Confront the Unknown

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Custom Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Common

Combos Browse all

Tokens

Confront the Unknown

Instant

Investigate, then target creature gets +1/+1 until end of turn for each Clue you control. (To investigate, put a colourless Clue artifact token onto the battlefield with ", Sacrifice this artifact: Draw a card.")

Confront the Unknown Discussion

thesilentpyro on Colorful Footprints

6 months ago

I haven't fleshed out the description for the new list yet, but the general gist is it takes the ideas from this list and trims down the CMC (TappedOut doesn't do CMC for split cards correctly, so the number it reports is wrong), adds protection effects, efficient standalone token producers, efficient targeted clone spells, and tries to go instant speed where it can, and it removes the slow, narrow, and situational cards. In general, it's faster and more resilient with fewer dead cards and more potential to win out of nowhere.

Notable removals from this deck:

  • Mentor effects: Talrand, Sky Summoner , Docent of Perfection  Flip, Metallurgic Summonings : Mentor effects are slow, removal magnets, and generally not as good as efficient standalone token producers (the same four mana for Talrand gets you five creatures immediately off Hunted Troll ) or clone spells. These three were cut because they're the most expensive, plus Talrand and Summonings don't have the same synergy with the added clone effects.
  • Targeted token makers: Adverse Conditions , AEther Mutation , Supplant Form : Expensive, replaced by cheaper clones like Quasiduplicate . Clones have additional synergy with Hunted creatures and the few ETB utility dudes ( Eternal Witness , Imperial Recruiter , Spellseeker ).
  • Wincons: Berserk , Confront the Unknown , Fiery Gambit , Willbreaker : Berserk and Confront have been replaced by Appeal / Authority , though Confront might still be better. Gambit is a 3-mana wincon that's annoying to resolve and still doesn't win through infinite life like LabMan does. It's been replaced by Kari Zev's Expertise , which is a wincon, untap/haste effect for Earthcraft, Cryptolith Rite, and Natural Affinity, and also has the insane ability to cast a spell from your hand for free for each creature, and each of those spells then gets copied as well. Willbreaker is painfully slow, requires you to cast another spell to actually do anything, and doesn't even give the haste/untap from red threaten effects. If the deck needs to pass the turn after it tries to go off, Willbreaker's likely going to get removed anyway.
  • Synergy: Isochron Scepter and Unsubstantiate : Too slow, and your cheap instants are redundant enough that you don't really need to be able to repeat a specific one. Plus, most of the time you'd want to put a cantrip on it, and Scepter actually increases the cost of those. These are slow win-more cards that look clever but don't actually end up doing much in practice because the deck is already plenty redundant.
  • Hexproof equipment: Swiftfoot Boots and Champion's Helm : Cut for Lightning Greaves . Shroud looks anti-synergistic, but the zero equip cost means you can move it over to a token on your turn when you're ready to do things and it can be used to give a mana army haste for Cryptolith Rite or Natural Affinity. If you need to protect Ink-Treader while actually going off, shroud is worse than hexproof, but generally you'll just wait to go off until you have a protection spell ready.
  • Cantrip: Shadow Rift : This was actually the hardest cut. Instant-speed targeted cantrips are what makes the deck tick, and for a while I had Refocus in. I eventually decided that the difference between 10 and 11 1-mana cantrips was negligible, and Shadow Rift is the worst one (it does literally nothing; everything having shadow is the same as nothing having shadow). All of the others have at least some utility or synergy.

There's actually an infinite combo in the deck with Spellseeker + Earthcraft/Cryptolith Rite: With one of the rampchantments and Inktreader in play plus some mana to start, cast Spellseeker into Twinflame . Twinflame (radiated) copies Spellseeker and gets more hasty dudes to tap for mana. New Seeker gets Regrowth , which gets Twinflame back. Twinflame again gets you even more dudes, plus two new Spellseekers. One of those seekers gets Eladamri's Call into Eternal Witness , which gets Twinflame back, the other seeker getting a cantrip. The next Twinflame not only gets you four more seeker-tutors, it also gives you another Witness, which can get back Twinflame again, and further Twinning makes multiple Witnesses so you can get back your graveyard, all while drawing your deck through the cantrips you've seeker'd up and getting an infinite army of hasty dudes for attacking and mana (you're tapping two for Twinflame mana every iteration, but each cast doubles your army size).

The most exciting single new card by far is Electrodominance . For a long time I had Savage Summoning in the list because instant speed is so important for combo decks, and this just replaced it. Dominance has the downside of not being able to cast Ink-Treader from the command zone, but it works on all spell types instead of just creatures, can be used as removal in a pinch, AND it's targeted, which means it has the Kari Zev's Expertise effect of casting a free spell for each creature on the field that then also get radiated. We play targeted indestructible effects for protection and Pongify anyways, so you're likely to not even reduce the creature count from the Dominance damage. EOT radiated Electrodominance for X=3 is generally game.

Harogi on Zada's Army on Steroids

1 year ago

Would Confront the Unknown investigate for each creature you control if you target Zada? if it does than that would be a pretty big pump with a lot of free clues

warriordale on innistrad

2 years ago

Hey, great cube! In your introduction, you talked about u/g being weak. In Shadow over Innistrad and Eldritch Moon the U/G archetype was the "clues" deck with all of the investigate cards.cards such as Daring Sleuth  Flip & Briarbridge Patrol, & Byway Courier, also Confirm Suspicions, (I dont like that one, would rather you have Confront the Unknown).

MerxRherm on Green Blue Clues

2 years ago

Again, Thanks for all the suggestions. It's not a full playset, but I could replace Fleeting Memories with Ongoing Investigation, and 2x Tireless Tracker with a couple Whirler Rogue. They would really help with the secondary win condition of hitting big with Chasm Skulker or Lorescale Coatl and would mean I could remove Wingcrafter.

Precursor Golem is perfect in this deck, and is definitely going in with Confront the Unknown and maybe Epic Confrontation for the removal the deck has been missing. Also, I hadn't realised that Mechanized Production doesn't have to be attached to the winning artifact.

The only thing I can think of for Clock of Omens to be doing would be to untap Tamiyo's Journal to tutor more often. Also, any ideas on getting some better removal of artifacts/enchantments?

Thanks.

Funkydiscogod on Green Blue Clues

2 years ago

Ok...here's a few more ideas...if you go full 4 of Ongoing Investigation, then add in 4 Whirler Rogue. He comes with 2 extra bodies, potentially 3 Clue tokens each attack eventually guaranteed clue tokens by making things unblockable. Also, to consider Lodestone Myr, and Broodstar or Qumulox.

Then, I remembered Precursor Golem, who copies a spell for each golem, and could quickly get a lot of clue tokens with Confront the Unknown or Jace's Scrutiny. This can go bonkers when paired with Mechanized Production, because the way its worded, it doesn't even need to be attached to the artifact that causes you to win. So, put it on a Precursor Golem, upkeep makes a second Precursor Golem, then cast something like Survive the Night, copy it twice for each Golem, a total of 12 Clue tokens; win on upkeep because of Clues.

I know a whole bunch of Clue tokens with Ghirapur AEther Grid could take over a game. When thinking of other things clue tokens can do, I thought Throne of Geth is one of the more unique effects that sacrifices artifacts, and having lots of proliferation of poison/loyalty/energy counters would make it interesting. But, I realized this is likely too slow.

I also thought of Clock of Omens, but I don't know what artifact you'd want to be untapping repeatedly in a turn.

Anyway...I'm just brainstorming.

Funkydiscogod on Precursor Golems.

2 years ago

I always thought that Precursor Golem would be more amusing when paired with cards like Survive the Night, Confront the Unknown, Heat Shimmer, and Soul's Fire.

Perhaps to make it Golem Tribal with other golem creatures, like Keeper of the Lens, Solemn Simulacrum, Glassdust Hulk? From sacrificing Clue tokens, Salvage Titan should be free to cast.

I don't know...just brainstorming.

Ares111123 on Mystery in the Woods

2 years ago

Ceondoc Daring Sleuth  Flip will ### NOT trigger Thalia's Lieutenant twice as it only enters the battle field ONCE. When a creature transforms it never leaves the battle field. A transforming creature TURNS INTO something new instead of leaving the board and then entering as another creature. This is also why when you have a transforming creature any enchantments or equipments attached to said creature will STAY ATTACHED to the creature.

As for Daring Sleuth  Flip over Erdwal Illuminator i stray towards illuminator as i run it in my own blues clues deck and it gives me 1 clue on each of my turns and occansionally a 2nd clue on an opponents turn. Illuminator is also a flier and win con with Confront the Unknown in the deck.

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