Draw three cards, then put two cards from your hand on top of your library in any order.

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Brainstorm Discussion

Love-in-Theory on Ignite your Planeswalker spark

2 days ago

No problem! I'd been Brainstorming on a creatureless Keranos deck myself, thinking about running things like Mana Flare, Possibility Storm, and just anything chaotic, kinda like a storm :')

LeaPlath on cool deck name needed

2 days ago

The issue is that legacy has better options? Like, the premium UR deck is a very aggressive one, using Delver of Secrets  Flip etc to provide lots of early pressure, backed up with better removal, burn and creatures. This deck will inefficiently try to trade 1 for 1, against creatures like Leovold, Emissary of Trest and True-Name Nemesis, while the other decks can Brainstorm sculpt perfect hands and stuff.

Take a look at this for example.

LeaPlath on Sigarda's Army

3 days ago

Swords to Plowshares is the best removal spell in the game though, because the lifegain is irrelevant. You've just turned their big creature into a lifegain spell. They've spent...a 6 mana for a Wurmcoil Engine, and you've made them spend 6 mana for 6 life. They don't get anything else.

Path to Exile isn't played in legacy because giving them a land is generally better. It makes their Brainstorms and Ponders better, it gives them a land which is relevant in a form of Dazes and other stuff.

Remember, you are the beatdown, you will be negating that life gain and then some, just don't give them a land to let them hardcast Terminus.

LeaPlath on Legacy Dragon-Reanimator (Budget)

3 days ago

OK, so.

First of all, you need fetchlands to play Brainstorm. The key part of brainstorm is it lets you see so much more of your deck, but you need shuffle effects for it, otherwise you are going 3 cards deeper, but having to put the worst cards back, then draw them.

Victimize is just bad, because they can just bolt your creature, and you get nothing. Instead, play 4 copies of Life/Death. The life part doesn't matter. The Death part is a 2 mana reanimate. You want 12 reanimation spells.

Buried Alive lets you set up the Oona, Queen of the Fae and Worldgorger Dragon for the combo, but even without that it is at least an entomb effect, which is better than hoping to draw something.

For dragons, I think better options exist. The dragons you currently have are low impact, slow, or easily removed. Dragonlord Dromoka is big, lets you race stuff, makes your next reanimation as needed safe, and is quite impactful. Dragonlord Kolaghan is a big hasty 6 damage that changes the way your opponent plays slightly. Hellkite Overlord, big, fast, can regenerate, lots of damage.

For your sideboard, Duress is good, but there are better options for the other slots. For example, there are no hexproof creatures played in legacy for Glaring Spotlight. There is one with shroud, but it is a 3/3 and you are generally outclassing it. The unblockable for 4 mana over 2 turns also isn't relevant because you outclass most stuff in the air.

izzetkid987 on MoBlu Spellspam

4 days ago

Adds I would recommend: More lands 35 is pretty risky and generally you would prefer mana flood to mana screw. I would aim for 38 myself. Utility lands Yeah, this list runs Back to Basics but you will not always draw it and a couple dead lands with it out still is not so bad. You exclude a lot of useful effects like Reliquary Tower, Myriad Landscape, Riptide Laboratory (for protecting talrand), Faerie Conclave/Dread Statuary (for emergency blocks) etc. by not running nonbasics and mono-colour decks with no duals have the most space for those. More mana acceleration Most edh decks need ramp and this deck is no exception. With more mana, you can counter more spells per turn cycle. Sol Ring and other mana rocks are staples. I would aim for ten total. More card draw Same deal as ramp. Most of your counters trade 1 for 1 with your opponent's spells so you will need hand refills or you will run out of cards trying to trade 1 for 1 with 1 with 3 or 4 opponents. Pretty basic multiplayer card advantage. This deck prefers instants so it can keep mana up for counters. Blue Sun's Zenith, Stroke of Genius, and Pull from Tomorrow have a big impact. Perilous Research costs little and you can just sacrifice the drake it makes. Board wipes Some games you will fall behind your opponents so you need more reset buttons. Evacuation, Inundate, Crush of Tentacles, and Engulf the Shore all get you out of sticky situations and simulate a blue Wrath of God. Oblivion Stone permanently destroys. Other Curse of the Swine, Pongify, and Rapid Hybridization are all instant or sorcery spot removal. Rise from the Tides gets you a LOT of tokens. Dismiss replaces itself. Propaganda protects you. Brainstorm, Telling Time, Think Twice, Opt and other cantrips do not really give you net card draw since you use up a spell to cast them, but give you card quality instead.Cuts I would recommend: Kraken's Eye is probably bad because cards that only gain you life typically are. Elixir of Immortality is the same unless you are regularly near decking yourself. Backfire, Creature Bond, Feedback, Power Taint, Psychic Venom and other cards that only damage players are typically too low impact in edh. Disperse and Flash Counter are strictly worse than Into the Roil and Dispel. Cancel is strictly worse than s many other options; here is an entire article detailing them: Disappearing Act seems worse than Cancel unless you particularly want to replay your permanents.

MsSysbit on MoBlu Spellspam

4 days ago

CoerusDarksoul: I would look at your auras; bounce and counters are Blue's removal; those aura ones are pretty trashy imo. They also fail to synergize with talran. I'd also cut Arcane Denial; yes it replaces itself but it super disadvantages you as you are even and an opponent is up 1. That's not the fallout I want from a counterspell. That opens up: 5 slots. Also Control Magic and Corrupted Conscience are cheao and greater than the 2 you're currently running. Also a pet card of mine Snapback is better than Consuming Vortex always unless you can splice onto arcane; the knock off Force of Will just feels so great imo. For greater consistency, free drakes, etc I'd run: Brainstorm, Ponder, and Preordain; all are dirt cheap and will really aid talrand. I'd go towards ~40-50 instants + sorceries for Talrand. The enchantments don't synergize with him so give them extra scrutiny and try to build up what will let you unleash an army of drakes! I am more than happy to give more help or suggestions(just ask!) but I don't want to inundate you either. Good luck!

SaberTech on Ancestral Animar

6 days ago

So after racking enough counters on Animar with the Hoverguard combo, I'm guessing that you just bounce back Metamorph, copy Imperial Recruiter again, then tutor and cast Walking Ballista for the win? That's the simplest line I can currently think of to kill multiple opponents in one turn.

And yeah, I've been looking at Brutalizer Exarch. It's sending me on a bit of a nostalgia trip, because I had included it back in my first version of my Animar deck.

Mad World Rising is my current Animar list, but there are a number of cards that are due to be replaced. Bloodbraid Elf, Venser, Shaper Savant, and Slithermuse only occasionally give me the value I would like from them, and Duplicant is a recent addition that I'm still not sold on. Brainstorm has done good work for me but may not be worth including now that I finally have a Sylvan Library for the deck. Priest of Titania is another recent inclusion that I'm second-guessing. I'm going to keep the Kiki-jiki package for the now because Pestermite and Deceiver Exarch have integrated themselves into how I like to pilot the deck.

So if you are up for giving me some suggestions; lets say I freed up 6 slots in my deck by removing the cards I mentioned above, based on your experience what would be your top six recommended cards that I should include that I don't already have?

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