Collective Unconscious

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology (CMT) Rare
Commander 2014 (C14) Rare
Eighth Edition (8ED) Rare
Mercadian Masques (MMQ) Rare

Combos Browse all

Collective Unconscious

Sorcery

Draw a card for each creature you control.

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CMT

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8ED

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Collective Unconscious Discussion

Captain_Shakespeare on Omnath, Locus of Armageddon v2.1

2 weeks ago

Nice deck! I play tested it against my own Mina & Denn deck. I had no idea Manabond was a card. Also didn't realize how crazy sack outlets for you elementals are. I noticed a few things though:

Maybe include a Nykthos, Shrine to Nyx? Although your creature count isn't that high, you'd be surprised how nice the few extra mana can be (also more food for you wave of vitriol).

Also, it seems like you have almost no draw outlets. Adding any of Harmonize, Life's Legacy, Shamanic Revelation, Collective Unconscious, Garruk's Packleader, Regal Force, Soul of the Harvest and Tireless Tracker will help you get all the cards you need to win really fast.

You have a ton of really terrifying 'destroy everything' cards, but most of them cost 5+ mana and if you have multiple of them in your hand you I noticed the return on the extras was not the most exciting. Maybe try switching out one or two for cheaper cards like Song of the Dryads or Beast Within? Then you can also cast them for free with Rishkar's Expertise too.

Finally, if you want an extra copy of any elemental in your deck, Flamekin Harbinger is a lot of fun.

Love this deck though. You got some great combos. :D

Boo_Kira on Rolling Burn

3 weeks ago

Yeah while I play sometimes draw is a issue. I like Shamanic Revelation and Collective Unconscious. As for creatures I always seem to get plenty. I will have to try them out though and see how it will fair with Mycoloth in the deck. Thanks for the feedback!

Firebones675 on Rolling Burn

4 weeks ago

Looks pretty good! The only suggestion I have is that you seem to be light on card draw. Since EDH games tend to go on a lot longer than other formats card draw's pretty important. I'd throw in a few more like Shamanic Revelation, Collective Unconscious, or Soul of the Harvest. Also Mycoloth seems like a good way for you to spit out creatures for wort to use.

bushido_man96 on Trostani

1 month ago

Bane of Progress is a creature you should consider. Avenger of Zendikar seems to suit your theme, too. Wipes out artifacts and enchantments, and gets you counters, is what you are wanting to get. Phantom Nishoba might be nice, too. Mirari's Wake and Aura Shards would be good cards to add. Parallel Lives might help out, too.

I'd consider adding Disenchant and Swords to Plowshares as well. Return to Dust is good removal, and so is Path to Exile. Wrath of God and any other white board wipes would be good to add, too.

Cards I'd consider dropping are Wake the Reflections, Common Bond, Verdant Rebirth, and Smite for now. Smite is just a bad Swords to Plowshares. Those other spells aren't going to give you as much value as you might initially think.

Other cards I'd consider looking for replacements for would be Always Watching and Intangible Virtue. They are ok on a budget, but I'd rather use some buffs that affect all my creatures, as opposed to just some of them. Mirari's Wake, for instance, and Tolsimir Wolfblood does this well. Another option could be Wilt-Leaf Liege (although her 2nd ability is kind of lacking for this deck). Cards like Overrun and Triumph of the Hordes could be finishers.

You look like you've got a lot of land ramp going on, which is good. Sol Ring is pretty much standard for Commander, and Selesnya Signet fits the bill here, too. Cards like Burgeoning and Exploration are pretty potent first turn plays if you think you'd like something like that. Frontier Siege gives another option for ramp. Sword of the Animist might be a way to go, too.

Card draw. More is always better (almost). Harmonize is not bad. Soul's Majesty can be good, but costs more mana-wise than I'd want to pay. Zendikar Resurgent is a two-for-one deal; ramp and card draw. Skullclamp can do some work, and Mask of Memory is decent, too. I always liked Collective Unconscious, and there are some others like it out there, too.

That's a lot, but I hope it helps a little and gives you some ideas to consider. Can't wait to play!

ThallionDarkshine on We are proud to fight alongside men once more

2 months ago

Looks like a pretty sweet list! However, I would consider running a few more ways to recover and/or protect against board wipes. Eldrazi Monument is a great way to both protect your board from destruction and yourself from fliers. Temur Sabertooth is a great way to either give bounce your own creatures to save them from a board wipe, or just eke some additional value out of your etb effects. It also does silly things with a haste enabler on the board, making all kinds of silly infinites possible.

Next, there are some powerful mana producers you might want to consider. Argothian Elder synergizes very nicely with Nykthos, Shrine to Nyx, Growing Rites of Itlimoc , and Elvish Guidance, potentially producing enormous amounts of mana. Viridian Joiner can also generate lots of mana, potentially letting you pump multiple more times with Ezuri or just go infinite with Umbral Mantle.

I feel like Soul of the Harvest and Primordial Sage are a little too slow for their intended purpose. Generally elfball decks want to explode early, but run out of gas later. While these cards can give you a bit of sustain, generally you'll already be running low on creatures to trigger them by the time they come down. I suggest Shamanic Revelation, Collective Unconscious, and Regal Force as great ways to draw a bunch of cards off of a board of elves, giving you additional value for when your board is cleared.

Finally, mono-green has some issues with fliers. The aforementioned Eldrazi Monument should help with that, but there's another very synergistic option available. Jagged-Scar Archers grows with your elf army, and pings off fliers when its not swinging in for tons of damage.

Hope these suggestions were helpful!

Randomsome1 on Yavimaya Resurgence

2 months ago

This is very budget right now because I still need to build it and test it. Grasslands, Mountain Valley, and Naya Panorama are just budget options for Wooded Foothills, Windswept Heath, and Arid Mesa. I had Cultivate and Farseek in here before, but I took them out for options that can be abused with tokens. They may very well go back in after testing.

I've been on the fence about Beastmaster Ascension and decided to use Collective Blessing instead because I have it. Thunderfoot Baloth and Overwhelming Stampede will definitely be thought about. I still need to find a good ratio between Pump and Tokens.

I have Shamanic Revelation in already with Skullclamp, Slate of Ancestry, and Fecundity. I wanted to try and make room for Harmonize but now Collective Unconscious has to go in. I always lean towards fewer multi-use spells than more single use, which might be the wrong mentality.

Thank you so much for the suggestions. Do you have and suggestions on what to take out?

Pal00ka on Yavimaya Resurgence

2 months ago

Beastmaster Ascension, Thunderfoot Baloth, and Overwhelming Stampede are more options to boost your tokens.

Only having 2 draw "sources" is...silly. I always ensure I have 8-9 sources because nothing is lamer than playing your hand out and top-decking the rest of the match. Shamanic Revelation, Collective Unconscious, Soul of the Harvest, etc. Look for cards that either get you a bunch in one shot or continuously over the course of a match.

Grasslands should only be played in Titania, imo, because it is so slow. Add in the other Panoramas that can find 2/3 of your colored lands. In 3-color decks I generally do 12 non-basics, 24 basics, and 10-12 ramp cards that put basics onto the field (Cultivate, etc.) because 3-color's main weakness is mana-fixing. You have way too many lands that 'enter the battlefield tapped.'

When I'm brewing/making a deck I generally do 10 ramp, 10 card advantage, 10 interaction, and 36 lands. That leaves me 33 cards for my theme/focus. With this ratio, for me, my deck functions despite whatever janky theme I have going on. I'd balance your ratios more for functionality's sake but it's your deck, play it how you enjoy it.

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