Forbidden Alchemy

Forbidden Alchemy

Instant

Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

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Printings View all

Set Rarity
Mystery Booster (MYS1) Common
Ultimate Masters (UMA) Uncommon
Modern Masters 2017 Edition (MM3) Common
Duel Decks: Blessed vs. Cursed (DDQ) Common
Innistrad (ISD) Common
Promo Set (000) Common

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
Pauper Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
2019-10-04 Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Forbidden Alchemy occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Forbidden Alchemy Discussion

Artatras on The Many-Faced God - [Primer]

2 days ago

Providing budget alternatives is not that simple because the deck is balanced as is and changing any single card would alter its equilibrium. I will try my best, but do keep in mind that with the following changes you will need to play the deck a lot slower than before. Without free counterspells you will need to wait for when you can leave mana open, and so on and so forth. Hopefully, the fact that all the decks in the tournament follow the same budget restrictions can make up for this. Here are my budget changes:

Mana Crypt and Mox Amber: any two-mana rock, like Arcane Signet and Mind Stone.

Force of Will and Fierce Guardianship: a copy of Foil and Dispel. Depending on your specific meta, you could consider Mental Misstep.

Mana Drain: any two-mana counterspell. My choice would be Countersquall.

Ancient Tomb: a basic Island.

Cyclonic Rift: Echoing Truth. This can bounce a single permanent or an army of tokens, which seems particularly useful in your case.

Damnation and Toxic Deluge: your choice of Languish, Whelming Wave, Evacuation or AEtherize.

Dark Confidant: I once used Disciple of Deceit, which was suboptimal. Alternatively, Looter il-Kor or any draw spell.

Intuition, Demonic Tutor and Vampiric Tutor: Diabolic Tutor, Forbidden Alchemy and Beseech the Queen are okayish.

Training Grounds: Heartstone is the closest comparison, but do keep in mind it works for your opponents as well.

These are all direct substitutions. I took the cards you mentioned and replaced them with their budget counterparts. If you think some of them aren't good enough (and in most cases they are not), then you can consider including something completely different instead. I'm thinking about cards like Propaganda, Torpor Orb, more removal, more card draw, more ramp. You have the privilege of knowing the decks you will be facing, so you can tweak the deck according to your matchups.

If you want to be prepared against a token deck, try shaving some single target removals or counterspells for a few extra board wipes. Just be extra careful against Meren because they tend to play a lot of Fleshbag Marauder-like effects, which is something this deck really struggles with. Make use of your haste enablers to kill your opponent during the very first turn you play Lazav, before he or she has the opportunity to play those cards.

I wish you good luck for your tournament, and let me know about your results!

mrfab13 on Titan's Judgment

5 days ago

Daarkest that was one of the issues with titan's nest itself, I want the deck to be functionally strong without relying on a 4 drop "do nothing" enchantment. this is why i settled on 4xForbidden Alchemy as the first half is "playable" but it digs and fuels really well and when Titans' Nest it lets you dig crazy hard for the combo finish as first half is a single blue and second half is a single black. only other card that I've seen that could go in would be like Torrential Gearhulk or possibly jaceTMS and a nexus of fate. but I would rather it be as streamlined as possible though deck is still under testing though so I'm open to suggestion

Elmalco on If I come back as a Zombie I'm eating you first!

3 weeks ago

oeliberti I did have some cantrips in, but cut them in favour of tutor to graveyard effects and tried to have creature draw engines.

Epicurus I do enjoy the suggestions of Forbidden Alchemy and Taigam's Scheming. I cut Mission Briefing for Bond of Insight as a felt it just does more work here. Ghoulcaller Gisa has been benched due to her not being a zombie (apart from commander and wonder no zombies). Gempalm Polluter is interesting though. Also I appreciate the Tenacious D ref ;).

Epicurus on If I come back as a Zombie I'm eating you first!

3 weeks ago

I agree with the above comment from oeliberti, and would add Forbidden Alchemy, Mission Briefing, Strategic Planning, Taigam's Scheming. Also, though, Enter the God-Eternals.

And finally, Ghoulcaller Gisa may not be a zombie, but she's a zombie factory like none other.

Ok, Cherries Jubilee, and that's it.

RNR_Gaming on This deck takes brains

2 months ago

So, pay offs and dredges are pretty nice for a deck like this. Dread Return and Vengeful Pharaoh have nice synergy with creatres and graveyard sheniaghans. Stinkweed Imp, Golgari Thug, Dakmor Salvage, and Darkblast are great for feeling your yard; getting them in the bin can be easily accomplished with Buried Alive, Entomb, Ideas Unbound and Forbidden Alchemy

multimedia on Grixis prototype

3 months ago

Hey, some good cards here for a budget concept.

The concept of ramp with Kess is interesting. It's not the direction I would go with Kess, but it's a unique concept. The Thraximundar + It That Betrays interaction seems good. For the concept this interaction and Architect + Pili infinite mana combo are the best parts of your deck. Consider expanding on each of these parts and how Kess can be better used with them?

Kess has an advantage for ramp with rituals. Rituals make mana when they resolve. They make more mana than they cost to cast therefore they make ramp. You can cast instant or sorcery rituals from your graveyard with Kess resulting in making a lot of mana to cast big creatures or other spells. You can use the mana you make with rituals to cast that same ritual again from your graveyard with Kess.

Rituals to consider adding:

These are good rituals in Commander and they're all budget cards. Dark can make 5 black mana when cast and then cast again with Kess. Song can make 7 red mana when cast and then cast it again with Kess. Geyser is good in multiplayer Commander because it looks at all your opponents tapped lands which if you have three or more opponents can be a lot of mana especially when you can cast it again with Kess.

The mana these rituals make is either all red or all black which would be fine to help to cast most Eldrazi, but can be problematic if you want to cast a spell that's blue. Signets lets you use any colored mana to then make different colors of mana.

These two drop mana rocks are staple budget ramp and color fixing in Commander. Thief of Sanity because it has flying can be repeatable stealing of your opponents cards. Sanity is a powerful card in multiplayer Commander because you'll have many opponents to choose from to attack. Cards you steal with Sanity can be cast by you using any colors of mana. Red and black ritual mana can be used to cast cards you steal with Sanity.

High Tide and Bubbling Muck are one drop spells that make more blue or black mana when you tap an Island or Swamp until end of the turn. These spells are better in mono blue or mono black decks than three color Grixis, but they can ramp.


Sorcery tutors are good with Kess because you can cast them again from your graveyard. These cards can help to assemble Architect + Pili or get an Eldrazi into your hand after assembling the combo. The best tutors are not budget cards, they're expensive prices, but there's a few tutors that are budget.

Another way to help to find important cards is to dig for them and draw them. Dig spells that Kess can cast from your graveyard can let you see a lot of cards.

Reanimation can be used with Kess. Reanimation is a way cheat big creatures onto the battlefield. It's also a way to assemble Architect + Pili by either cheating them onto the battlefield or getting them into your hand via your graveyard. Instants and sorceries that enable reanimation and reanimation spells have interaction with Kess because she can cast them again from your graveyard.

Buried can tutor for three creatures and put them into your graveyard. It's among the best enablers for reanimation. Madness is called a wheel and what that means is all players discard cards and then draw cards. It's good with Kess since she has flying, you can cipher Madness to her after you cast it. When it's ciphered to Kess then any time she does combat damage to a player then you can cast Madness without paying it's mana cost. The wheel effect is a way to fill your graveyard with spells to cast with Kess as well as drawing cards.

If you have any questions I offer more advice. Good luck with your deck.

Azeworai on Atemsis, Gochta!

3 months ago

Ah, quirky commanders are always an oddity, but delectation to brew. Now, Mono-Blue isn't exactly my forté, but I believe I may be of aid.

So, I am an adherent to running fewer lands; Thirty-six in Mono-Blue should be a crime. In their lieu, I would recommend many cantrips. If it goes three cards deep, say Preordain, then I consider it a half of a land. Four or more cards, I deem a full land. At least, this is with my experience in gameplay. As such, Impulse is absolutely lovely. Two-mana, instant-speed, what more could a player desire?

Forbidden Alchemy, Chart a Course, Strategic Planning, and Frantic Search are of note.

Baral, Chief of Compliance could be absolutely lovely: For one person, at least.

Spellseeker has never disappointed me. She finds Cyclonic Rift, Preordain, Counterspell, and Finale of Revelation, for ones in the decklist.

Every deck needs graveyard hate! Tormod's Crypt and Relic of Progenitus are both things that Trinket Mage can tutor for, but there are far more options out there. If you are to add Tolaria West could search for Scavenger Grounds.

Quicksilver Fountain is fantastically mean, though effective. It combos painfully well with Oboro, Palace in the Clouds. Target the land with the fountain, bounce it in response, whereupon the trigger fizzles and you are not to be afflicted by infinite islands.

Anent what I would cut:

Flow of Ideas seems slow, sorcery-speed, and expensive to cast. Big draw spells shouldn't be dependent on board-state unless you're playing green and have no choice. Try Stroke of Genius or Pull from Tomorrow.

This deck looks to have some busy early turns, seeing the abundance of 1-3 mana spells. Myriad Landscape enters tapped and still requires mana to ramp. I'd prefer just another Island. Though, a land worth considering is Riptide Laboratory just has quite a bit of utility.

Something I merely wish to put out there; I dislike Temple of the False God very much. That's all for that point.

One direction you could take this deck is group-hug. It draws you cards, keeps others from heeding your schemes, and allows for kills out of the blue. (get it?)

I suppose that's all from me. May fortune be with you!

xaarvaxus on Muldrotha & Friends Token Swarm

7 months ago

I do like the idea of having Muldrotha available to bring back planeswalkers from the graveyard for exactly the reason you state, they are prime targets and tend to die way before you extract max value from them. Muldrotha makes it so they have a much better chance of sticking. I've thought hard about including Mul in my Atraxa superfriends that I'm building but haven't figured out exactly what to make the cut.

I think you can bump up the number of planeswalkers in the deck without it becoming too 'superfriends', especially if you stick to the walkers for say token creature production and avoid ones that leave emblems that take over the table. Most versions of Garruk will make tokens as well as some versions of Vraska. I'd avoid most versions of Jace or the mono blue Tamiyo or Narset if you want to keep the salt factor down. If you stay under 10 total walkers, I think you can get enough value from Muldrotha on that front and keep the strategy non-oppressive.

As for swapping to Tasigur, one of the spells I use in mine is Seasons Past to help recycle all of my best spells and then Mystical Tutor or Vampiric Tutor to keep bringing Seasons back to the top of my library to keep recycling those spells over and over [using the 1 CMC slot on Seasons to bring back the tutor]. Command the Dreadhorde would be a great card to put into this strategy [not sure why I haven't put one in my deck come to think of it....], along with some sort of life gain.

I do think some more ramp cards would be needed. The more permanents that ramp and sac for value, the better for Muldrotha but having a mix of that and sorceries isn't backbreaking. I'd go almost all ramp sorceries if you swap to Tasigur. I'm guessing that you don't have the Urborg/Cabal Coffers combo or it'd be in the deck?

For either Muldrotha or Tasigur, one search spell that I've found to be great is Forbidden Alchemy I know its not strictly 'card draw' but with enough permanents effectively adds to your hand by being in the graveyard.

Anyway, I'd try the deck out with Tasigur as the commander and see how it plays compared to Muldrotha. The great thing about Tas is that if you don't have one, he's like a buck so not a high barrier to prevent you from doing some experimentation.

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