Cartouche of Knowledge

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Amonkhet (AKH) Common

Combos Browse all

Cartouche of Knowledge

Enchantment — Aura

Enchant creature you control

When Cartouche of Knowledge enters the battlefield, draw a card.

Enchanted creature gets +1/+1 and has flying.

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Cartouche of Knowledge Discussion

MacktotheFuture on Ixalan Merfolk Counters

14 hours ago

Hey multimedia! Thanks for the suggestions. I should mention that this deck is built almost entirely off cards I've got from draft and packs, so some of the more interesting card choices come from just not having 4 of the good stuff.

Anyway, cutting Rhonas's Monument and Thaumatic Compass  Flip for 2x Cartouche of Knowledge is something I hadn't thought of but is actually a very good call and something I'll be aiming for. Search for Azcanta  Flip is one card I'd like to keep because it enables some pretty healthy aura grabbing in the late game. Vizier of the Menagerie can go though, giving me 3x Opt.

Then I can bail on Cartouche of Strength for 3x Druid. I want to keep Deeproot Champion because all the auras and Opts etc will buff that as well. But I'd be keen to know your thoughts.

Xaphanthefallen on U/R Prowess

1 day ago

Just a fun deck I put together. Riddleform is the usual goal but with enough spell in the graveyard you can get Enigma Drake power pretty high, so you can either attack or fling. Bloodwater Entity is nice to have for when you need a spell in your graveyard. Having Opt, Pull from Tomorrow, Chart A Course, and Cartouche of Knowledge gives you a lot of Draw which also activates your Riddleform or gives your creatures with Prowess a boost.

multimedia on Ixalan Merfolk Counters

1 day ago

Hey, a lot of interesting card choices here. I think you should expand on the Jade Guardian with auras theme as it's the strongest here. More Cartouche of Knowledge; 4x Knowledge seems good because it does replace itself, a draw. Consider cutting Rhonas's Monument and Thaumatic Compass  Flip for 2x more Knowledge? I would also increase to 4x Opt because it's the cheapest mana way to help to find and draw Guardian or Knowlegde vice versa, which ever one of the two you don't have in hand. Consider cutting 1x Search for Azcanta  Flip and 1x Vizier of the Menagerie for 2x more Opt? Search and Vizier can't help to find an aura, but Opt can.

Guardian is a four drop it would be nice to be able to consistently play Guardian before turn four which you can do with more ramp. Consider cutting 2x Deeproot Champion for 2x more Druid of the Cowl? Ideally you want a mana dork, Druid, turn two because if you also have Guardian in hand you can then play it turn three. If you can get a Guardian into play turn three you can use the rest of the game to attach auras to it or grow it with other counters as well as protect it turns four and five which is when a board wipe will most likely happen. There's a huge difference between being able to have a turn three Guardian instead of turn four.


Rivenor on Zuur, The Controller

3 days ago

That seems like a lot of land to me. I would suggest reducing to between 35 and 37 total.

Other cuts I would suggest:

Additions:

Keeping these budget friendly, don't want to break the bank.

  • Ethereal Armor: Helps get the actual GD in there for you.

  • Steel of the Godhead: A better version of Cloak of Mists for you.

  • Solemnity: It messes with lots of decks that are popular and not with yours.

  • Oblivion Ring, Grasp of Fate and Detention Sphere are all amazing and handy in EDH. If you only include one I would go with the grasp if you are playing multiplayer or the sphere if you have a friend who loves tokens.

  • Ghostly Prison: Helps keep you safe while you load up on enchantments. Should be one of the first ones fetched.

  • Sun Titan: That magical number 3 comes into play here. Let's you bring back most enchantments that Zur fetches. Decent beatstick to boot.

  • Bruna, Light of Alabaster: People running too much enchantment hate for Zur to keep up? Pop Bruna in late game to bring it all back onto herself to bring in the last of that damage.

darleen on Unblockable merfolk

1 week ago

Perhaps try Cartouche of Knowledge over One With the Wind. You get one less power/toughness but Cartouche of Knowledge let's you draw a card which may prove to be more important.

wonderboyrox on Drawing Calamari

1 week ago

How's it going, man? I am also fairly new to this site. Just finished uploading the last of my personal decks. I am a long time player of mtg however, and come here with 15+ years experience under my belt.

At first glance, I see two main issues. One is that you don't have enough draw power, and the second is that you literally have zero ways to protect your creatures. Here are the changes I would suggest:

-3 Abundance (Too mana intensive and does NOT count as card draw)

-3 Burgeoning (Doesn't flow well with the deck, imo)

-1 Hardened Scales (Only gives +1 counter/trigger)

-3 Spreading Seas (NO reason whatsoever for this to be in the deck, imo)

-2 Spellbook (Not enough constant draw to warrant)

-2 Venser's Journal (Not enough constant draw to warrant)

-2 Bloodspore Thrinax (Doesn't fit into the theme well enough)

-3 Champion of Lambholt (Costs too much mana, doesn't fit the theme)

-2 Island (New mana curve is not high enough to warrant 22 lands, imo)

+2 Horizon Chimera (Fits the theme, gives protection from flying threats)

+3 Betrayal

+4 Fate Transfer (Nice "Oh shit" card if creature is about to die, also synergizes with Hardened Scales.)

+4 Cartouche of Knowledge (Fits the theme, added evasion offers a win con)

+4 Mizzium Skin (A must-have source of protection)

+2 Lorescale Coatl

+2 Zameck Guildmage

Overall these changes would add a bit more consistency to the deck by increasing your # of playsets. It would increase the amount of protection you have from "kill cards", since you were previously at zero. And I beleive at the end of the day it would increase your card draw, (fitting the theme of the deck). I hope these suggestions help, let me know what you think!

xoorath on Huatli: The only dino gyno I know...

3 weeks ago

Matchup against Treasure Production Control

Here's how it went:

Game one, treasure production control versus huatli: the only dino gyno I know...

You roll 2, I roll 5. I'll be on the play.

My hand: Forest, Inspiring Vantage, Kinjalli's Caller, 2x Attune with Aether, Otepec Huntmaster, Drover of the Mighty. No action, but I can get lands out of my deck. Seems okay. Keep.

Your hand: Island, Drowned Catacomb, Siren Stormtamer, Opt, Kitesail Freebooter, Disallow, Cartouche of Knowledge. Seems legit, keep.

T0, me: Forest, Attune with Aether for another Forest.T0, you: draw Opt. Play Island and Siren Stormtamer.

Me: 20 +2e, You: 20

T1, me: Draw Plains. Play Inspiring Vantage, Kinjalli's Caller, and cast Attune with Aether finding a mountain.T1, you: Draw Swamp. Play Swamp, cast Kitesail Freebooter. Nothing to exile... oh well, we know the opponent is flooded. Swing with siren for 1.

Me: 19 +4e, You: 20

T2, me: draw Commune with Dinosaurs, casting it. Revealing Commune with Dinosaurs, 2x Drover of the Mighty, and two lands. Ouch, at least those are gone from the top. I take Aether Hub. Play Forest and Drover of the Mighty.T2, you: draw Island. Play Drowned Catacomb. Let's hold this Disallow up since there's a potential 5 drop dino comming. We'll dig for action when we have enough mana to deny our opponent action and dig. We swing for two in the air.

Me: 17 +4e, you: 20

T3, me: Draw Charging Monstrosaur. I'd love to windmill slam this, but there's 3 mana up, and 2 damage in the air isn't really a problem. Let's see if they tap out for something. Play Aether Hub, and get in with Drover of the Mighty for 1. Post combat, play Otepec Huntmaster.T3, you: Draw Captain Lannery Storm. Finally some gold action, but no way to cast her yet. Let's play Island, swing for two and wait to play Opt at end of turn looking for action or more control.

Me: 15 +4e, You: 19

T3, me: Draw Regisaur Alpha, sweet. Let's see if you tap out for removal now that damage is symetric. I swing for two, you don't dig for removal since you're ahead you just take symetric beats and hold up a counter. Post combat I play Regisaur Alpha. In response you cast Opt seeing if there's a better response than Disallow. You find Drowned Catacomb and put it to the bottom, drawing Spell Pierce. You cast Disallow, countering Regisaur Alpha. I play a Mountain and pass. T3, you: Draw Captain Lannery Storm. You cast Opt hoping for a red source. You reveal Dragonskull Summit and play it. Casting Captain Lannery Storm, leaving up one blue for Spell Pierce in case it matters. You swing for 4, and make a treasure. I block Captain Lannery Storm with Kinjalli's Caller, taking 2.

Me: 13 +4e, you: 17

T4, me: draw Rootbound Crag. Not what I wanted. I play it and cast Charging Monstrosaur. I swing with it, Otepec Huntmaster, and drover of the mighty. You have no response and take 9.T4, you: draw Swamp. Yeah, that wont kill a dino. Hm. You play swamp. Pay two for Cartouche of Knowledge on Captain Lannery Storm. This draws you another Dragonskull Summit. You need to block something to survive, and best case scenario has you killing the dino. You decide the plan will be to get in with the lannery storm in hand, use the other lannery storm with the cartouche to block the dino and sacrafice two treasures to pump her up and trade with the dino. You still take trample, but there's no other way to kill it with just one creature currently. You cast Captain Lannery Storm, and have her swing for 2 getting a treasure. I block with Kinjalli's Caller.

Me: 13 +4e, you: 8

T5, me: draw Sunpetal Grove, playing it. I see the Captain Lannery Storm play, but since I have no other action, and you could decide to chump drover killing him too (once there's no more dino in play), I decide to hold onto my boardstate. Pass.T5, you: Draw Swamp, play Dragonskull Summit. Sweet, now you don't have to trade with the cartouche'd Captain Lannery Storm since you'll have 3 treasure to sac when chumping. You swing with Captain Lannery Storm and Siren Stormtamer. You think so long as you have Kitesail Freebooter up, it should be good enough to chump and live another turn if things go sideways. All damage is flying, no blocks. I take 4.

Me: 9 +4e, you: 8

T6, me: Draw Rootbound Crag and play it. I notice you'll have leathal in the air next turn if you make two treasures and sacrafice it all. I swing with Charging Monstrosaur. and Drover of the Mighty. You want to stay out of Lightning Strike range, so you can take 4 damage. So you think about the plan where you kill Charging Monstrosaur, but that takes out your win condition next turn. If you block enough damage to stay out of Lightning Strike range, it means losing Kitesail Freebooter and Captain Lannery Storm, putting the opponent down to 1. Unless they cast a spell we can Spell Swindle. You decide the risk of me having two Lightning Strike's in hand (one can be countered) is a pretty low risk. You block Drover of the Mighty with Captain Lannery Storm and take 5.T6, you: draw Metallic Mimic. Play Swamp and swing all in. Before damage you sacrafice all the treasure for blue, making damage lethal. GG.

So that was a close match. We were both lacking a bit of action, but your deck found a way to dig to cast those lannery storms which is nice. Holding up counterspells for what you care about was great. My deck got pretty badly flooded, but I knew that was a risk when I kept the hand. Having only two dino's probably wont survive against control, so I'll keep that in mind on the following games.

You bring in 3x Essence Scatter, going down 2x Spell Pierce and a Disallow for that. (countering an ETB trigger is worse than countering the creature it comes on, in this matchup). Fatal Push for the mana dorks would be nice, but it's a bad late game draw which seems to matter here. Let's just run it like that.

I bring in 2x Prowling Serpopard, going down 1x Kinjalli's Sunwing, 1x Charging Monstrosaur. Tempted to bring in Cast Out, but decide not to.

I lost, I'll be on the play.

My hand: Forest, Sunpetal Grove, Drover of the Mighty, Savage Stomp, Ripjaw Raptor, Regisaur Alpha, Carnage Tyrant. Just need one more land to function, sounds fine.

Your hand: Island, Essence Scatter, Metallic Mimic, Disallow, Mechanized Production, Deadeye Plunderers, Herald of Anguish. Can't do a one lander. Mull to 6.

Your hand: Island, Siren Stormtamer, Siren Stormtamer, Opt, Essence Scatter, Unlicensed Disintegration. Tempting, but so many cards are dead if we don't get another land. Mull to 5.

Your hand: 2x Island, Drowned Catacomb, Siren Stormtamer, Metallic Mimic. fine, keep. scry: Herald of Anguish to the bottom.

T0, me: Forest, go.T0, you: Draw Prying Blade. The plan will be mimc naming pirate then cast stormcaller, so let's just play Island and Prying Blade. Go.

T1, me: Draw Samut, the Tested. Play Sunpetal Grove, cast Drover of the Mighty.T1, you: draw Supreme Will decent... Play Drowned Catacomb, cast Metallic Mimic naming pirate.

T2, me: draw Rootbound Crag sweet. Play that, cast Ripjaw Raptor. Go.T2, you: draw Swamp. Play it, cast Siren Stormtamer. Can't cast Supreme Will anyways, so equip Siren Stormtamer with Prying Blade.

T3, me: draw Savage Stomp. Let's get samut down while you're tapped out. Play Samut, the Tested. Tick her up giving Ripjaw Raptor double strike. Swing with Ripjaw Raptor. You can't do much about that and take 8.T3, you: draw Swamp. Play Swamp.

Me: 20, You: 12

T4, me: draw Ripjaw Raptor. Cast Savage Stomp targeting Ripjaw Raptor and metalic mimic. You play Supreme Will hoping to at least tap me down. I don't pay the cost. I cast the other Savage Stomp doing the same. You begrudgingly sacrafice Siren Stormtamer to counter that. I tick up samut giving Drover of the Mighty double strike. I swing with the team. You block Drover of the Mighty taking 7.T4, you: draw Spell Swindle, scoop.

Having to mull for mana really killed you that game. Not having as much or more action than a midrange deck makes it pretty tough.

Your hand: Island, Dragonskull Summit, Metallic Mimic, Cartouche of Knowledge, Supreme Will, 2 Kitesail Freebooter. Keep.

My hand: Sunpetal Grove, Aether Hub, Kinjalli's Sunwing, 2 Kinjalli's Caller, Ripjaw Raptor. Seems okay, keep.

T0, You: Play Dragonskull Summit tapped.T0, me: Draw Inspiring Vantage. Play it, play Kinjalli's Caller.

T1, you: Draw Drowned Catacomb. Play Island, play Kitesail Freebooter. Take nothing.T1, me: Draw Drover of the Mighty. Play Aether Hub, cast Kinjalli's Sunwing. Drover could fix for green, but I don't want to risk fatal push and lose my only energy, setting me back a turn. I'll wait.

T2, you: draw Opt. Play Drowned Catacomb, play Metallic Mimic naming pirate. hold up blue mana for EOT opt.T2, me: draw Savage Stomp. Play Sunpetal Grove tapped. Cast Savage Stomp targeting Kinjalli's Sunwing and Metallic Mimic, killing mimic and putting a +1/+1 counter on the sunwing. Swing with Kinjalli's Sunwing for 3 (noting it's taken 2 damage, should still survive if you block). You declare no blocks, taking 3. Post combat I play Kinjalli's Caller. EOT you play Opt, putting Mechanized Production on the bottom drawing Swamp.

Me: 20 +1e, You: 17

T3, you: draw Siren Stormtamer, play Swamp, cast Siren Stormtamer tapped. Pass the turn leaving up supreme will.T3, me: draw Carnage Tyrant. I see 3 mana up expecting a counter. I move to combat, swinging for 3 in the air. You take 3. Postcombat I play Drover of the Mighty. You let it resolve, keeping Supreme Will for a possible ripjaw, regisaur, or monstrosaur later, since you only have one counter.

me: 20 +1e, you: 14

T4, you: draw Island, play it. Pay two for Kitesail Freebooter to see if the coast is clear. You take nothing and see the Carnage Tyrant, so that sucks - but at least supreme will can dig for an answer. You're not sure there's anything in the deck that can answer it except blockers, but we'll play this through.T4, me: draw Carnage Tyrant. Well, no surprises now. I wont be able to surprise attack with a hastey one next turn, so I might as well throw him down. I move to combat, swinging for 3. No blocks. Post combat, play Carnage Tyrant. EOT you supreme will, spotting Spell Swindle, Herald of Anguish and two lands. You take Herald of Anguish hoping to dop deck a land, survive one turn, and use him and something else to block the tyrant....

me: 20 +1e, you: 11

T5, you: draw Herald of Anguish. not good. Play Cartouche of Knowledge on a Kitesail Freebooter, drawing Disallow. I think the only line now is to top deck a Spell Swindle next turn and somehow hit something big enough to let you cast both heralds? Even then we need removal for Kinjalli's Sunwing or they come into play tapped. So we need a ton of things to go right - let's try our best.

T5, me: draw Prowling Serpopard. swing with Kinjalli's Sunwing, Drover of the Mighty, and Carnage Tyrant. Let's double block with Kitesail Freebooter's on the Kinjalli's Sunwing, Siren Stormtamer chumps Drover of the Mighty. Take 7, Siren Stormtamer and the Kitesail Freebooter with the cartouche die. Post combat I play Carnage Tyrant number 2, you scoop.

I think Bontu's Last Reckoning in the sideboard could have helped you stabalize, and maybe Doomfall. I think Kitesail Freebooter is a sweet card, but against such a creature heavy deck, she's just a 1/2 flier for 2 most of the time. Disallow seems versitile, but I'd keep an eye out how often you would use it over a negate. Herald of Anguish also seems nuts when you have treasure and equipment out, but when he's on his own he doesn't seem very good. I wouldn't go so far as to call him a win more card, but I just don't think he's good enough in a vaccume to be played in a deck with so many spells and creatures that don't generate artifacts. The synergy is there, but it doesn't feel very strong.

Anyways, cool deck man. Might be hard to edge out a midrange creature deck like naya dino's, but with some tweaking I think it could reliably be done - so long as it's a big enough slice of the meta to fight using your sideboard.

xoorath on Treasure Production Control

3 weeks ago

Hey, sweet deck! I did some playtesting against my dino deck Huatli: The only dino gyno I know... if you're interested. Here's how it went:

Game one, treasure production control versus huatli: the only dino gyno I know...

You roll 2, I roll 5. I'll be on the play.

My hand: Forest, Inspiring Vantage, Kinjalli's Caller, 2x Attune with Aether, Otepec Huntmaster, Drover of the Mighty. No action, but I can get lands out of my deck. Seems okay. Keep.

Your hand: Island, Drowned Catacomb, Siren Stormtamer, Opt, Kitesail Freebooter, Disallow, Cartouche of Knowledge. Seems legit, keep.

T0, me: Forest, Attune with Aether for another Forest.T0, you: draw Opt. Play Island and Siren Stormtamer.

Me: 20 +2e, You: 20

T1, me: Draw Plains. Play Inspiring Vantage, Kinjalli's Caller, and cast Attune with Aether finding a mountain.T1, you: Draw Swamp. Play Swamp, cast Kitesail Freebooter. Nothing to exile... oh well, we know the opponent is flooded. Swing with siren for 1.

Me: 19 +4e, You: 20

T2, me: draw Commune with Dinosaurs, casting it. Revealing Commune with Dinosaurs, 2x Drover of the Mighty, and two lands. Ouch, at least those are gone from the top. I take Aether Hub. Play Forest and Drover of the Mighty.T2, you: draw Island. Play Drowned Catacomb. Let's hold this Disallow up since there's a potential 5 drop dino comming. We'll dig for action when we have enough mana to deny our opponent action and dig. We swing for two in the air.

Me: 17 +4e, you: 20

T3, me: Draw Charging Monstrosaur. I'd love to windmill slam this, but there's 3 mana up, and 2 damage in the air isn't really a problem. Let's see if they tap out for something. Play Aether Hub, and get in with Drover of the Mighty for 1. Post combat, play Otepec Huntmaster.T3, you: Draw Captain Lannery Storm. Finally some gold action, but no way to cast her yet. Let's play Island, swing for two and wait to play Opt at end of turn looking for action or more control.

Me: 15 +4e, You: 19

T3, me: Draw Regisaur Alpha, sweet. Let's see if you tap out for removal now that damage is symetric. I swing for two, you don't dig for removal since you're ahead you just take symetric beats and hold up a counter. Post combat I play Regisaur Alpha. In response you cast Opt seeing if there's a better response than Disallow. You find Drowned Catacomb and put it to the bottom, drawing Spell Pierce. You cast Disallow, countering Regisaur Alpha. I play a Mountain and pass. T3, you: Draw Captain Lannery Storm. You cast Opt hoping for a red source. You reveal Dragonskull Summit and play it. Casting Captain Lannery Storm, leaving up one blue for Spell Pierce in case it matters. You swing for 4, and make a treasure. I block Captain Lannery Storm with Kinjalli's Caller, taking 2.

Me: 13 +4e, you: 17

T4, me: draw Rootbound Crag. Not what I wanted. I play it and cast Charging Monstrosaur. I swing with it, Otepec Huntmaster, and drover of the mighty. You have no response and take 9.T4, you: draw Swamp. Yeah, that wont kill a dino. Hm. You play swamp. Pay two for Cartouche of Knowledge on Captain Lannery Storm. This draws you another Dragonskull Summit. You need to block something to survive, and best case scenario has you killing the dino. You decide the plan will be to get in with the lannery storm in hand, use the other lannery storm with the cartouche to block the dino and sacrafice two treasures to pump her up and trade with the dino. You still take trample, but there's no other way to kill it with just one creature currently. You cast Captain Lannery Storm, and have her swing for 2 getting a treasure. I block with Kinjalli's Caller.

Me: 13 +4e, you: 8

T5, me: draw Sunpetal Grove, playing it. I see the Captain Lannery Storm play, but since I have no other action, and you could decide to chump drover killing him too (once there's no more dino in play), I decide to hold onto my boardstate. Pass.T5, you: Draw Swamp, play Dragonskull Summit. Sweet, now you don't have to trade with the cartouche'd Captain Lannery Storm since you'll have 3 treasure to sac when chumping. You swing with Captain Lannery Storm and Siren Stormtamer. You think so long as you have Kitesail Freebooter up, it should be good enough to chump and live another turn if things go sideways. All damage is flying, no blocks. I take 4.

Me: 9 +4e, you: 8

T6, me: Draw Rootbound Crag and play it. I notice you'll have leathal in the air next turn if you make two treasures and sacrafice it all. I swing with Charging Monstrosaur. and Drover of the Mighty. You want to stay out of Lightning Strike range, so you can take 4 damage. So you think about the plan where you kill Charging Monstrosaur, but that takes out your win condition next turn. If you block enough damage to stay out of Lightning Strike range, it means losing Kitesail Freebooter and Captain Lannery Storm, putting the opponent down to 1. Unless they cast a spell we can Spell Swindle. You decide the risk of me having two Lightning Strike's in hand (one can be countered) is a pretty low risk. You block Drover of the Mighty with Captain Lannery Storm and take 5.T6, you: draw Metallic Mimic. Play Swamp and swing all in. Before damage you sacrafice all the treasure for blue, making damage lethal. GG.

So that was a close match. We were both lacking a bit of action, but your deck found a way to dig to cast those lannery storms which is nice. Holding up counterspells for what you care about was great. My deck got pretty badly flooded, but I knew that was a risk when I kept the hand. Having only two dino's probably wont survive against control, so I'll keep that in mind on the following games.

You bring in 3x Essence Scatter, going down 2x Spell Pierce and a Disallow for that. (countering an ETB trigger is worse than countering the creature it comes on, in this matchup). Fatal Push for the mana dorks would be nice, but it's a bad late game draw which seems to matter here. Let's just run it like that.

I bring in 2x Prowling Serpopard, going down 1x Kinjalli's Sunwing, 1x Charging Monstrosaur. Tempted to bring in Cast Out, but decide not to.

I lost, I'll be on the play.

My hand: Forest, Sunpetal Grove, Drover of the Mighty, Savage Stomp, Ripjaw Raptor, Regisaur Alpha, Carnage Tyrant. Just need one more land to function, sounds fine.

Your hand: Island, Essence Scatter, Metallic Mimic, Disallow, Mechanized Production, Deadeye Plunderers, Herald of Anguish. Can't do a one lander. Mull to 6.

Your hand: Island, Siren Stormtamer, Siren Stormtamer, Opt, Essence Scatter, Unlicensed Disintegration. Tempting, but so many cards are dead if we don't get another land. Mull to 5.

Your hand: 2x Island, Drowned Catacomb, Siren Stormtamer, Metallic Mimic. fine, keep. scry: Herald of Anguish to the bottom.

T0, me: Forest, go.T0, you: Draw Prying Blade. The plan will be mimc naming pirate then cast stormcaller, so let's just play Island and Prying Blade. Go.

T1, me: Draw Samut, the Tested. Play Sunpetal Grove, cast Drover of the Mighty.T1, you: draw Supreme Will decent... Play Drowned Catacomb, cast Metallic Mimic naming pirate.

T2, me: draw Rootbound Crag sweet. Play that, cast Ripjaw Raptor. Go.T2, you: draw Swamp. Play it, cast Siren Stormtamer. Can't cast Supreme Will anyways, so equip Siren Stormtamer with Prying Blade.

T3, me: draw Savage Stomp. Let's get samut down while you're tapped out. Play Samut, the Tested. Tick her up giving Ripjaw Raptor double strike. Swing with Ripjaw Raptor. You can't do much about that and take 8.T3, you: draw Swamp. Play Swamp.

Me: 20, You: 12

T4, me: draw Ripjaw Raptor. Cast Savage Stomp targeting Ripjaw Raptor and metalic mimic. You play Supreme Will hoping to at least tap me down. I don't pay the cost. I cast the other Savage Stomp doing the same. You begrudgingly sacrafice Siren Stormtamer to counter that. I tick up samut giving Drover of the Mighty double strike. I swing with the team. You block Drover of the Mighty taking 7.T4, you: draw Spell Swindle, scoop.

Having to mull for mana really killed you that game. Not having as much or more action than a midrange deck makes it pretty tough.

Your hand: Island, Dragonskull Summit, Metallic Mimic, Cartouche of Knowledge, Supreme Will, 2 Kitesail Freebooter. Keep.

My hand: Sunpetal Grove, Aether Hub, Kinjalli's Sunwing, 2 Kinjalli's Caller, Ripjaw Raptor. Seems okay, keep.

T0, You: Play Dragonskull Summit tapped.T0, me: Draw Inspiring Vantage. Play it, play Kinjalli's Caller.

T1, you: Draw Drowned Catacomb. Play Island, play Kitesail Freebooter. Take nothing.T1, me: Draw Drover of the Mighty. Play Aether Hub, cast Kinjalli's Sunwing. Drover could fix for green, but I don't want to risk fatal push and lose my only energy, setting me back a turn. I'll wait.

T2, you: draw Opt. Play Drowned Catacomb, play Metallic Mimic naming pirate. hold up blue mana for EOT opt.T2, me: draw Savage Stomp. Play Sunpetal Grove tapped. Cast Savage Stomp targeting Kinjalli's Sunwing and Metallic Mimic, killing mimic and putting a +1/+1 counter on the sunwing. Swing with Kinjalli's Sunwing for 3 (noting it's taken 2 damage, should still survive if you block). You declare no blocks, taking 3. Post combat I play Kinjalli's Caller. EOT you play Opt, putting Mechanized Production on the bottom drawing Swamp.

Me: 20 +1e, You: 17

T3, you: draw Siren Stormtamer, play Swamp, cast Siren Stormtamer tapped. Pass the turn leaving up supreme will.T3, me: draw Carnage Tyrant. I see 3 mana up expecting a counter. I move to combat, swinging for 3 in the air. You take 3. Postcombat I play Drover of the Mighty. You let it resolve, keeping Supreme Will for a possible ripjaw, regisaur, or monstrosaur later, since you only have one counter.

me: 20 +1e, you: 14

T4, you: draw Island, play it. Pay two for Kitesail Freebooter to see if the coast is clear. You take nothing and see the Carnage Tyrant, so that sucks - but at least supreme will can dig for an answer. You're not sure there's anything in the deck that can answer it except blockers, but we'll play this through.T4, me: draw Carnage Tyrant. Well, no surprises now. I wont be able to surprise attack with a hastey one next turn, so I might as well throw him down. I move to combat, swinging for 3. No blocks. Post combat, play Carnage Tyrant. EOT you supreme will, spotting Spell Swindle, Herald of Anguish and two lands. You take Herald of Anguish hoping to dop deck a land, survive one turn, and use him and something else to block the tyrant....

me: 20 +1e, you: 11

T5, you: draw Herald of Anguish. not good. Play Cartouche of Knowledge on a Kitesail Freebooter, drawing Disallow. I think the only line now is to top deck a Spell Swindle next turn and somehow hit something big enough to let you cast both heralds? Even then we need removal for Kinjalli's Sunwing or they come into play tapped. So we need a ton of things to go right - let's try our best.

T5, me: draw Prowling Serpopard. swing with Kinjalli's Sunwing, Drover of the Mighty, and Carnage Tyrant. Let's double block with Kitesail Freebooter's on the Kinjalli's Sunwing, Siren Stormtamer chumps Drover of the Mighty. Take 7, Siren Stormtamer and the Kitesail Freebooter with the cartouche die. Post combat I play Carnage Tyrant number 2, you scoop.

I think Bontu's Last Reckoning in the sideboard could have helped you stabalize, and maybe Doomfall. I think Kitesail Freebooter is a sweet card, but against such a creature heavy deck, she's just a 1/2 flier for 2 most of the time. Disallow seems versitile, but I'd keep an eye out how often you would use it over a negate. Herald of Anguish also seems nuts when you have treasure and equipment out, but when he's on his own he doesn't seem very good. I wouldn't go so far as to call him a win more card, but I just don't think he's good enough in a vaccume to be played in a deck with so many spells and creatures that don't generate artifacts. The synergy is there, but it doesn't feel very strong.

Anyways, cool deck man. Might be hard to edge out a midrange creature deck like naya dino's, but with some tweaking I think it could reliably be done - so long as it's a big enough slice of the meta to fight using your sideboard.

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