Hunter's Insight

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
2012 Core Set (M12) Uncommon

Combos Browse all

Hunter's Insight

Instant

Choose target creature you control. Whenever that creature deals combat damage to a player or planeswalker this turn, draw that many cards.

Price & Acquistion Set Price Alerts

M12

Ebay

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Hunter's Insight Discussion

ryanstreet on uril smash

1 month ago

Since you are going Voltron, go all in. It's already a glass cannon anyway, so you might as well embrace it.

You need a lot more draw. You may be able to get better draw from auras like Keen Sense, Sixth Sense, Angelic Gift, etc. White and Red are terrible at draw, so you'll have to rely on green and artifacts for better draw. Sylvan Library, Harmonize, Hunter's Insight, and Soul's Majesty will work for your deck. Also using the enchantress package your using now will work great. Shoot for around 10 Draw spells.

Next, you need a lot more ramp. You have a few spells, but you need more. Shoot either for creatures that can be used as chump blockers, or auras. Birds of Paradise, Avacyn's Pilgrim, Wood Elves, Llanowar Elves, Elvish Mystic, Farhaven Elf and One with Nature. Shoot for around 10 designated ramp spells.

Next, lower your mana curve. Right now, your average CMC is around 3. Meaning on average, it will cost around 8 mana to cast and enchant him in one turn. So that gives your opponents 8 turns to win before you, or find an answer to him. Try to stick to mostly 1 and 2 CMC auras as much as possible, especially since Uril already gets a buff from enchanting him. If you have any sort of higher cost aura, make sure it is a blowout aura (like Ancestral Mask or Angelic Destiny).

Also, if you lower your curve, adding Genesis Wave can become an absolute devastator.

Next, since it's voltron, use evasion as much as possible. Menace, Flying, Unblockable, Trample,etc. Auras can get you there. Flickering Ward, Gryff's Boon, Kithkin Armor, Alpha Authority, Angelic Gift, Cho-Manno's Blessing, Fists of Ironwood, Giant Spectacle, etc.

Deck is coming along great! Can't wait to play against it!

Spirits on WonderCats

1 month ago

Hi JAPuckett85,

Here's some ideas for you, keep in mind I'm still working on my deck, Arahbo, Xenagos... for Cats. I also found MegaMatt13 deck helpful when starting out my build Arahbo's Killer Kittens.

I focused on Lost Leonin and the power of the Eminence trigger with him. Ajani, Caller of the Pride is perfect with him to win, but I also found Duelist's Heritage (Works good with most other cats too!) and Berserk (Works with double strike cats or to remove an opponents creature), both make him more powerful. The nice thing of Duelist's Heritage is that it can be tutored with Enlightened Tutor or Idyllic Tutor or other like Academy Rector whatever your preference.

In my testing too I found that good cats over lots of cats was more efficient, thus why I play Sylvan Tutor, Eladamri's Call and Worldly Tutor which pull either Lost Leonin or Felidar Sovereign for the most part. I also run Green Sun's Zenith usually pulling Rhonas the Indomitable or Fleecemane Lion, another viable good target would be Birds of Paradise which can act as another CMC 2 mana ramp, but I haven't got that in just yet, still testing.

I also found Triumph of the Hordes to work good with the Cat + Eminence theme. I have a Sword of Feast and Famine in my binder, but chose not to include it for now because the protection prevents the Eminence trigger, but it's a good sword, if you have something to do with the extra mana. The problem is for Arahbo, Roar of the World you can overload the cats and then still play during post-combat main phase. I don't run a cat horde/token synergy so that's why I choose not to run it.

Rhonas the Indomitable is awesome, 5/5 indestructible deathtouch and he can attack with ANY cat + eminence trigger! Talk about Aggro tempo for . Darksteel Forge is pretty expensive, and I dont think the artifacts are the key to winning with Arahbo, Roar of the World in my opinion. Puresteel Paladin is amazing for the draw! Keep him! Trailblazer's Boots I'd honestly rather put more trample enablers instead, but I've seen other deck play the evasion angle too.

I find Grafted Exoskeleton terrorizes opponents much better (and faster) than a Quietus Spike. The deathtouch is nice, but why not just kill the player?

I'd rather have some more draw, like Hunter's Insight than a VERY High CMC Jareth, Leonine Titan. Only gets the +7 when blocking, so not really the greatest. I know he's hard to remove, and has the built in evasion, but too much.

I've had good success with Chameleon Colossus, his built in ability means you don't need to cast Arahbo, Roar of the World and he can proc well with things like Duelist's Heritage, Ajani, Caller of the Pride, Berserk and Equipment. I elected to go Stonehewer Giant over Stoneforge Mystic but won't discourage you there, she is awesome.

Don't see a lot of abilities, like Mirari's Wake in your deck, so not sure the need for White Sun's Zenith what some 2/2 cats are going to really accomplish for you, except with maybe a Triumph of the Hordes or something. I'm trying to work Metallic Mimic back into my deck, In testing I found him too slow for my taste, but he would be good with White Sun's Zenith as well.

I find Loxodon Warhammer better than Behemoth Sledge because of the extra offense, but with Felidar Sovereign I play both, also like the Basilisk Collar just hate doesn't have any +X to the power, but the deathtouch helps with the evasion factor anyway.

I've had others question my use of Pride Sovereign, I'm undecided on him right now, just lack of Cats with real utility why he remains pretty much. Puresteel Paladin + Bloodforged Battle-Axe is an awesome interaction, but in testing I found Bloodforged Battle-Axe was a little too slow without him around for me.

I don't play as much control, which is why things like Godsend don't make the 99. Cat's aren't here to block, unless you run a Qasali Ambusher most can't even block flyers Skyhunter Skirmisher obviously being an exception, and let's be real, noone is going to walk into an unfavorable blocking situation and have anything of value exiled with Godsend. Accepting cats dont block well, it means it's your opponents choice which creatures to get exiled or not, It doesn't hit opponents commanders, and unless they are playing a unburial type deck, with commander format being singleton it's not stopping recast of anything in the majority of circumstances. Anyway just my thought on that.

Best of luck. I'm always continuing to develop, so hopefully with have some better insights in the future. +1

greyninja on Fight Me IRL

2 months ago

If youre looking to refill your hand quick; I'd suggest Hunter's Insight and also Momentous Fall if something will die anyway. Maybe Mouth / Feed, or Soul's Majesty on your commander. Gotta keep pace w blue players

Ogre Battledriver is one that goes very well with infect creatures. As does Xenagos, God of Revels

It all depends on budget. There's other really expensive cards too. I think your deck looks fun +1 from me!

Hopefully you'll swing by my gruul deck for ideas and an upvote!

rockleemyhero on Rafiq midrange stax cEDH

2 months ago

hey jerimie.mcbrayer, thanks for the upvote and feedback!

With my tutors, i like to simply divide it into offensive and defensive plays. Sometimes there is a food chain player threatening to go off turn 3 or a storm deck threatening an eot turn 2 ad nauseum, in which case I will search up a defensive piece to slow the tempo of the game down to my pace. This is balanced with knowledge of my opponent's decks and hands, if I believe that someone else will play the control role and use a piece of interaction to stop the early combo, then I will go for a more proactive offensive threat.

My top Creature tutor targets:

First is Cold-Eyed Selkie and close 2nd is Linvala, Keeper of Silence. Occasionally Ethersworn Canonist, Serra Ascendant, Stoneforge Mystic or Sovereigns of Lost Alara if I'm going for the kill.

My top Enlightened Tutor targets:

First is Mystic Remora by a long shot in the early game. This card is insane and wins games on its own. Rest in Peace and Grafdigger's Cage are great proactive defensive maneuvers as well.

My top Mystical Tutor targets:

This one isn't as easy, but I'm starting to lean heavier into grabbing Hunter's Insight in my removal light meta. Late game I'm more likely to grab a Cyclonic Rift and rarely I will get a piece of removal or counterspell. Usually I'll get a counterspell if I think I have the game in the next turn and need to protect my board.

My curve is completely reliant on the board state. In my meta, turn 3 combo wins aren't only common, but expected. So therefore I typically play a stax piece sooner than rafiq. Rafiq acts as a pump spell on a hatebear the turn he comes down, which is a nice way to apply pressure without having to devote slots to providing him haste.

Ironically, Path to Exile is a card I've been reconsidering lately. It's historically been mediocore as it helps your opponent curve out or increase their tempo. It's also pretty bad on opponent's generals, except in an emergency. That being said, the deck goes for the long game and I've seen an abundance of reanimator strategies lately since Protean Hulk got unbanned and tymna+tana blood pod has increased in popularity. I would play Path to Exile here before I play Pongify/Rapid Hybridization/Reality Shift and even Beast Within because timely blockers can often act as a time walk against us (one of the biggest weaknesses of the deck).

I haven't played this staxier version of rafiq in a few weeks, I recently brewed up a version that utilizes time magic and wins with infinite Seasons Past loops to run away with the game. It's very tempo heavy and relies weightily on our friend and MVP Cold-Eyed Selkie. Here it is if you're curious. I'm 2-1 with it so far in competitive pods and may update this list completely if it continues to be successful!

ClearPearl on The Hidden Ocean-Forest City

2 months ago

As a more detailed comment from the one I made the other day-

Part I) Cards to remove and why:

A) Angler Drake- You have this in here mainly so you can abuse your "enter the battlefield" effects. There are plenty of cheaper options to do this.

B) Storm Sculptor- Basically the same reason as Angler Drake.

C) Sylvan Primordial-Depending on who you ask, this card may or may not be banned. Might as well play it safe and take it out.

Part II) Cards to consider removing and why:

A) Emperor's Vanguard- It's a decently powerful creature for its cost and can help you get land, but there are some more reliable ways to get card advantage. If you add more ways to get through opponents defenses (i.e. unblockable effects) then I guess this can stay.

B) Blossom Dryad- It's good because it can untap the lands that tap for two mana, but you might want to go for a more reliable, cheaper mana source (i.e. Birds of Paradise, Curse of Bounty, Deserted Temple, Krosan Restorer, Bloom Tender, Elvish Mystic, Gyre Sage, Llanowar Elves, Quirion Elves, Rofellos, Llanowar Emissary, Sylvan Caryatid

C) Carnage Tyrant- It's a powerful creature, and it's hard to get rid of, but other than that, it doesn't offer much. Considering you have other power creatures in your deck (i.e. Vorinclex, Voice of Hunger), you might want to consider replacing the tyrant with something just as big that can offer more synergy with the rest of your deck. Consider: Sphinx Ambassador or Colossal Whale, among others.

D) Last Thoughts- Gives you a single card with the promise of more cards later, which is nice, but for 4 mana you could probably reliably get more card draw than this card offers.

E) Growing Rites of Itlimoc- In many decks this card is very powerful, but for your deck, in playtesting it turns out you rarely have 4 creatures out at a time, making this card not really worth having in your deck. You have plenty of other ways to get loads of mana, so you can probably remove this one without problem.

F) Jace's Erasure- It's nice to mil cards especially since you're drawing cards anyway, but mil is an unreliable way to debilitate your opponent unless your whole deck is built around the strategy. You might be able to remove a good card or two, but it's a gamble that often doesn't pay off in the long run.

G) Loxodon Warhammer- Good card, not much synergy with your deck. There are better cards that you can use to combo things.

Part III) Small creatures to consider:After playtesting a bunch, it seems your deck likely needs a few more small creatures so you have a better chance of defending yourself or making a dent in your opponent early on. Here are a few suggestions:

A) Invisible Stalker- Small dude, unblockable and hexproof. It's pretty neat and you can combo with those cards that let you draw if you deal damage to an opponent.

B) Ohran Viper- Smallish creature, gets you early card advantage. Deathtouch is a nice touch.

C) Slith Predator- Smaller than Ohran Viper but it gets bigger the more often you poke an opponent with it.

D) Slith Strider- The best of both Ohran Viper and Slith Predator. You might draw a card, you might make the little guy bigger, either way, you get a good early-game bonus.

E) Thada Adel, Acquisitor- Smallish creature, and chances are your opponent as a good artifact or two you can abuse. Early on you can exile cards you don't want your opponent to use, and later on you can just summon that shit for yourself.

F) Zhuge Jin, Wu Strategist- Smallish creature, makes one of your other creatures unblockable every turn. Early game helps with the little dudes like the Slith bros or Thada Adel, late game helps with your big guys to deal big damage to your opponents.

G) Stealer of Secrets- Another small dude that gets you card advantage early on.

Part IV) Removal to consider:The other big thing I noticed when playtesting with your deck is you don't have much removal for when your opponent sneaks past your counter spells. Here are a few suggestions to remedy that.

A) Cyclonic Rift- If you would put any of my suggestions in your deck, you should definitely put this one in. Reacts effectively to early-game threats as well as late-game ones (Plus it hilariously screws with token decks since tokens die instead of going into a hand). When you overload it, it bypasses both hexproof and indestructible. Very few cards can resist it at that point.

B) Wash Out- Can be pretty helpful, especially if your opponent doesn't play blue or green. Works as cyclonic rift in regards to bypassing defenses.

C) Dissolve- Yeah it's another counter spell but this one lets you scry.

D) Voyage's End- Removes a threat and lets you scry.

E) Duplicant- You probably remember this one from my karador EDH. It's not as good here, but it's still good removal. Exiles an enemy while getting yourself a decent creature in the process.

F) Phyrexian Ingester- Blue Duplicant.

G) Brittle Effigy- Exiles a threat and puts your opponent on edge because WHO WILL YOU EXILE OH GOD!

H) Heartseeker- Somewhat reliable destroy effect for creatures, which is uncommon in blue.

I) Curse of the Swine- Exiles multiple creatures and replaces them with cute lil piggies (I love Theros lore, it's just straight-up greek mythology)

J) Reality Shift- Cheap exile effect with an insignificant drawback.

K) Pongify- Cheap destroy effect with a drawback that's only a big deal in the early game.

L) Rapid Hybridization- Same as Pongify.

M) Lux Cannon- Pretty decent late-game removal, but it takes time to set up.

N) Ugin, the Spirit Dragon- Pretty neat planeswalker addition with removal and card draw.

O) Steel Hellkite- Pretty neat creature that removes stuff, easy to hit opponent with your unblockable shenanigans.

P) Krosan Grip- Good cheap removal.

Q) Acidic Slime- Good mid-game creature. Removal and deathtouch.

R) Song of the Dryads- Can hilariously be used on commanders without sending them to the command zone.

S) Evacuation- The blue version of a board wipe.

Part V) Abusing "Enter the Battlefield" effects, aka "Flicker" effects.You probably want a few more of these.

A) Deadeye Navigator- Flicker whatever you want as many times as you want, provided you have the mana for it. You can change soulbonds every time you flicker.

B) Ghostly Flicker- Flicker two different things and you can do it in response to an opponent targeting something to prevent it from succeeding.

C) Archaeomancer- You want this almost as much as you want eternal witness.

D) Eternal Witness- Bring back any card into your hand. Wanna use any of your instants/sorceries again? Cuz ya can. Want a creature back? Revive that shit.

E) Equilibrium- Works on both your creatures and your opponent's.

F) Mulldrifter- For three mana, it's basically a sorcery that draws you a couple cards. For five mana, it's a creature that can be flickered.

G) Palinchron- Considering the lands you have that provide double mana, you may end up with an infinite mana combo here.

H) Nephalia Smuggler- Reliable flicker effect.

I) Augury Owl- Small flickerable creature, plus you can get an early-game scry which is nice.

J) Omenspeaker- Same as the owl.

G) Cryptic Annelid- More scrying.

H) Fool's Demise- Keep your big guys alive while abusing their "enter the battlefield" effect.

I) Mystic Snake- Since you love countering so much, why don't you flicker to get even more countering?

J) Prime Speaker Zegana- Hey this looks kinda like your commander, doesn't it?

K) Strionic Resonator- This works on any trigger effect, which includes every one of your "enter the battlefield" effects.

Part VI) Land ShenanigansYou can always use more land shenanigans. It's pretty easy to replace a basic land with one of these options.

A) Hinterland Harbor-Good dual land. Chances are you can get it out untapped, and it's not even a big deal if it comes in tapped.

B) Rogue's Passage- Why is this not already in here?

C) Breeding Pool- Another good dual land option. It also counts as a "forest" or "island" for effects that specify those words (i.e. Hinterland Harbor).

Part VII) Other cards to consider and why:A) Prophet of Kruphix- Really synergizes with your counter spells. Feel free to tap out all your land to play a creature, cuz at the beginning of your opponent's untap step (even before their upkeep), all your land is free to use again to counter stuff (and use other instant-speed effects).

B) Genesis- Bringing back your dead creatures is usually a good thing.

C) Sphinx Ambassador- Fun big card.

D) Colossal Whale- Another fun big card.

E) Hunter's Insight- Easy way to get a good amount of card advantage.

F) Veil of Secrecy- Creature gets hexproof and unblockable for a turn, which is neat.

G) Artful Dodge- More unblockable.

H) Boundless Realms- ALL THE RAMP

I) Protective Bubble- The blue whispersilk cloak.

J) Aqueous Form-Unblockable AND scry

K) Into the Wilds- More ramp is nice.

The problem with EDH is you ONLY get 100 cards, which always sounds like a lot more than it is. At one point it just becomes a question of what do yo personally like the most. Have fun narrowing this list down.

adbirk on Cats in da house

2 months ago

@gonewithlaw Thanks for your reply. I agree with Sylvan Reclamation. I will make that change as soon as possible.

As far as Thought Vessel and Spell Book. With cards such as Life's Legacy and Hunter's Insight, I have found that it is far too easy to be drawing 6 plus cards as early as turn 3. Later on I'm drawing 8-15 cards a turn and consistently discarding almost half my deck a game without these cards. It was weird to me at first but I think this is the deck MOST in need of these cards I have ever seen.

I agree with your tapped land argument there probably are 2-4 too many, however in general a tapped land on turn 1 is ideal.

Also I agree with your statement on low-drop cats. However, I do want exactly 1, 1-or 2-mana cat on turns 1 or 2 in order to start my card draw. I will probably replace some 2-mana cats with slightly more expensive cats like Brimaz, King of Oreskos, and some of my 6 and up mana cats for more interaction.

I do like the idea of double-stike. It really pushes the deck of the edge as far as an early and late game aggressive threat. I think all of your suggestions are perfect for the deck as well, it's just fitting them into a curve as they don't add to my creature power for cards such as Greater Good.

As far as your recursion/combo suggestion. I do think the deck can diversify and should diversify to some kind of combo. The quick end to a game that a combo (built out of pieces that hold there own without the combo) is exactly what I have been looking for to end late game board stalls against multiple opponents who have staved off the the claws.

Thanks again for your comment!

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