide to board wipe. The opponents will immediately realize (hopefully) that if they fight for use of it, they'll give the controller way too much value, so they'll just ignore it. At least that's my take on it. But then again I've been in plenty of games where people take the offer of Tempt with Discovery and I facepalm every time, when the caster goes to find Cabal Coffers, Urborg, Tomb of Yawgmoth and Gaea's Cradle or similar.
3 months ago
Looks good! I definitely recommend Capsize here. Mizzix's ability reduces additional costs like Buyback and Kicker, so you'd be able to play Capsize all day.
These might interest you too: Dominate, Curse of the Swine, Epic Experiment, Thousand-Year Storm, Forbid, Rite of Replication, Spellseeker, Fists of Flame (surprise commander damage!), Braingeyser, Mind Spring, Pirate's Pillage, Pirate's Prize, Spell Swindle, Reality Spasm (untap those lands!), Turnabout
3 months ago
A few thoughts...
Perhaps swap out Pull from Tomorrow for Braingeyser. Yes you're sacrificing instant speed for sorcery, but I think the versatility is worth it - draw cards if you need them or combo off to force an opponent to deck out.
An option to give your creature(s) haste would be handy here for some 1-shot kills out of nowhere, espcially since you're already running Rogue's Passage for evasion. Lightning Greaves feels like a must, but Akroma's Memorial is great for your whole squad, albeit a little win-more.
I was running Black Sun's Zenith in my build as well until someone correctly pointed out that the hydra from Zaxara is created on cast before BSZ resolves, meaning it will just fizzle to BSZ's effect not to mention the permenant neutering of all your other creatures. Although a wipe option is wise to include, seeing as the X spell BSZ factor is a non-bo you'd be better off with a more versaile option such as Toxic Deluge.
It's a pricey card, but if you have a copy of Bloom Tender you should slap it in here. On top of just being an excellent mana dork BT is another infinite mana combo redundancy option alongside Selvala. Speaking of pricey mana cards, Cabal Coffers is the missing piece of the land puzzle seeing as you're already running Urborg, Tomb of Yawgmoth. If you choose to add CC you'll want a couple land fetch options in here such as Expedition Map + Sylvan Scrying.
Anyway, there's some ideas for you to mull over!
6 months ago
Secret Plans Rhystic Study The Great Henge Phyrexian Arena Skullclamp Beast Whisperer Guardian Project Vizier of the Menagerie Braingeyser Growing Rites of Itlimoc Flip Veil of Summer Sol Ring Shamanic Revelation Zendikar Resurgent
6 months ago
So in that vein:
a la Alms Collector:
Creature - Fox Cleric
Whenever a player searches their library, they may pay , if they don't you draw a card.
I'd like a mediocre draft card that could see competitive play in some format, or would be good in commander.