|Commander / EDH||Legal|
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|Shadows over Innistrad (SOI)||Rare|
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At the beginning of each player's end step, that player draws a card. If the player is your opponent and has four or more cards in hand, Fevered Visions deals 2 damage to him or her.
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Fevered Visions Discussion
1 week ago
Sort your stuff using "#" + "
- CombatCreature e.g., Dragon Mage
- Utility e.g., Propaganda
- Boardwipe e,g,m Evacuation
- Single target removal e.g., Crosis's Charm
- Consistent Card draw e.g., Fevered Visions
- One Time Card Draw e.g., Prosperity
- Draw Damage e.g., Price of Knowledge
- Graveyard Interaction e.g., Psychic Corrosion
- Ramp e.g., Nightscape Familiar, Sol Ring
- Land e.g., Forest
2 weeks ago
Blood Moon is great, turning your opponent's non-basic lands into mountains. It works well against anything except mono-red decks. Unfortunately your own land-base is also mainly non-basic lands. 6 Islands and 15 Mountains would really not help you deck.
You have no way of casting Manamorphose so it becomes a permanent dead card in the hand.
I would simplify: 9 Mountain and 12 Island will provide a more stable mana-base that works well with Blood Moon, then try the following instants;
2 Cryptic Command (which is a great utility card if you can pay the ),
2 Electrolyze (damage and card draw),
2 Remand (negation and card draw),
3 Abrade (damage or removal),
3 Spell Pierce,
3 Opt (Scry and card draw)
3 weeks ago
- Wheel of Fortune
- Jace's Archivist
- Wheel and Deal
- Teferi's Puzzle Box
- Forced Fruition
- Temple Bell
- Dictate of Kruphix
- Howling Mine
- Horn of Greed
- Mind Over Matter
- Sigil of Sleep
- Tandem Lookout
- Nin, the Pain Artist
- Font of Mythos
- Fevered Visions
- Spiteful Visions
- Underworld Dreams
- Waste Not
- Dark Deal
- Magus of the Wheel
- Molten Psyche
- Reforge the Soul
- Time Reversal
- Whispering Madness
- Winds of Change
- Niv-Mizzet, the Firemind
3 weeks ago
As mentioned by cdkime, the most common deck revolves Nekusar, the Mindrazer's ability, and other permanents with similar effects, like Fevered Visions, Phyrexian Tyranny and Underworld Dreams. Your opponents lose life when they draw a card, so you make sure they do that as much as possible, using wheels like Reforge the Soul and Windfall, wheel-like effects of creatures like Barbed Shocker or Jace's Archivist and of course powerful artefacts like Teferi's Puzzle Box.
Here is my decklist as an example of a deck relying on this mechanic : Drawing Your Last Breath
3 weeks ago
TheBloopKing - I went over Beatdown in the win-cons!
starsky - Yo thanks man! I think every deck with the right combination of colors, ramp, card draw, interaction, and win-conditions can win against any other deck, or at least compete!
TheBloopKing - Plenty of the cards you mentioned are not competitive. The idea behind card draw isn't I want cards in my hand, it is I want answers to the board, or a way to win (obviously it depends on the situation and deck's strategy, but that is besides the point). If I go over many of the mentioned card Mentor of the Meek/Alms Collector work in many a stax builds, but Wall of Omens, Aura Blast, and PureSteel Paladin are much too weak to see play, white would rather a Spirit of the Labyrinth than them.
Harmonize is too slow, Explore isn't powerful enough outside of Tatyova, Benthic Druid, Soul's Majesty leads to blowouts where you have a suited up 16/16 commander or whatever, and it gets Swords to Plowsharesed and you lose the creature and the 5 mana and card on Soul's Majesty, Primordial Sage/Soul of the Harvest effects are good in Animar, Soul of Elements, but that's about it.
Red should generally only use tutors like Gamble, Imperial Recruiter, and wheels like Wheel of Fortune or Reforge the Soul. Bad cantrips like Expedite aren't powerful outside of a Zada, Hedron Grinder deck or something, most of those draw/discard effects are sub-par anyway. Scroll Rack, Sensei's Divining Top and other good colorless options are all they need.
Black has Ad Nauseam and every tutor they need to find it. Necropotence, Night's Whisper, and call it a day. Phyrexian Arena is pretty bad in comparison to Dark Confidant, and Underworld Connections is going to get you Strip Mined, and is just generally worse than the arena. Damnable Pact just isn't good, if you have enough mana to make it better than Ad Nauseam, run Torment of Hailfire and win the game.
Your multicolored options are pretty bad, if you are in abzan use black draw, blue draw is insane as is and so never needs Edric, Spymaster of Trest, as it gives opponents card draw, which is almost the worst thing to do. Spiteful Visions and Fevered Visions are for Nekusar, the Mindrazer and no one else, it tosses out cards like Oprah, and will stop you from winning any game you are trying to win.
Staff of Nin and Mind's Eye are generally too slow, even for colorless decks, and Howling Mine and Horn of Greed fall into the Oprah level of bad cards. They will kill you faster than anything else, unless you are Tatyova, Benthic Druid in which case I could argue for Howling Mine.
Outside of Blue or Black, use tutors in your color, Sensei's Divining Top, and Scroll Rack, tutors are the best way not to need card draw, but trying to run sub-par replacements for card draw never is the answer, it just makes your deck slow and clunky. Trust me, I have tried and failed.
3 weeks ago
this is a very well made post. My personal suggestions
Every commander needs at least 8 mana rocks. Mana rocks serve a couple purposes depending on which ones you put in. Either they ramp you up mana like Hedron Archive or Mind Stone or they help you mana fix like Manalith. I run Signets simply because they do both. Also cards such as Ruby Medallion are relevant all around, including removing part of the first commander tax.
Decks should have at least a couple ways to add cards into your hands. You covered most of the blue ones such as Brainstorm
I know I missed lots of draw but should give people an idea of what kind of draw you can access in the specific colours.
3 weeks ago
@SynergyBuild I do have Font of Mythos, Temple Bell, Fevered Visions, Spiteful Visions, Dictate of Kruphix, Master of the Feast, Teferi's Puzzle Box, and of course Nekusar. I really like Ghirapur and I do have a copy, but I’m already letting people play with a ludicrous amount of cards and I think letting them play another land per turn would let them spit those cards out faster than I could deal with them, so unfortunately I think that’s a no. Though, I do believe I could use more ramp if you have suggestions on what to cut and which ramp spells to actually add. I appreciate the feedback and the +1!
1 month ago
Gotta love a nice Nekusar deck!
You have Fate Unraveler in the Maybe, I would move that to the main without hesitation.
To make space I would take out anything relating to discard and life gain, they look stretched thin across the deck and seem to be diluting the synergy.
All suggestions are from my deck Drawing Your Last Breath, please feel free to look and comment!