Flow of Ideas

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadowmoor (SHM) Uncommon
Ravnica: City of Guilds (RAV) Uncommon

Combos Browse all

Flow of Ideas

Sorcery

Draw a card for each Island you control.

Flow of Ideas Discussion

BenjaminPMiller on FBLTHP, Time After Time

2 months ago

eerie343 for sure ill try to share a couple combos in detail for everyone. This will be a huge message so hold on!

The deck functions off the Fblthp and Proteus Staff combo. Fblthp being the only creature in the deck means that when you cast proteus staff on Fblthp he will be put on the bottom of your library and you'll reveal every card from your library until you reveal and then cast Fblthp from your library with Proteus Staff's ability. Before Fblthp is cast you are able to rearrange all the cards revealed this way however you want. So you can rearrange your entire library how you want and then draw two cards, just by targeting Fblthp with Proteus Staff for 3 mana.

Once you have rearranged your library and drawn the cards of your choice this is where it can get fun. Depending on your mana or board presence you may want to do other things but here are some combos I like.

To simply win the game you want to search and grab Jace, Wielder of Mysteries , High Tide if needed, and Tunnel Vision . You also want to make sure when you rearrange your deck to put a card on the bottom that you will remember. When you have the resources needed simply cast Jace and then Tunnel Vision. Target yourself with Tunnel Vision and name the card at the bottom of your library. You will then mill yourself to the last card of your library. Then activate Jace's +1 ability and win the game on the spot!

Another combo is grabbing Goblin Charbelcher and making sure you rearrange your library so that when you activate Goblin Charbelcher you will dig through 40 or so cards before revealing a land card so you then deal 40 damage to an opponent.

Saucier combo includes grabbing Animatou's Augury and High Tide when you have the mana cast High Tide and then Animatou's Augury to then cast for free Flow of Ideas (based off your proteus staff rearranging this needs to have you draw Blustersquall or a card like it, Frantic Search will untap some mana, and Part the Waterveil ) then cast Commence the Endgame for free with Animatou drawing some more cards and creating lets say a 8/8 amass token based on your hand size, hopefully even bigger! Continuing with Animatou's Augury you can then cast Octopus Umbra for free making the amass token a 16/16 because amass is +1/1 counters not base power. Then with your remaining mana you want to cast frantic search giving you extra mana if needed to cast Part the Waterveil . On your bonus next turn you can cast Blustersquall and swing in with your 18/18 amass octopus token to then start putting the pressure on hilariously.

Finally there's a Fblthp commander damage combo! Haven't done it yet but I'm pretty sure it works. You have to get Diviner's Wand out and attached to Fblthp as the combo includes drawing enough cards to make Fblthp able to swing in for lethal commander damage. Once this has happened and you have at least 7 mana, 5 or more cards in hand and you have arranged your library this certain way you can pull off the combo. Start by casting High Tide from your hand then Frantic Search . Draw Brainstorm and Blustersquall or a card like it. Discard two poop/not needed cards in hand. Cast Blustersquall for its overload. Cast Brainstorm , draw Flow of Ideas and put others back. Cast Flow of ideas. Draw 7 cards. 1 being an Island (lay this). 1 being a random artifact of your choice. 1 being Thirst for Knowledge and another being Windfall . Cast Thirst for Knowledge drawing more cards and discarding the random artifact. Cast Windfall drawing more cards. At this point opponent's creatures are tapped and your Fblthp should be at least a 21/21 with the help of Diviner's Wand . Swing in with FBLTHP for the commander lethal damage!!

Ravenrose on Unesh, I have come to bargain!

11 months ago

I love the Sphinxy/time synergy. It does look like fun to play for any one who is not the opponent! The threat of constantly taking new turns? Yikes. But I worry that it may be too much as I see little card draw and counter spells. If you think that no one will attempt to be rid of your spells in this deck, you are mistaken. I suggest maybe Mu Yanling for this deck. Your Sphinxes also synergise with the mind, so why not add a Flow of Ideas to this deck? I assure you it is quite good card draw. Dictate of Kruphix gives card draw, as does Divination. Brainstorm and Ponder synergise with the mind too. Dissolve, Rewind, and Unwind are worthy considerations for counterspells. Favorable Winds give your fliers extra power and toughness. Kindred Discovery works with your Sphinxes. Door of Destinies does the same.

Overall, I give this deck a 7.9/10. I hope these suggestions have been of some use to you.

IAmTheWraith on Kami of the Crescent Goon

1 year ago

OMG!! Another Stasis deck with Kami of the Crescent Moon at the helm. Cudos!!

Just a few things. Depending on how you want to combo out, there are a few things you can do, the main thing being winning with infinite draw with Mind Over Matter + Temple Bell , or you can go infinite Stasis with no hope for any more magic with Chronatog + Frozen AEther + Stasis .

Now for cuts. Black Vise, Ebony Owl Netsuke and Iron Maiden dont really do what a Kami deck wants, which is to control the game. I would recommend filling them in with Mind Over Matter, Chronatog, and Flow of Ideas

IAmTheWraith on *RETIRED* The Fat Blue Weirdo

1 year ago

The lock doesnt actually involve scepter/paradox at all. Chronatog + Frozen AEther + Stasis generates and infinite stasis lock without me having to do anything special each turn (because I dont have a turn anymore). Once I have the table locked, there is no need to slip out of it, because no one can do anything.

Scroll Rack and top dont seem like they are very good in a deck that can draw 3 cards a turn anyways, the order doesnt matter for top, and I feel that scroll rack is too slow.

I once had mana combos in here, but I do not like them in the build that I have shifted towards. Thanks anyways!

Now we get to the good stuff. Torpor Orb and Cursed Totem actually both seem pretty good. I will probably only use the orb, however, as I am tight on spots right now.

Also, on your side note about sphinx, I disagree. I play against tons of targeted removal in my meta, and people do not usually point it at Kami unless they know what Im up to.

On turn 6, lets say 2 cards per turn, and 6 islands in play.

Scenario 1: Cast Consecrated Sphinx. Then, pass the turn and draw 4 on my opponents draw step. Lets say in those 2 cards, my opponent draws Doom Blade. They cast it Blading my sphinx. 3 card gain.

Scenario 2: Cast Flow of Ideas. If I have rocks in play, this means that I immediately draw 6 (5 card gain), and can keep playing spells if I want to.

While Consecrated Sphinx gives me more draw if it makes it around the table, it is what I said before, a win-more card. Thank you for the suggestions and the upvote!

Nietzsky on *RETIRED* The Fat Blue Weirdo

1 year ago

A few more that came to mind;

Your deck relies on paradox or DramaScepter to keep momentum though all the drawing..... High Tide + Candelabra of Tawnos is a classic way for mono blue control to generate absurd amounts of mana, and will help prevent you from losing steam.

Sensei's Divining Top and Scroll Rack , any reasons in particular you didn't include these two?

Torpor Orb - Classic hate piece for stax/control that will save your board from Reclamation Sage , Aura Shards , Acidic Slime ,etc. Also shuts down a great number of early game combos.

Cursed Totem - More combo shutoff, but importantly mana dork shutoff.

The last two card mentions will help greatly against outpacing green and shutting off some of the most common quick combos in competitive.

The Sphinx I recommended simply because with your commander out, you're talking about 4 cards per turn, assuming they have no card draw for the turn, and it'll eat a piece of removal that could have went towards one of your control pieces. At 6 cmc, I strongly feel it'll out-value Flow of Ideas .Out of curiosity, do you have any problems with decks being able to slip out of your lock without a few different ways to grab your drama scepter/ paradox? That was what I was thinking when I offered up some artifact tutor suggestions

sonnet666 on W: Cards H: Binder

1 year ago

I have: 2 Opts (INV), Faerie Conclave, Supreme Verdict (RTR, some edge wear), and Serum Visions (CN2). I also have several cards from your wants: Reveillark (MOR), Bant Charm, Goblin Bombardment, Boggart Shenanigans, Quest for the Goblin Lord, Archetype of Finality, Whispers of the Muse, Battle Mastery, and Flow of Ideas.

Although, the only things in your binder I'm interested in are your 3 fetches. All the cards I just listed are roughly equal to Polluted Delta at about $18, but I understand if you don't want to trade a fetch into smaller cards. Let me know what you think.

Zelda_MTG on cEDH Patron of the Moon Infinite Landfall

1 year ago

@hookedonkronix: I like Spellskite, don't get me wrong, but Phyrexian Metamorph has too many juicy targets, such as the mana doublers, or the Amulet of Vigor, with which you can start stacking triggers from having two of them. Instantly enables going infinite.

@feyn_do_alduin: Drain Power isn't used much, probably due to being very situational. Weaker in multiplayer anyway, and I'd have to replace a counterspell to fit it in. I'd rather have a Counterspell.

@feyn_do_alduin: The deck has Roil Elemental...

@Mgsegal: This deck does have flavor, but not really on purpose. Tamiyo, the Moon Sage could be fit in I suppose, maybe replace Flow of Ideas, although I think that cards better, as you'll draw in insane number of cards off your many islands. So why spend way more money for Tamiyo?

@Basuei: Thanks! It's fun as hell to play, but not easy. it's almost like solving a puzzle every turn, seeing when and how you can go off with what pieces!

hfvalenz: This deck is mainly a combo deck, but Moonfolk Offering is pretty cool for sure. Terrain Generator is just not very good, considering the commander does it way better. As for Coral Atoll, I think it's worse than it looks, since you can't even tap the island it's going to replace. Pretty lame.

As for Dizzy Spell, I had looked at adding it, but it's just not worth a slot. The reason something like Muddle the Mixture is so good is because it's good on it's own, as a counterspell. Dizzy Spell just sucks on it's own. And there's a plethora of artifact tutors in this deck to find the Amulet.

Zelda_MTG on cEDH Patron of the Moon Infinite Landfall

1 year ago

@Condenserhead: I have enough cards that draw already, such as Flow of Ideas, which can draw me way more than just 2 or 3.

@TransMarx: Thanks! I found almost no other deck lists built around Moonfolk, especially a more competitive combo list like this.

@superhuman21: Fleet Swallower has no place in this deck IMO. This is a combo deck at heart, and I would never want to rely on attacking to win, especially with a 7 mana creature that doesn't win me the game. Even with 2 triggers it won't mill a player out, they'll just be left with 25% of their deck left. And that's only to one player...not so good.

As far as improvements, there don't seem to be many (if any), at least with this budget. Sure, you can add fast mana cards such as Mana Crypt/Mana Vault, and other combo pieces like Palinchron/Deadeye Navigator, but those have been done to death, and are really expensive.

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