Inscription of Insight

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Vanguard Legal
Vintage Legal

Inscription of Insight

Sorcery

Kicker (You may pay an additional as you cast this spell.)

Choose one. If this spell was kicked, instead choose any number of the following, once.

  • Return up to two target creatures to their owner's hands.
  • Scry 2, then draw two cards.
  • Target player creates an X/X blue Illusion creature token, where X is the number of cards in their hand.

Fablab on Jeskai Prismablade

2 years ago

With Forgotten realms out, I have some suggestions for rotation. For the most part, the deck is intact but it loses embercleave, sublime Ephinay, and it’s mana base gets weaker. Embercleave can’t really be replaced with much, perhaps you could could change the deck grixis or esper colors to add Vorpal Sword as a replacement, which also gives access to some new treasure tools from AFR, but I doubt you’d want to change your deck that much so the next best thing I found was Hand of Vecna

Mana base is The real problem so either you hope innistrad prints/ reprints good lands or you add more basics and some snarls

Sublime can be replaced with a number of other win con cards or a board wipe but if your looking for something that does what sublime does, best thing I found wasInscription of Insight andYou Find the Villains' Lair ,though inscription not really good and Lair doesn’t have enough value for the card it’s replacing

And I have a couple more card suggestions that I think are interesting for win cons, Sorcerer Class,Inferno of the Star Mounts, and Demilich

PrettzyDizzy on Eligeth and Esior, Sphinx and his Owl

3 years ago

Changes:

Island -> Snow-Covered Island

Glimmer of Genius -> Graven Lore

Reason: Graven Lore was just too good to pass up.

Rhystic Study -> Inscription of Insight

Mystic Remora -> Sentinel Totem

Reason: I simply needed to make some cuts and while I do agree Rhystic Study and Mystic Remora are super powerful cards I felt like that the deck is able to draw enough without them. Insription of Insight is a versatile spell which can do so much and Sentinel Totem cycles itself if Eligeth is out and can control our opponents 'yards.

bonettig on What's the CMC of kicked …

3 years ago

Hi everyone, if I cast Inscription of Insight kicked, what's the CMC? 4 or 8? If I have Imoti, Celebrant of Bounty on the battlefield, do I get the cascade trigger or no?

Thanks in advance!

TheVectornaut on Blue/White Life and Defenders

3 years ago

I think a good place to start would be to evaluate what goals are the most important for your deck while making sure you don't have too many ideas that compete against each other. When I look at the deck now, I can see the general idea of a U/W control list that takes advantage of freeze and lifegain to prolong the fight until you can win. However, I see some major problems with the plan as it is now.

First, the deck lacks a clear win condition at the end of all the control. You'll either need to chip away over the course of a slow game with your smaller creatures or hope you have enough freeze effects to get your big guys in late-game. Control deck usually opt for some type of haymaker that can reliably close the game. Some like AEtherling and Gideon, Ally of Zendikar are designed to protect themselves, some like Celestial Colonnade and Shark Typhoon place emphasis on evasion, some like Torrential Gearhulk and Snapcaster Mage give you as much value as possible, and some like Jace, the Mind Sculptor and Teferi, Time Raveler deny your opponents of counterplay. There's a lot of overlap within those categories and not all of these cards will be played as a wincon, but having a clear plan to win is better than only playing to not lose. The closest cards you have are probably Serpent of Yawning Depths and Archipelagore. Sea monsters are certainly a fine casual deck but slotting them into something else can be awkward at best and ineffectual at worst.

The second problem I see is the missed potential of your chosen colors combined with your chosen tribe. Right now, you have very few ways to take advantage of the clerics in the deck. Clerics are intended to be W/B since you get access to powerful new tools like Orah, Skyclave Hierophant, Taborax, Hope's Demise, and Cleric of Life's Bond along with classics like Sin Collector, High Priest of Penance, and Skirsdag High Priest. The lifegain/drain synergy in clerics also benefits from orzhov colors to play threats like Angel of Destiny, Vito, Thorn of the Dusk Rose, Marauding Blight-Priest, Speaker of the Heavens, Ayli, Eternal Pilgrim, Twilight Prophet, Pious Evangel  Flip, Drana's Emissary, and Cruel Celebrant.

Incidentally, black also synergizes quite well with tapdown effects because of Assassinate cards like Royal Assassin, Deathbringer Liege, and Murderous Compulsion, although white does have its share of Vengeance with Sunblast Angel, Deadeye Harpooner, and Swift Response. Anyway, now that I'm on this tangent, it's worth mentioning that including strong freeze effects is important if you want to make such an underused mechanic work. I'm partial to Dungeon Geists and Icefall Regent as permanent taps, but there's also Guardian of Tazeem, Niblis of Frost, Tamiyo, the Moon Sage, Time of Ice, Lorthos, the Tidemaker, Frost Titan, and Hands of Binding. Alternatively you can use cheaper cards that can retap a creature each turn like Gideon's Lawkeeper, Blinding Souleater, Fatestitcher, Hidden Strings, and Minister of Impediments. The final category I'll mention are other cards that take advantage of tapping enemy creatures like Palliation Accord and Verity Circle, except I'd only ever recommend the latter.

In summary, I think you should decide whether you're more interested in clerics or in freeze since they don't synergize with each other that well. For clerics, switching to black and taking advantage of lifedrain and sacrifice is advisable. For freeze control, find ways to abuse tapping, implement a strong win condition, and generally include more card draw and countermagic. If you are dead set on combining these styles, I'd at least invest in some tribal support cards to give the clerics more impact than just weakly contributing to the party mechanic. Adaptive Automaton, Door of Destinies, Obelisk of Urd, and Coat of Arms are some popular options. Finally, if your budget doesn't allow you to purchase many new cards, prioritizing the acquisition of additional copies of your strongest but cheapest cards is a good way to upgrade. For this deck, I think those cards are Attended Healer, Cleric of Chill Depths, Hypnotic Sprite, Kor Celebrant, Luminarch Aspirant, Queen of Ice, Shepherd of Heroes, Skyclave Cleric  Flip, Concerted Defense, Dovin's Veto, Negate, Inscription of Insight, Staggering Insight, Trapped in the Tower, and maybe Silundi Vision  Flip. Good luck with your build and let me know if you have any questions!

VampDemigod on The reason you should never give me mill

3 years ago

Potential upgrades to manabase (make sure you still have 4 islands afterward tho, and cut the castles): 4x Inscription of Insight 1-4x Jwari Disruption  Flip 4x Sea Gate Restoration  Flip 4x Silundi Vision  Flip

Obviously, you don’t need to add all of these, but they’d definitely be useful.

Also, note that Uro cannot drop any of these.

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