Deep Analysis

Legality

Format Legality
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Pauper Legal

Printings View all

Set Rarity
Eternal Masters Common
Vintage Masters Uncommon
Commander 2013 Uncommon
Duel Decks: Ajani vs. Nicol Bolas Uncommon
Torment Common
Promo Set Rare

Combos Browse all

Deep Analysis

Sorcery

Target player draws two cards.

Flashback, Pay 3 life. (You may play this card from your graveyard for its flashback cost. Then exile it.)

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Deep Analysis Discussion

GoldenDiggle on A little help with a ...

3 weeks ago

Storm in EDH is difficult at best, with staring lifetotals at 40 and no Pyromancer Ascension, things can get tough.

Obviously, you want any kind of Brainstorm effect or cantrip. Serum Visions, Opt, Overmaster, etc. However, having hard draw also helps out immensely once you build your Experience counters. Deep Analysis, Rush of Knowledge, Browbeat, Blue Sun's Zenith, etc.

Bonus points if the draw spell allows you to untap lands, like Pore Over the Pages and Frantic Search, or if it allows you to scry, like Foresee and Glimmer of Genius.

The rest is like you said, untap effects Snap and rituals Inner Fire, Mana Geyser are the filler you want.

Lilbrudder on There Is No Cow Level!

1 month ago

The problem with Hermit Druid is he needs alot of other cards to work. Most those cards are useless (i.e Fatestitcher; Narcomoeba) on thier own, unlike doomsday, which has mostly useful cards in its piles (i.e Gitaxian Probe; Yawgmoth's Will).

To include both combos would dilute the deck since there is little synergy between the two. HD wouldnt be bad if you went bare bones with it and used him primarily as bait. With Memory's Journey and Deep Analysis you can form a mini dd pile of Gitaxian Probe, Dark Ritual, and Yawgmoth's Will. Just mill your deck, flashback journey, and then analysis in the graveyard you can draw into ritual and then cast yawgwin to win the game off your rocks, rituals, and labman.

At the end of the day though your better off building more around engine than anything else. Its takes almost no dead card slots to have approximately 7-8 overlapping and easy to assemble combos that win the game consistently on turns 3-4.

alexsmith21 on The Stepford Cuckoos

1 month ago

Suggestions

So with these suggestions, I really wanted to commit to thoughtful suggestions that compliment your playstyle, upgrade existing cards, and give your deck a chance to set itself up for success.

Starting with lands. I know I preach lands and basics, and part of the reason for that is a deck is only as successful as its mana base. Looking at the basic lay out, you have 35 lands, which is kind of on the low end. In a color-scheme that doesn't land ramp well naturally, so we will work to address this. Current stat, 13 out of 35 of your lands enter tapped, meaning that if you keep a hand of 3 lands, on average 1 will end up entering tapped and with a average CMC of 3.6, this means you might be waiting until turn 4-5 to play a first spell. So we will fix the mana base first. We will do this by addressing lands and mana sources that enter tapped or don't further your goal:

DROP: Alloy Myr; ADD: A basic Land. The reason is because it sits at the top of your curve and needs a turn to activate, thus being prone to a board wipe.

DROP: Rupture Spire and Transguild Promenade; ADD: Exotic Orchard and Myriad Landscape. These multicolor lands actually set you back a turn without realizing it, since you have to pay into them as well. Exotic Orchard plays into your theme and actually gives you access to other colors of mana in your opponents hand. Myriad Landscape can be used to ramp too.

DROP: The guildgates; ADD: The pain lands. Each one of Caves of Koilos, Adarkar Wastes, and Underground River. Great cards that offer mana fixing without a hit to a budget. They also enter untapped, which is the key.

DROP: The Ravnica Karoos; ADD: The Check Lands. Again, a situation kinda like Rupture Spire, this sets you back early game and is unfortunate late game when you have momentum. The check lands, each one of Glacial Fortress, Drowned Catacomb, and Isolated Chapel. They don't enter tapped provided you have a basic land TYPE (key word there). Again, they enter untapped which is important.

OPTIONAL DROP: One of each Basic Land; ADD: The Shock lands. These guys are phenomenal, seriously. If you can swing it, I'd recommend it bigly.


OK! Now that we have hit the mana base, lets look at upgrading some of the utility cards that allow your deck to get the gas it needs in play, things like your ramp spells and tutors, and just generally better versions of what you're running. Since we added and fixed your lands up a bit, we can slow down on all the ramp artifacts. So here are some suggested adds to get more bang for your commander.

DROP: Armillary Sphere; ADD: Darksteel Plate. We took care of the basic function of Armillary Sphere with Myriad Landscape, so this card seems overpriced and slow for the effect now. Expedition Map will fetch you a utility land/Mana fixer and is better, which you already have in here, so lets use this slot to get some protection for your commander. Sen Triplets draw hate by their nature, so having ways to protect them is important. Darksteel Plate keeps them around and forces people to play their board wipes different if they want your gals gone.

DROP: Manalith; ADD: Lightning Greaves or Swiftfoot Boots. More protection for the commander. Manalith is redundant and weaker when compared to Darksteel Ingot, making it the subject of the pull. Nuff Said.

SUGGESTED DROP: Annex; ADD: Strionic Resonator. Now hear me out on this one Sen Triplets is a triggered ability, denoted by the "At the beginning..." in the card. Annex may net you a land or remove utility, but copying your commanders ability seems like its more your style. And targeting two players at once has obvious benefits that I don't have to overstate here.

DROP: Beguiler of Wills; ADD: Merieke Ri Berit. With only 15 creatures (after cutting Alloy Myr), the maximum effect you could get from Beguiler of Wills feels limited. The suggestion here is a straight upgrade, non-conditional creature steal. Just gotta keep her tapped. And with added protection from the new protection artifacts, thats easier to do.

SUGGESTED DROP: Memory Plunder; ADD: Stolen Goods. They sit at the same spot on the mana curve, however, and the reason I put suggested here, is the casting cost of Memory Plunder really eats into your colored mana available, whereas Stolen Goods does not. This is more of a preference call but one I wanted to make any way

SUGGESTED DROPS: Thrashing Wumpus + Charisma; ADD: Enchanted Evening + Aura Thief. This fits the comboo here in a similar fashion, however I'd argue the latter is much more powerful and fitting to your deck than the former. Adding a sac outlet like High Market which can be fetched by your Expedition Map ensures that you have your combo. These pieces aside, each of these cards can serve a purpose on the board separately as well.

DROP: Silence; ADD: Anguished Unmaking. Some of the best modern spot removal in the game. Silence is the lesser of the 3 spells that cancel out a person's spell casting ability.

DROP: Grand Arbiter Augustin IV; ADD: Supreme Verdict or Wrath of God. Now this is one where you could probably explain it a bit more to me, but it feels really out of place from the outside looking in. It unnecessarily draws hate when your commander already does that a lot for you. A board wipe here could help.

DROP: Sidisi, Undead Vizier; ADD: Dragonlord Silumgar. Sidisi lets you sac a creature you steal from your opponent, true, but if your commander isn't online or you don't have a large creature presence, its a dead draw. Adding Dragonlord Silumgar actually fits our fairly-heavy planeswalker meta well,or grabs a creature that a player has. Just imagine the look on Eric's face when you pay 6 mana for his 8 mana Ugin

DROP: Memory Lapse; ADD: Counterspell. Strict upgrade.

DROP: Seizan, Perverter of Truth; ADD: Keiga, the Tide Star or Recurring Insight. This one could go either way, depends on preference. I'm recommending cutting Seizan though because its the third effect of Howling Mine and Kami. It lands turn 5 if you have it in your opening hand, and you don't get the benefit until it comes back to you. 2 extra cards is a big deal in our meta as the faster decks just got more answers to kill stuff before it comes back to you. Recurring Insight sits in a similar spot on the curve and allows interaction with another player, and Keiga is a great trap that sits with your "Theft" theme.

DROP: Damnable Pact; ADD: Blue Sun's Zenith. While Damnable Pact gives you a way to deal damage to another player, if you can't kill them with this spell then you just gave them a ton of answers to kill you with or combo out. BSZ performs a similar function, however can be done at instant speed, hit you or another player, and shuffles back into your deck. Another viable option here would be Sphinx's Revelation

DROP: Knight of the White Orchid; ADD: Solemn Simulacrum. Its conditional land search at 2 mana, versus unconditional land search at 4 colorless mana. Sad robot is stronger in this case. Plus, Weathered Wayfarer does the knights job better.

SUGGESTED DROP: Fellwar Stone; ADD: Deep Analysis. Card draw that comes back. With a stronger mana base, less mana rocks is viable. I picked Fellwar Stone because of its effect, however only a suggested drop because I know it plays into your commander's strength. So up to you on this one.

SUGGESTED DROP: Plea for Guidance; ADD: A card draw spell, or another Jank spell of your choice. Plea for Guidance is a nice card, but at 6 mana its almost tapping you out in a given turn to get cards you can't play that turn. You also have 4 other tutors in the deck that give you an enchantment when you need it, so use this slot to play a different jank card that fits your playstyle and theme better.


So this is all I've got for now. Just a few thoughts I had immediately combing the deck. Again, these are all just suggestions and I tried to be cognizant of your playstyle and commit to adding thoughtful suggestions that also wouldn't break the bank.

Some other fun cards I stumbled across that were pure jank when looking for upgrades are below:

Mindleech MassAvarice TotemDomineering WillPreacher (from the dark so obviously you might like it...)Roil ElementalMeasure of Wickedness

Hope this helps!

sonnet666 on Optimized Ezuri, Claw of Progress

1 month ago

I'll cover this in more detail when I round out the description, but:

Hermit Druid acts as a plan B wincon for when Sage of Hours doesn't work because of removal or not being able to get to 5 EXP counters. The combo is:

The total cost to go off is and 5 life. If you're short on mana you can wait until your opponent's end step to activate HD and MJ, and then do the rest the following turn.

Alternatively, there's a second win path if you're using Yisan, which is:

  • Activate Yisan at EOT, fetching Quirion Ranger or Wirewood Symbiote
  • Untap Yisan and reactivate to get HD.
  • Move to your upkeep and activate HD to flip your library, then in response activate Yisan to pull LabMan onto the battlefield.
  • HD flips your library and you win during your draw step.

The double Yisan activation needs six mana. If you don't have that you can grab Sylvan Safekeeper on your first verse counter, and then wait a turn to go off.

Most of the tutors in this deck can grab Hermit Druid or Sage of Hours, so they synergize very nicely as a dual combo build. Sage of Hours is a little better as a plan A, because HD is much riskier if you don't have counterspells in hand.

Ryknow on Putting the "No" in "Mono-blue"

1 month ago

Matthew_Minor91: Woah, that's a lot of stuff!

I know my mana rocks package is not one of the bests, I'm just waiting for a chance to replace the worst ones...

I really like Future Sight, and if I can be honest, I have yet to get it in play, never drawn it until now, lol. That's why it's still in the deck, I have to know of it can actually work.

Everything else seem just like a strict upgrade...Well, everything but Academy Ruins (budget) and Deep Analysis (Sorcery Speed).

Thanks again, you gave me a lot of stuff to work on!

Matthew_Minor91 on Putting the "No" in "Mono-blue"

1 month ago

-1x Think Twice

+1x Deep Analysis

Sapphire Medallion

Maybe a clone package could help you out, flashing in a copy of someone's creature, then bouncing the original to it's owners hand as they enter combat.

Calliber on Advise on possible additions to ...

2 months ago


Lazav, What's Yours is Mine

Commander / EDH Calliber

SCORE: 6 | 7 COMMENTS | 1450 VIEWS | IN 1 FOLDER


I could use on advise on what to cut in order to add these cards.

Disallow: I don't know what to change to make room for this, I feel like a creature will have to go and there's a couple I could stand to drop without much change to the deck. Or do I just go straight up switch on Counterspell?

Increasing Ambition: I'm not sure a straight up trade for Diabolic Tutor is the best idea, having both is the best idea IMO. EDIT: Added in place of Identity Thief.

Future Sight: Initially I thought I'd just straight up switch this in for Deep Analysis, but I'm not sure if that's the best option. EDIT: Did it anyways.

And then, I'm looking at adding these 3 colorless lands but I don't want them to mana-screw me early on because my mana situation on this deck is about as slimmed down as it can get. Do you think any are worth adding?

Mirrorpool, Arcane Lighthouse, Rogue's Passage

And finally, these 4 cards. Worth it in this deck or only of fringe benefit?

Black Sun's Zenith, Languish, Darksteel Ingot, Druidic Satchel.

rguilbault on Leovold Ridin' Spinners

2 months ago

Predict was supposed to be helpful on its own, but I forget what it was supposed to enable (I was reading an article about the most efficient piles...can't find the article now). it might have been predicated on pitching Deep Analysis in the bin, can't recall...but we don't have Deep Analysis in the list anyway and I see no current advantage to the card so it's cool to remove.

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