Collective Unconscious

Collective Unconscious

Sorcery

Draw a card for each creature you control.

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Printings View all

Set Rarity
Commander Anthology (CM1) Rare
Commander 2014 (C14) Rare
Eighth Edition (8ED) Rare
Mercadian Masques (MMQ) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
2019-10-04 Legal
Penny Dreadful Legal
Legacy Legal
Duel Commander Legal
Highlander Legal
Canadian Highlander Legal
Modern Legal
1v1 Commander Legal
Casual Legal
Noble Legal
Vintage Legal
Commander / EDH Legal
Unformat Legal
Block Constructed Legal
Magic Duels Legal
Oathbreaker Legal
Leviathan Legal

Collective Unconscious occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Green: 0.2%

Collective Unconscious Discussion

sub780lime on Rin and Seri

6 days ago

I really like Oketra's Monument in here. I would probably drop Fiery Emancipation (this may move too far away from your commander's activated ability being a primary strategy) and go with an anthem strategy overall as you acquire cards to slot in. Glorious Anthem, Gaea's Anthem, Dictate of Heliod, and, Beastmaster Ascension would all be solid in here. Other targets for removal for me would be Commander's Insignia and True Conviction. True Conviction can be great, but it seems a bit win more as opposed to just going wide and pumping through anthems. Beyond those, if you do lean into the anthem strategy, consider Mirari's Wake, Force of Virtue (can be a fun free play), Collective Blessing, and Spear of Heliod. You might even consider Intangible Virtue.

Have you considered Strionic Resonator to copy your commander's triggers?

Consider Blasphemous Act to replace Chain Reaction.

Consider Shared Animosity in place of Volatile Claws.

I see Heroic Intervention. I think I would also want Teferi's Protection. As a budget replacement, Eerie Interlude can still save a big junk of your board.

Card draw seems light. Just some various options: Runic Armasaur, Mind's Eye, The Immortal Sun (anthem as well), Shamanic Revelation or Collective Unconscious, and, if you want to play in further on tokens, Ulvenwald Mysteries.

I agree on getting the token doublers in here and I also agree they are pricey :). A more budget option would be Second Harvest.

For win-cons, if you decide to switch to a Timmy approach, Craterhoof Behemoth is an obvious choice, and Thunderfoot Baloth would also fit nicely. With all your anthems (assuming you go that route), Humility would certainly be fun. Doesn't see much play, but a janky win con requiring setup is pairing Touch of the Eternal with enchantment destruction on the last end step before your turn, plus you usually want some protection in there. Like I said, a lot of setup :).

ColoredEmrakul on Freyaleez! Freyaleez! Freyaleez!

3 weeks ago

So, I've got a couple of suggestions, just off the top of my head that I think could greatly help you out, in both short term and long term:

-1 Nissa Revane +1 Karn Liberated My reasoning here is relatively simple. You're deck isn't focused on life gain and you don't run Nissa's Chosen. Her ultimate is wonderful, if, you can get there. But I think you can remove her because her ultimate is more of a dream than a reality.

-1 Lotus Cobra +1 Fauna Shaman I personally think that the cobra isnt really needed since you produce so much mana as it is. I think Fauna Shaman personally just helps you get there, a lot faster, and additionally its a Survival of the Fittest on a stick. Never hurts to have a second answer in case your first one gets blown up.

-14 Forest +14 Snow-Covered Forest I see that you're going for the Extraplanar Lens answer here which I can greatly appreciate, but since they are much easier to fins now, I would trade out all of your regular Forests for the Snow-covered Forests, or vice versa.

-1 Nissa, Vital Force +1 Asceticism Outside of the fact that we are dropping a same CMC permanent, I think Asceticism is going to do a LOT more for you in the grand scheme of things. Sure, Nissa, Vital Force makes a hasty, 5/5 elemental land for you, but its not something that I would rely on. The same can be said for her second ability. It's a more expensive Eternal Witness card altogether and I don't think it does enough in the deck to keep its spot. Asceticism protects your creatures in a couple of ways which is extremely advantageous in your case.

-1 Garruk's Uprising +1 Boseiju, Who Shelters All

Garruk's Uprising is just alright. It does some beneficial things, but not consistently. In some cases, I think you're going to find that the card is just dead in your hand more times than you would like. Another use commented that you need to be running more lands, and I think that that is true to a certain extent. Boseiju, Who Shelters All can let you cast an uncounterable Chord of Calling and more importantly, Tooth and Nail. Not to mention there are just other things in your deck that this also greatly synergies with.

-1 Wooded Foothills +1 Cavern of Souls Think of it as Boseiju, Who Shelters All but for creatures. Most likely naming elves.

-1 Glistener Elf +1 Yavimaya Hollow Simple explanation. Glistener Elf just doesnt quite fit the theme here, where I think Yavimaya Hollow can help you avoid certain critical or GG situations.

-1 Garruk, Unleashed +1 Wirewood Lodge This Garruk isn't really doing anything for you. I think that he performs rather slow, and there are just better things that you can replace him with. We are still on the topic of lands so I think Wirewood Lodge is a pretty obvious choice. That card has an astronomical amount of value.

-1 Collective Unconscious +1 Maze of Ith Pretty easy reasoning. Maze of Ith helps you not take hits from potent creatures and I think that this card is far more critical than Collective Unconscious. You also have multiple ways to draw. It won't hurt to lose just one of them.

-1 Kogla, the Titan Ape +1 Vigor As much as I think Kogla can do some work, I think Vigor will serve you better. He's a literal pain to get rid of and things only get worse from that point forward. Kogla, the Titan Ape has targeted removal and in some cases I think that you may not be able to target some of your opponents more critical creatures.

-1 Deranged Hermit +1 Gaea's Herald
While Deranged Hermit is good for some token generation, I don't think he does that much else for you. It may synergy with Earthcraft but that's about it. I would remove him and replace him with Gaea's Herald just because that's more pressure you're putting on your opponents' to deal with you.

-1 Earthcraft +1 Ulamog, the Infinite Gyre While Earthcraft is a very good card, I don't think the price tag justifies having it in your deck, particularly for what it does. I think adding in the original Ulamog can do just as much, if not more than Earthcraft can for you.

Suns_Champion on Dana's Tribe | Kinnan Commander

2 months ago

Hey there! This is a solid list, and the custom categories are great! I have little to add here, besides some minor qualms. Well done.

Not convinced by:

Nullmage Shepherd might be better as just a Krosan Grip, since it's sorta a non-bo with your strategy of tapping creatures.

Draining Whelk should really just be a Counterspell.

Thassa, Deep-Dwelling doesn't seem all that useful here. Rishkar, Peema Renegade for extra support maybe?

I'd consider the following draw options too: Collective Unconscious, Shamanic Revelation, Regal Force, Inspiring Call, Tishana, Voice of Thunder, Distant Melody

KayneMarco on Rhys the Redeemed

2 months ago

These are the cards I would add:

  • Glare of Subdual: with how many creatures your deck will be producing you’ll have all you need to shut down your opponents attack phases.
  • Trostani, Selesnya's Voice: every creature that comes into play on your side equals life gain for you.
  • Doubling Season: obvious reason
  • Archetype of Courage: combined with your Ohran Frostfang is instant death to all creatures that block yours and yours never even take damage.
  • Land Tax: with the low amount of mana sources you have this could you from being mana screwed in the early to mid game.

The cards I would take out to make room for them if you use them all are:

  • Cathars' Crusade: reason being on this one is it is extremely difficult to keep track of the amount of counters because of the crazy amount of creatures you have. I’ve seen it happen in a Ghave deck. Person spent about a half hr sorting out all the counters in one turn. You could keep all your tokens as 1/1s and have more than enough to swing wide and one shot the table.
  • Emmara, Soul of the Accord: between the high cmc and the fact that if some of your creatures die because of damage you’ll be replacing them anyways is the reason I’ld take her out.
  • Mana Tithe: not exactly the most useful counterspell. If you must have a counterspell I’ll suggest Rebuff the Wicked. Far superior to the tithe.
  • Throne of the God-Pharaoh: no special reason really
  • Collective Unconscious: looks to me like you have quite a bit of card draw even without this one.

Exit777 on Radha's Elf Tribal (budget)

2 months ago

Great deck! I'm always a fan of smacking people in the face in EDH.

some suggestions: since you're gonna be spending some BIG mana, why not include a Fireball or two as a classic elfball wincon? If you are looking for another untapper that is a bit more resilient, maybe consider Awakening. Finally, I'm not entirely convinced by the draw package. Shamanic Revelation and Collective Unconscious strike me as the most desirable draw effects when going wide. Also, Voice of Many and Elvish Visionary would be elves that draw cards and be repeatable with Wirewood Symbiote. Just my 2 cents, maybe some of these are helpful

Azeworai on Animar Elemental Tribal

6 months ago

Okay, so I am quite fond of brews that are delectation to pilot, but I am beholden to recommend some changes.

Now, Panharmonicon is a fantastic card, but there are only eleven ways to trigger the thing in this deck. Two of those are Draining Whelk and Grave Sifter, so, whilst they may have their moments, they seem lacking for doubling _ETB_s. This is my same opinion for Conjurer's Closet; what value is blinking something? Flameshadow Conjuring is in the same boat. These all become useless far too quickly, save for maybe Risen Reef shenanigans. Bramble Sovereign somewhat falls under the same folly, but I don't believe it to be as narrow.

Another thing to consider is the mana costs of cards. The majority of your curve is at three, which is probably when you would want to cast your commander. Ramp at two mana is far more ideal, as athwart to Keyrunes and Cluestones. I'd cut Temur Banner, Harrow, Gruul Keyrune for Talisman of Curiosity, Talisman of Impulse, and Rampant Growth. Wayfarer's Bauble is also of note. Llanowar Elves, Fyndhorn Elves, and Elvish Mystic each can draw cards off of some of your effects late-game whilst being incredibly effective early.

Pillar of Origins is a fine card, but it only produces mana for elemental, being twenty cards in your deck and the commander. This leaves seven lands with activated abilities and forty-two nonland, non-elemental cards that cannot be used with the Pillar. I would just use Talisman of Creativity.

Seeing as that you have ramp in the command zone, doubling down on card draw seems important. Guardian Project, Beast Whisperer, Garruk, Caller of Beasts, Primordial Sage, and Vanquisher's Banner can draw off of each creature. Kindred Discovery is an especially potent one. Shamanic Revelation and Collective Unconscious each can refill the hand well, but Tishana, Voice of Thunder may just be the best form of this effect.

I would perhaps include more elementals and/or more creature tutors. Perhaps specific creatures for situations, such as Collector Ouphe and Reclamation Sage.

If budget so allows, Thassa, God of the Sea, Rhystic Study, Sylvan Library, and Cyclonic Rift are as good as they are played.

Specific to your deck, Vivien, Champion of the Wilds just seems lovely.

Seeing the decklist, it seems to have a sparse amount of interaction. Reality Shift, Incubation / Incongruity, Imprisoned in the Moon, Song of the Dryads, Lignify, Pongify, and Rapid Hybridization are some to consider. Kenrith's Transformation even replaces itself.

I run Decimate in every deck I can. It is absolutely amazing and has literally never been lacking.

Some counter magic is always great; Supreme Will, Counterspell, and Forbid are some favourites of mine.

That shall be all from me!

I do have a couple of tribal decks along the same route as this if you so wish to peer upon them: Eladamri, Leader of Skyshroud The River Anew

Good luck and happy casting.

Azeworai on Big Tokens

6 months ago

Ah, tokens! Initiate the throng, then fulminate as such.

I have many suggestions.

Now, typically I am an advocate for running fewer lands in decks, however, this deck has an excruciatingly low amount of card draw. Either make way for lands or add a half-dozen cantrips.

Some of my favourite draw spells you could use are Once Upon a Time, Skullclamp, Adventurous Impulse, and Oath of Nissa. These dig for lands whilst having value late-game.

You have many anthems, some of which are quite lacking in my opinion. Syr Alin, the Lion's Claw, Kongming, "Sleeping Dragon", Selesnya Guildmage, Oakhame Ranger, Ahn-Crop Champion, Cultivator of Blades, Valor in Akros, Spear of Heliod, and Dragon Throne of Tarkir are all quite mana-hungry and little impact. They depend on a board state to work, and without one they verge on useless. I would like to call out Call for Unity in particular as being incredibly slow and capricious.

Haazda Marshal, Recruit the Worthy, and Oakhame Ranger are quite halacious in the aspect that they do not much.

Avoid Fate is interesting, but it doesn't do a lot. Many of the cards in here are restrictive depending on board state, thus I would cut this.

Painter's Servant is cute with your effects that care about colour, but I believe this to be rather inconsistent. Without Lifeforce or Order of the Sacred Torch, it's a two-mana 1/3.

I am unsure as to why Reito Lantern is even here. If you seek graveyard hate, Ground Seal replaces itself, Relic of Progenitus is awesome, as is Remorseful Cleric. Night Soil is on theme.

For what I would include, Rootborn Defenses defends the board, Druids' Repository adds far too much mana, Aura Shards and Aura Mutation shatter and batter, Hour of Reckoning kills many things, Increasing Devotion allows for rebounding eftsoons wrath, Master of the Wild Hunt is one I particularly enjoy, Sprout Swarm is difficult to interact with, Sigarda, Heron's Grace has early and late-game potential, and Devout Invocation creates tokens abound. Triumph of the Hordes can just wipe out an entire table.

This deck has almost no card draw. Mentor of the Meek, Skullclamp, and Huatli, Radiant Champion can draw many, many cards. When you get to it, Sylvan Library is fantastic. Harmonize, Slate of Ancestry, Shamanic Revelation, Collective Unconscious are ways to refill in preparation of a board wipe.

Beast Whisperer is just good value.

Swords to Plowshares, Kenrith's Transformation, and Path to Exile get problematic permanents out of the way at an excessively cheap cost.

I would recommend far more ramp. Llanowar Elves, Avacyn's Pilgrim, Fyndhorn Elves, Elvish Mystic, and/or Birds of Paradise. Incredibly quick if you get them out turn one, and oft set you far ahead enough that it doesn't matter when you get wrathed.

That shall be all from me. If you so wish, I have two swarm decks that you could reference for honing your build, each of which have tested well for the years I have had them.

The decklists: Eladamri, Leader of Skyshroud Beseeming Perfection

May fortune betide you, and the tokens your enemies. Farewell!

alechodgin23 on Hey Tough Guy

7 months ago

After further reviewing your deck, I have another recommendation that's far more important than my first.

You have almost 0 forms of significant card draw or ramp in this deck. Card draw and ramp are the 2 MOST IMPORTANT things in Magic. You have to include around 8-10 forms of each in your decks.

RAMP Cultivate , Kodama's Reach , Farseek , Rampant Growth , Sakura-Tribe Elder , Sol Ring , Fellwar Stone , Arcane Signet , Golgari Signet , Simic Signet , Orzhov Signet Of course some if these signets couldn't be played if you swapped to Arcades. There are plenty for his colors as well.

CARD DRAW Rishkar's Expertise , Harmonize , Morbid Curiosity , Soul's Majesty , Greater Good , Momentous Fall , Shamanic Revelation , Collective Unconscious With Arcades there's many other card draw options that only fit in his deck.

Either way you go, the deck will be great if you include more card draw and ramp. I hope this helps!

Even if you dont like the idea of more draw or ramp, just try it out for a few games!

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