Each player draws three cards, then discards three cards at random.
Printings View all
|Mystery Booster: Store Edition (MYSTOR)||Rare|
|2010 Core Set (M10)||Common|
Combos Browse all
|Commander / EDH||Legal|
Burning Inquiry occurrence in decks from the last year
All decks: 0.07%
Commander / EDH:
All decks: 0.0%
Burning Inquiry Discussion
1 week ago
nono's were getting increasingly difficult to work around
2 weeks ago
I really like the design, although I think it's a tad weak, although Shadowborn Apostle is lowkey broken. Not sure, maybe it'd be fair. Difficult to gauge these effects.
Here's the Red one:
Creature - Elemental
A deck can have any number of cards named Flamekin.
At the beginning of your endstep, sacrifice Flamekin, then exile any number of cards named Flamekin in your graveyard. Each card exiled this way deals 1 damage to any target.
I'm reissuing my challenge, as actually that's not what I meant, but very cool nonetheless.
So the Ascend/City's Blessing mechanic cares about the number of permanents
Undergrowth, Delirium, Threshold Crackling Drake all care about the graveyard, and the latter also care about Exile.
I meant total number cards in library, or exile, or types in these zones etc. Is important to your common.
3 weeks ago
- mistborn314 I'm aware of the primer problem, but I'm short on time to fix it right now.
Dream Halls is basically a double edged sword (a high risk high reward play). When you cast it, be prepared to kill or die this turn. The way I usually play it is setting the board first (1 or 2 cards that deal damage on discard/draw) and having a wheel in hand to cast after the DH. I run a lot of wheels in this deck, most of the times I'm able to chain 3+ wheels and win the game, but if you want a more "safe" way to interact with DM, try adding more counters and cards like Grand Abolisher.
I used to run Kess, Dissident Mage but people always shut her down pretty fast. I've been thinking about Yawgmoth's Will for some time , but I don't have the money for it right now. Underworld Breach is a nice substitute, thogh.
I reaaaaaaaaaaaaaaaallllyy like Hive Mind, Omniscience + Show and Tell , Torment of Hailfire, Dramatic Reversal + Isochron Scepter (won some fun games with these cards), but it is quite understandable for someone to cut them off (I even recommend it in the primer, before the code start trolling me lol).
Thank you a lot for the info exchange and sorry it took me some time to reply! o/
4 weeks ago
@ Maizena, just a heads up, but still having trouble with the link to the primer.
On a different note, I am looking at building a wheel deck around Dream Halls, (WUBR, Tymna the Weaver and Kraum, Ludevic's Opus as the commanders). I am curious how you break parity once you wheel with Halls out since you basically refill your opponent's hands and turn all interaction into pseudo-Force of Will. I really want to build around Halls, but it seems foolhardy to go full archenemy and give your opponents god-hands. What's the line the of play here? How has Halls worked out for you? Is it worth it?
Overall, it seems like a really awesome deck. As a fellow wheel player, here are some cards worth considering:
Temple Bell and Geier Reach Sanitarium are sweet and simple repeatable effects that are pure gold in this deck. Additionally, Bell goes infinite with Mind Over Matter and Library of Leng--cards you already run. (Tap Bell to have the table draw, discard with Mind to the top of your library with Leng and untap Bell--rinse and repeat--deck the table but never yourself since your just redrawing the same card). Could be nice since it works independent of your commander in case he gets hated out of the game.
Duskmantle Guildmage is an insta-win with Mindcrank, can add redundancy for Bloodchief Ascension. Burning Inquiry is pretty good (better than Jace's Archivist IMO). Narset, Parter of Veils is a MUST--wheel and you are the only one with a hand. Plus, it's only $2 or something...
You run more shuffle wheels than I do, so take this with a grain of salt. I love Underworld Breach and Yawgmoth's Will to replay key cards--especially Breach, since you can cast Wheel of Fortune as many time as you can afford since it's not exiled. Mission Briefing, Snapcaster Mage, and Kess, Dissident Mage are pretty dandy utility single spell flashbackers. Bone Miser and Shadow of the Grave are hidden gems (don't appear on most lists). They go crazy with the discard wheels, Library of Leng, Mind Over Matter, and Dream Halls.
In closing, I haven't seen the deck play, but Hive Mind, Omniscience, Torment of Hailfire, Isochron Scepter/Dramatic Reversal, Mizzix's Mastery, and Wheel and Deal are fun, but they don't seem to fit the game plan of a Nekusar pain train. There seems to be plenty of wincons without jamming all of these amazing, but unrelated cards in there. They feel like "win-more" cards that deflects the focus of the deck. In the case of Wheel and Deal, it you don't net cards off of it but you give your opponents a full grip. You already run the best wheels aside from Timetwister, it seems like an extra "meh" wheel. Maybe cut some of these cards and go for low CMC interaction or cantrips. Just food for thought.
1 month ago
I very much agree about that Rhystic Study
Mana Leak effects are taxes, like white does. I think Chancellor of the Annex makes a lot of sense. In my opinion, white should be the color of mana-dependent counters and blue of hard counters. Mental Misstep, Negate, Essence Scatter, and of course, Counterspell seem right, which Mana Tithe seems more flavorful to white than any of the blue versions of the effect.
Snow Creature - Yeti
When Abominable Recluse enters the battlefield, sacrifice all other creatures you control.
You can't cast creature spells and no creatures can enter the battlefield under your control.
I think this could be a solid Spike-Timmy card, like Rotting Regisaur.
I'd like another taxing white effect
1 month ago
Perk #1: Tons of great combos in this deck.
Perk #2: Every card fits an awesome theme.
Perk #3: There is a lot of low converted mana cost in this deck, which allows you to ramp up really quickly.
Issue #1: You can't have 7 copies of a card - Therefore, you would need to remove 3 copies of Goblin Chieftain.
My Suggested Fix: Add 3 different cards. You could replace the 3 copies of Goblin Chieftain with 2 copies of Foundry Street Denizen and 1 Mountain. Low cost, high value for early game consistency, and better mana consistency in the deck.
Issue #2: There are a lot of high rarity cards in this deck - which means you can only play a certain number of copies of each card. Because there is so many high-rarity creatures, you have a high likelihood to draw dead cards.
My Suggested Fix: Fill in the 3 missing copies of Goblin Chieftain with cards like Burning Inquiry, Knollspine Invocation, or Bag of Holding. That would allow you to discard the useless cards and get some value out of them.
Overall: I rate this deck 4 out of 5. Great theory-crafting, great combos, but there are some fundamental issues with it. Luckily, those issues can easily be fixed.
1 month ago
Very cool deck! You might like these: The Gitrog Monster, Blood Mist, Civic Saber, Hunter's Prowess, Seize the Day, Bear Umbra, Archfiend of Ifnir, Opal Palace, Skirge Familiar, Psychosis Crawler, Syr Konrad, the Grim, Glint-Horn Buccaneer, Bag of Holding, Burning Inquiry, Kydele, Chosen of Kruphix, Jace's Archivist
e on KenriThief
1 month ago
uhh I'll try this at the next tourney. I use a similar approach but with hate bears, that Burning Inquiry looks spicy..