Concentrate

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
Planechase Anthology (PCA) None
Commander 2014 (C14) Uncommon
Planechase 2012 Edition (PC2) Uncommon
Eighth Edition (8ED) Uncommon
Odyssey (ODY) Uncommon

Combos Browse all

Concentrate

Sorcery

Draw three cards.

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PCA

C14

PC2

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Concentrate Discussion

NoSoyYucateco on Novijen, Cytoplast Laboratory

1 week ago

Some of these nonbasic lands are slowing you down quite a bit. In two colors, you really don't need this much fixing--especially if one of those colors is green. I would replace Simic Guildgate, Holdout Settlement, Shimmering Grotto, Vivid Creek, and Vivid Grove with forests.

After that, I'd take out some of your weaker cards and replace them with ramp spells, because you don't have enough--especially with an average CMC over 3.

These ramp pieces will also help you ensure you hit your colors: Rampant Growth, Sakura-Tribe Elder, Search for Tomorrow, Farseek, Cultivate, and Kodama's Reach.

As for what to take out, I'd pick Simic Basilisk, Nimbus Swimmer, Aquastrand Spider, Simic Cluestone, Darksteel Ingot, and Forced Adaptation. These cards don't do enough for the mana you're spending on them, or they aren't as good as other cards you have.

The mana rocks in particular really don't need to be in here if you can get extra lands out. Lands won't get wiped out by a Cyclonic Rift, Planar Cleansing or Vandalblast the way these artifacts can.

If you add these ramp spells, you can also shave a couple of lands off to add some more draw, which you are also lacking. Arcanis the Omnipotent is a good choice if you want to play with Experiment Kraj's activated ability text. Aside from that, even the budget blue sorceries like Concentrate and Tidings do their job just fine.

All that said, I like the deck a lot! I played with Ezuri, Claw of Progress for a while. Simic counters is a powerful archetype.

DespairFaction on The Ur-Dragon

3 weeks ago

Hey its PJ from Commander Replay. With the goal of keeping the core of your deck intact, here are some changes that I would make to streamline things a bit more. So my general philosophy with the Ur Dragon is, to get all of our non dragon effects lower than 5cc, so that the upper part of the curve is free to slam your dragons. Whether this is the correct philosophy who knows, but it seems to make sense to me, so here we go...

Out:

Urabrask the Hidden - it competes with your 6cmc dragons.

Snapcaster Mage great card, but there aren't a ton of spells in this deck, so its not the right home

Dualcaster Mage this thing always gets stuck in my hand. and ramp decks generally try to tap out each turn instead of leaving mana open.

Commander's Sphere theres is better ramp

Traverse the Ulvenwald for the reasons you mentioned. If this was a graveyard focused deck, I would include.

Elemental Bond I think there is better ways to draw cards. Under normal circumstances I wouldn't expect to cast more than 3 or 4 dragons in a game.

Desertion competes with 6 cmc dragons.

Maybe Cards to Cut- I haven't played with these so I am not as sure about them. Pay attention to how they perform, then decide if they should stay in or get cut.

Sarkhan Unbroken solid, but not sure if its the right home.

Nicol Bolas, God-Pharoah powerful but not sure if its the right home.

Soul Manipulationthe raise dead effect is cool, but not sure if we just want counterspell instead.

Dragonlord's Servant I like Herald's horn since it doesn't get lost in a board wipe, plus the card advantage part.

In

I prefer to run about 39-40 lands in a deck like this. Want to make sure you hit all of your land drops.

Fervor replaces Urabrask at lower CC, and doesn't die to board wipe.

Ramp: Choose 3-4 of the options below

Oracle of Mul Daya its expensive, but such a good card.

Cultivate and Kodama's Reach great ramp.

Ranger's Path finds your forest dual lands

Frontier Siege i like the utility this provides. sometimes ramp, sometimes removal

Other Cards:

Blasphemous Act cheap board wipe.

Phyrexian Arena i like this better than elemental bond

Harmonize or anything like Concentrate Ambition's Cost etc.

Herald's Horn cost reduction and advantage

Counterspell replaces soul manipulation. allows you to protect your creatures

Reanimation: Choose 2-3, doesn't matter which ones. Phyrexian Reclamation, Animate Dead, Patriarch's Bidding, Unburial Rites

redace10 on Dread it, Run from it... Destiny Still Arrives

1 month ago

Moonbar, I've thought on Treasure Cruise quite a bit. It's hard for me to like a spell that only gets real value when I exile at least 5 cards from my graveyard. Early game I really wouldn't want to draw it, it'd be a dead card in my hand. I don't like having spells that are like that.

I also don't want to exile any instants, sorceries, or artifacts from my graveyard because I can recur all of that. I'll make an exception for Dig Through Time because it's instant speed and gets me preposterously deep into my library with rebound.

Cruise on the other hand just draws cards, it's functionally no better than Concentrate. What with having a few ways to reduce the cost of spells in my deck, I would want to run Concentrate over Cruise, cause the former has no downside.

What I'm really looking for is something better than Concentrate. Chart a Course comes close, Compulsive Research also ain't bad, but alas, I am still searching.

redace10 on Ojutai Control

2 months ago

Awww I love Preordain, Deep Analysis I'm not a fan of. That card is good in decks that can put it in the graveyard and cast it from there.

With six mana you could Opportunity or Dragonlord's Prerogative and hold onto 3 life. Or just some way cheaper draw spell like Impulse or Concentrate. Two casts off one card is cool, but that's about all that card really offers.

Catalog9000 on empires

3 months ago

In play-testing I often find myself not drawing enough spells. I tend to get mana-flooded a lot. Since your spells are relatively cheap in their CMC, might I suggest 2 or 3 Concentrate? Otherwise, if a 4-drop is too slow, there's Serum Visions which might be good enough.

Force_of_Willb on Hazoret's Dream Halls

3 months ago

Suggestions:

1) Lower Grapeshot to 1-2x as you don't want it in your opening hand and only want to see it comboing out

2) Simian Spirit Guide is better than Desperate Ritual or Pyretic Ritual as it can be used on turn 1 and still nets 1 mana like the other spells. I understand if the guide is not a budget choice. Its still all about getting double blue to cast dream halls. maybe High Tide might be better....?

3) Not to keen on Saprazzan Skerry or Sandstone Needle, how has your experience been with them?

4) Improve Card Draw - 1st you need draw to find the dream halls, then there's a high chance for stalling as most your card draw doesn't net any card advantage after paying the discard cost. reconsider draw cards that net 1-2 cards after replace itself and discarding to cast: keeping budget in mind because ancestral recall/visions would be good.

Jace's Ingenuity, Tidings, Careful Consideration, Opportunity, Concentrate, Mystic Confluence, Overflowing Insight

Foresee, Ugin's Insight - cycle away lands to ensure what you draw is good

or more wheel effects like Reforge the Soul or Wheel of Fate. Personally I think commit//memory could work as you can pitch Commit to cast something and then cast Memory from the grave.

5) Lastly, maybe add 1x Enter the Infinite, Omniscience or Swarm Intelligence for after you get a dream halls to ensure you don't stall

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