Echoing Truth

Echoing Truth

Instant

Return target nonland permanent and all other permanents with the same name as that permanent to their owners' hands.

Latest Decks as Commander

Echoing Truth Discussion

lagotripha on Nightmare (Final Draft)

1 day ago

I'm saying play more 1-ofs that you can transmute for. Its the payoff for transmute; golden bullets.

When you need to look out sideboard cards List of Modern Sideboard Staples hasn't been updated in a couple years but still has most of the stuff, but you can also look at tournament lists to see what people are putting in.

Profane Memento,Cling to Dust, Stern Dismissal, Drown in the Loch, Echoing Truth. This could also help you find the power cards you are missing; stuff like Visions of Beyond or the Archive Trap/Scheming Symmetry interactions. Generally the most competitive version of the deck is just fetches and saying "Hedron Crab, save me!", but its been an expensive tier2 list for a long time; there are budget options for a lot of the slots.

If you need power without picking up a bankbreaking manabase, pick up visions and then think about tinkering with Sphinx's Tutelage type 'stick enchantments and draw cards', with spells like Remand to stay alive is fun; the main advantage of non-netdecks and rogue decks is unpredictability; play around with different plans.

Pick sideboard cards based on what your deck needs to do in the matchup; slowing down aggressive decks that want to race you and protecting your threats/putting down a difficult to remove threat against decks that are slower than you. Mostly it'll be specific 'this buys me a couple turns for my orbs to win the game' cards.

Look at why matchups don't feel good and think 'what cards in my hand would have needed to be other cards to win that match'. Sometimes the answer is 'play a different deck', but other times you realise that if a secretkeeper was an Echoing Truth to search for, you'd win.

JW398 on Twiddle Storm - Time to bring it back

3 days ago

Lowenstein,

I've been using Sea Gate Stormcaller in place of Vizier of Tumbling Sands for the most part. At first glance it seems like a 'winmore' but being able to copy a spliced Reach Through Mists or Ideas Unbound. In practice it's basically arcane draw spell 9-11 for me and that's why I dropped Peer Through Depths in an attempt to increase game one resiliency by maining a single Echoing Truth and Eye of Nowhere as well as some Pact of Negations.

As for Underworld Breach, I've always preferred it because with Past in Flames required a bit of twiddle ramping to get it off. Breach only takes one twiddle effect on turn 4 to go off. Also, not really relevant but I liked how convenient it was to tap for red once to get a breach and grapeshot off. That wasn't always the case for me and Past in Flames.

Now I get Underworld Breach has inherent weaknesses because its an enchantment but the ability to drop breach immediately after resolving an arcane draw spell and recycling that same card numerous times in order to win. The escape cost is never an issue since there will naturally be Twiddles & Dream's Grip in the graveyard. Escaping a single copy of a spliced Ideas Unbound twice is more than enough to make sure I don't fizzle.

Lastly, with Underworld Breach the lower CMC also aids with the Sea Gate Stormcaller combo as you'd need to have at 4/5 mana floating to successfully copy a spliced arcane spell. In my limited trials, I found it's a bit difficult to have mana for Past in Flames after that.

Game 2, I always side out Underworld Breach for Aria of Flame and Sea Gate Stormcaller for counterspells / Echoing Truth.

tl;dr Of course it has its own issues but Underworld Breach is pretty consistent for me.

zAzen7977 on Trouble at the Old Mill!

5 days ago

That’s a good point about the Shores, and the risk/reward calculation between fastlands like Shores and checklands is something I’ve struggled with in my builds as well. I think it depends on a particular build’s mana curve, and whether a tapped fastland on Turn 4 will result in a loss. I run 2-4 fastlands in my builds that max out at 3-4 lands in play, and I only have problems 1% of the time. For some reason I always have had bad luck with checklands, so I try to avoid them, especially with builds with several non basic lands.

For this build, I think having access to an untapped U/B for no life cost during turns 1-3 is critical against burn or super fast aggro, so I would recommend Shores over Catacombs, especially since you are running Ghost Quarters. This will also matter when bringing in sideboarded cards. But ultimately it is a matter of personal taste.

Regardless if you choose the Shores or the Catacombs, I do think you need at least a couple U/B lands that don’t hurt when entering play to balance with the Watery Graves.

Also, here are some other suggestions for the sideboard: Spell Pierce (cheap protection against lots of threats), Force of Negation (amazing counterspell), Dismember (amazing creature removal), Echoing Truth (for tokens/creatures/artifacts/enchantments), Nihil Spellbomb (graveyard hate), Ratchet Bomb (for tokens/enchantments/artifacts), Spellskite (for burn), and Damping Sphere (for ramp/tron/storm)). Plus the new Feed the Swarm is interesting, you may consider that as well.

ellie-is on Illusion Aggro

1 week ago

I used to play a very similar deck and it was one of my favorites! I definitely recommend Echoing Truth (it's so much fun to use it against a token deck).

Phantom Warrior and Gossamer Phantasm aren't the strongest cards ever (despite the latter's gorgeous art), so if you need to remove cards to add new ones, they're where I'd start.

While I can't remember if there are any relevant blue or colorless ones off the top of my head, when building a tribal deck it's always worth looking at changelings, too, since they count as illusions and can have some fun effects.

Finally... If you can afford it, Adaptive Automaton is pretty great (and way cheaper than it used to be), and same goes for adding a fourth Phantasmal Image (who on the other hand is a lot more expensive now, haha).

JW398 on Twiddle Storm - Time to bring it back

1 week ago

Wizard_of_the_Broke

Thanks, it honestly was a toss up between the two. Although I will admit being able to tutor pact part is an upside, that is what I mostly use Merchant Scroll for now that I dropped Peer Through Depths - First targets would be Psychic Puppetry/Echoing Truth.

I have time to proxy it before Zen Rising so I'll give it a shot. Thanks

Peoni on Sygg, the Soapbox Racer

2 weeks ago

I don't feel like you need either Ghostly Prison or Propaganda. You're looking to establish a big board presence with a lot of buffed up fish people, and then use control magic to protect them while you kick everybody's teeth in. Realistically people swinging at you isn't going to be what you need to worry about. What you do need to worry about is people interfering with your board with wipes and whatnot, and that's why you've got all the control magic so you're already set. The thing is, if somebody has a threatening creature that you don't want coming your way, propaganda isn't going to stop them. If they really want to hit you they're gonna pay the cost and hit you. Pillowforty cards aren't worth running unless you're stacking them and your strategy is built around them, but in your case you already have your horde of roided up fish people for protection. You should have more than enough chump blockers and threatening lads of your own to deter swinging better than propaganda could. I also don't think your deck needs Rest in Peace in its 99. It's not part of a win con that I can see like Helm of Obedience, and you aren't running stax or lots of graveyard hate, so it just feels out of place.

Then, with those slots you could add in let's say, another mana rock like Talisman of Progress because I feel like you might not have enough ramp. You could also add something like Stormtide Leviathan to lock down the board better than ghostly prison or propaganda could while letting your islandwalkers go nuts (which reminds me; Merrow Harbinger and Streambed Aquitects might suit you).

Finally Echoing Truth in commander seems questionable. Good against lots of tokens but other than that you're just playing a 2 mana Unsummon. I would consider swapping it out for either more ramp (Chrome Mox assuming you have a larger budget but not a Mox Diamond big budget, or Fellwar Stone if you're looking for something cheaper), or another counter of your choice, perhaps a Pact of Negation or a Force of Will. Hope this helps! I like your deck. :^)

JTetris11 on UB 8-Delver

3 weeks ago

PuddinWing I like the look of this but it almost feels like it's being pulled in two directions at once. I see either a Mystical Teachings toolbox control deck, or a more tempo oriented Delver of Secrets  Flip & Bone Picker style deck.

If you want to lean more into the first one, I would find some one-of type instants and have them in your deck to have an answer for specific match ups etc Echoing Decay & Echoing Truth. I would also swap out Bone Picker for Augur of Bolas to help you find the tools you need in a match.

If instead you want to lean into the tempo/aggro (?) strategy of Delver of Secrets  Flip and Bone Picker I would increase those Cast Downs to 4 copies and swap out SOME of the slower counter magic and lean into removal since that is what Bone Picker really needs to make it worth it.

Like the look of this! Hope my input is in some way helpful and constructive! Happy Pauper!

DeinoStinkus on Attempt for a new format

3 weeks ago

Well, traditional boardwipes may suck, but Echoing Truth is definitely a boardwipe in a non-traditional sense.

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