Chemister's Insight


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Guilds of Ravnica (GRN) Uncommon

Combos Browse all

Chemister's Insight


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Chemister's Insight Discussion

KaladeshKat on Izzet Mill

2 days ago

You need 24ish lands. Only having 18 is going to cripple your win-rate.

You are running some non-optimal cards. Sinister Sabotage is Cancel with an upside. Devious Cover-Up is pointless here. Sabotage is better or you can put in Chemister's Insight.

Chemister's Insight is good in the 4-spot, you can cast it twice and it will mill at least 4 at a time.

Some removal would be good. Lava Coil, Shock, Lightning Strike are all decent red removal.

Overall if you are trying to win via mill with the corrosion effect you need more card draw (as well as a sideboard.)

FSims81 on Izzet Mill

2 days ago

I think you can cut Invert / Invent and League Guildmage completely. In their place consider Electrostatic Field, Chart a Course, Blink of an Eye and Chemister's Insight. Hypothesizzle may be too expensive to cast as well. Ionize is amazing Izzet control right now. 4 Goblin Electromancer, Drowned Secrets and Psychic Corrosion are more than you need, 3 each will still let you draw them consistently while giving you room to add land or more of the instant/soceries that are going to do the damage you're looking for. You probably want at least 21 land, but possibly 24.

1astrokid1 on Sidisi Self-Mill

4 days ago

I would cut: Caustic Caterpillar, Dawntreader Elk, Deathbringer Regent, Deathcap Cultivator, Decimator of the Provinces, Diligent Farmhand, Farhaven Elf, Golgari Raiders, Lotleth Giant, Mulldrifter,Satyr Wayfinder, Stinkweed Imp,Wood Elves, Deep Analysis, Spider Spawning, Worm Harvest, Chemister's Insight, Molderhulk, Shriekmaw, Shadowborn Demon, Night Incarnate, Deathbringer Regent

TL;DR Too much ramp, some non-synergistic cards, board wipes shouldn't be necessary if you are playing aristocrats. Some of the cards depend on casting from your hand rather than ETB. These are just my suggestions feel free to adjust as you see fit.

If I am missing something about these cards let me know. Also, you can look at my decklist if you want to here: Sidisi, Self-Mill, Surveil and Explore I just got the Golgari Guild kit so my Sidisi deck is different now.

patrickloyd on No Mercy

5 days ago

I think I will keep 2x Teferi, Hero of Dominaria and 2x Chemister's Insight to keep it more balanced and save a little money, However I did take you advice and replaced Overflowing Insight with Chemister's Insight since, like you said, it is at instant speed and can be cast again from the graveyard. Thank you OberstHati for the suggestions; They were helpful.

patrickloyd on No Mercy

5 days ago

Thank you OberstHati for letting me know which cards were not standard and giving me suggestions on what to replace them with. For the most part I replaced everything you suggested However, I added Overflowing Insight instead of Chemister's Insight because I wanted more draw late game. You mentioned adding a play-set Teferi, Hero of Dominaria, but I do not see how he is relevant in this deck. I already have enough draw power and he is not a win-con. Why should I put him in my deck and which cards should I replace him with?

OberstHati on No Mercy

5 days ago

Cast Out is not legal anymore, replace with Ixalan's Binding, same forPull from Tomorrow and Never / Return Chemister's Insight for pull, Vraska's Contempt for never,... and of course there should be 4 Teferi, Hero of Dominaria, if your budget allows it.

GolgariJunkman on GB Valueyard

1 week ago

Rhizome Lurcher - I would compare this guy with Molderhulk and the Hulk can come at least one turn earlier and he gives you land from the graveyard. My experience with Hulk: Early threat but without any evasion or trample which the Lurcher haven't as well, it will die horribly or gets blocked. So I would prefer Hulk over Lurcher even it will get bigger.

Necrotic Wound - At the beginning where I start to build the deck, I got a playset Assassin's Trophy, three Necrotic Wound and three Ravenous Chupacabra as the removal pack. While the meta, lgs-wise, switches to a drake-heavy gameday, I change the package to Kraul Harpooner and Cast Down. Cast Down don't require a full graveyard and while there aren't many copies of Niv Mizzet around it wasn't a bad addition, Kraul Harpooner needs one creature in the yard to kill the drakes while Trophy has the drawback "ramping the opponent". Maybe since the added Seekers' Squire which gives more tools to fill the graveyard, I could change the Removal pack back to Necrotic Wound.

My last thought is that I could change a little bit more to add another Journey to Eternity  Flip as well as a one-off Lotleth Giant as a payoff to the filled grave. I guess that I have to cut the Creeping Chill and the Maindeck Ritual of Soot to be more resilient.

Or should I add Blue (Chemister's Insight, Sinister Sabotage, Mission Briefing) or Red (Fight with Fire, Experimental Frenzy, Risk Factor)... Thoughts?

Hexaflexagon on Izzet Spell Swarm

1 week ago

Hey man, sorry for the delay, but here is your list:

Izzet Spell Swarm/Countetburn

4 Steam Vents

4 Sulfur Falls

16 Other lands

4 Niv-Mizzet, Parun

4 Ionize

4 Sinister Sabotage

3 Arclight Phoenix

4 Chart a Course

3 Tormenting Voice

4 Discovery / Dispersal

4 Chemister's Insight

3 Goblin Electromancer

3 Guttersnipe

Good Luck,


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