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

Printings View all

Set Rarity
Amonkhet 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

Chino90 on Dream Acid (U/B Enchantments)

12 hours ago

I made a similar deck last week. But used Cartouche of Knowledge and Trial of Knowledge as an alternative way to bounce Trial of Ambition and draw extra cards. But never thought about Cloudstone Curio, which is a better option overall. Having discovered that, Spreading Seas seems a better alternative to the cartouche, and Trial of Knowledge can be replaced with.......- and this is janky AF, but could work wonders-... Colfenor's Plans! Get an extra undiscardable hand each turn! Bounce it at the beggining of your upkeep for no drawback, cast all the spells you need, then play it back at the end of your turn to get back acces to your exiled spells. Though you will be restricted to 1 spell on your opponents turn. But meh, you aren't playing DRAW-GO, since your game revolves around enchantments, so...

Maybe Brain Maggot could be helpful aswell.

Another janky synergy would be Colfenor's Plans. gives you an extra undiscardable hand each turn with no drawback.

djnewellmit on Nissa - Learning to Ramp?

6 days ago

Tardigrade_Cain You've listed some good Modern ramp spells, but this deck appears to be a Standard build.

IMSluggo I've been working on a Simic (fancy name for blue-green) build to take advantage of the blue-green ramp available. Take a look at my similar deck Nissa's Awakening for some ideas (but a lot of my main pieces will be rotating out next month).

From my recent experience, I've found Druid of the Cowl to be a good substitute for Channeler Initiate and Servant of the Conduit thanks to its higher initial toughness. With 3 toughness, it survives the most common removal of Magma Spray and Shock, and the Druid can also block creatures from the popular aggro decks. Too many times I've had my Channelers or Servants die before my next turn to benefit from their any-colored mana ability.

The blue cartouche, Cartouche of Knowledge works nicely in combo with all of your huge green monsters.

Atroxreaper on Flying High

2 weeks ago

You could run a few non flyers and use Gryff's Boon to get them airborne. A few of your flyers are a bit subpar Glory-Bound Initiate would be a great target for Gryff's Boon or even Cartouche of Knowledge. Not all your creatures need flying off the bat if you have ways to get them airborne.

MilesCorvus on Izzet worth the trouble

3 weeks ago

Trial of Knowledge is good, but I feel it's too much of a mana sink to keep playing, and I don't use Cartouches so exclusively that it would get as much use, when I can get great draw from other cards for much cheaper like Fevered Visions, Cartouche of Knowledge and Hieroglyphic Illumination. Three cards is great, but as a 4 drop that isn't an instant or sorcery could be more detrimental in my opinion, and Perpetual Timepiece doesn't feel useful enough and could be a huge mana sink too, I would want to be using mana for other spells during the times I could use it effectively. sorry if this sounds dismissive or like the wrong choice, I don't really know, I'm not that experienced, but I don't think they'd be as useful in play as they are in theory. As well as in defense of Magmatic Chasm, it's a two drop that will probably stop most creatures on the field from blocking, especially in early game, and for low cost it makes it easy to account for flying creatures with cards like Renegade Tactics and Cartouche of Zeal

epajula on Modern Crabs

3 weeks ago

What do you think of Cartouche of Knowledge, and Trial of Knowledge? Even if you only play the Cartouche it replaces itself in your hand, and then pumps and gives your crabs evasion.

Frico90 on G/U Ramp

1 month ago

You should add two Sandwurm Convergence for anti Air defence and some tokens. You also should consider the Trial of Knowledge Cartouche of Knowledge combo for card draw.

cenazwalker on Sultai Energy HOU Update

1 month ago

This deck has gone thru quite a few changes over the past few weeks but it still isn't quite there. I've also been testing variants of Temur and Temur is a superior build to Sultai but I'm determined to make this work. I'm sure Cartouche of Knowledge probably looks like a goofy include but putting one on Rhonas, Hydra or Verdurous can be really beneficial, between the flying and card draw.

I'm not really seeing much from HOU to upgrade with but maybe someone else see's something I am missing. Still messing with the sideboard, locally control decks have been destroying me.

Any suggestions are greatly appreciated.

Izu_Korasu on Flying High

1 month ago

yea 32 lands is overkill, control decks only run ~26 and your an aggro-midrange deck with an average cmc of 2.44 ... 23 lands should be more then sufficient (especially with no real demands for leaving mana open) but you can get away with 24 if you prefer ... (i would drop 6/5 islands and 3 plains)

that being said, it feels like you have a main goal, then alot of filler cards that seem redundant or dont really do what you need them to do.

cards like Aerial Guide, Aven Wind Guide, Mighty Leap and Cartouche of Knowledge give flying to an already mostly flying deck, and Slither Blade, Fan Bearer and Cartouche of Solidarity are okay but feel like they belong in a different deck, with a different goal.

[dauntless aven] does feel like a good fit for the deck, and you can shift the deck to make cards like Aven Wind Guide more useful with cards like Oketra's Monument to make the ability more relevant, and Glyph Keeper as a solid finisher.

id also consider running some countermagic, even if its just Supreme Will, Turn Aside or Failure and maybe consider Cast Out.

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