Learn from the Past

Legality

Format Legality
Vintage Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Frontier Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Dragons of Tarkir Uncommon

Combos Browse all

Learn from the Past

Instant

Target player shuffles his or her graveyard into his or her library.

Draw a card.

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Learn from the Past Discussion

landofMordor on Casting Spells

3 weeks ago

Hey friend! Love the improvements. Some hate in the form of Learn from the Past etc is necessary, and I think you've found a good amount. Like others have said, getting down to 100 is the toughest part -- now you get to play and test.

I'll affirm from playing Rashmi myself that she is totally bonkers. Even without any topdeck manipulation like Future Sight, she crushes even my most competitive decks pretty handily. So I don't think you should worry about how "competitive" it will be to ignore extra turn stuff or to roll with energy as your main theme. Just play what's fun, and Rashmi will break it.

Cheers!

Cragon18 on Casting Spells

3 weeks ago

Thanks for the feedback Chandrian and landofMordor. After reading your comments, I kind of went back to the drawing board. It has many of the same cards, but I attempted to up the energy package, mainly for Aetherworks Marvel to maximize my Rashmi triggers. I removed some of the dead cards as both of you suggested. There are still likely a few dead cards but I can work those out as I play. Keep in mind that many of the choices are for my kitchen table meta which has lots of artifacts and graveyard shenanigans, hence cards like Learn from the Past, Natural Obsolescence, and Energy Flux(mostly that card is hilarious against an artifact deck) and the like. I attempted to add some more mana ramp. I don't have many of the mana ramp staples that you suggested Chandrian since I have only been playing since OGW. I did collect as a kid, hence some of the 4th edition cards. If I like the deck I will certainly look at acquiring more of the commander staples. Thanks again and let me know if y'all like the new direction! Cheers and Happy Brewing!

Ashmed on Talrand and His Minions of Flying Doom

1 month ago

Hi CRShadoW, Turnabout is a very good card, especially when paired with High Tide and spells with X in the casting cost. I don't think it would make much of a difference in this deck and I don't think I would cut anything for it. Elixir of Immortality I left out in favour of Learn from the Past and Psychic Spiral as they both trigger Talrand and the life gain from Elixir is negligible.

Argy on Neheb, the Worthy - Jimmy | Game Knights #6

2 months ago

You're kidding, right?

There are so many ways to get your Opponent to shuffle their deck whenever you want.

I'll list some.

Boggart Forager
Cranial Archive
Extirpate
Fertilid
Krosan Reclamation
Lantern of Insight
Learn from the Past
Memory's Journey
Mnemonic Nexus
Seek
Soldier of Fortune
Stream of Consciousness
Surgical Extraction
Thran Foundry

My play group is brutal and packs just about all of these cards.

There's no way they are just gonna let you fetch out part of your winning combo with Vampiric Tutor or Enlightened Tutor.

If your play group lets you get away with it, consider yourself lucky.

Grind on Vorel's Discount Counters

2 months ago

Hi Croc,
some quick suggestions for your brew. your mana curve looks pretty agressive but it looks like you're vulnerable to boardwipes. here are some quick recommendaitons.
Impulse > Contingency PlanArcane Denial > Clash of Wills
Fact or Fiction > Learn from the Past
Swan Song or Dream Fracture > Cancel
if you really want to go in on the counters mechanic, Inexorable Tide is decent. then you could consider running Astral Cornucopia or Everflowing Chalice.
Swiftfoot Boots > Banshee's Bladegeneral recommendations - unless you're going voltron, some of your cards look only great in a 1v1 format. such as Battlegrowth, Burst of Strength, Dragonscale Boon, Slip Through Space.
it looks like you want to go wide with creatures - you may consider some buffs like Overwhelming Stampede and Triumph of the Hordes.
finally some goodstuff recomendations including Stunt Double that are hopefully affordable enough for you: the three R's are Really important:
Ramp: Cultivate, Kodama's Reach > Sakura-Tribe Elder, Wild Growth.
Recursion: Archaeomancer, Greenwarden of Murasa.
Removal: Beast Within, Rapid Hybridization, Reality Shift, Reclamation Sage.

Ninja_T0-_-0 on Sarkhans Dragons will Punish you!!

3 months ago

Cranial Archive, Elixir of Immortality and Learn from the Past may help with getting your dragons back when you put them into your graveyard.

etheraldreamer on Dralnu Control

4 months ago

Learn from the Past Kind of really narrow but devastating to certain decks/matchups we may see. Also if we arent against a big graveyard based threat, it in essence has built in 1U Cycling since it cantrips. Except that counts as a cast and grows the +1/+1s. It answers something that is powerful when abused and it's ENTIRELEY worthless outside those matchups. Grim Affliction I'd argue this is an autoinclude for sure. For obvious reasons I think. Trail of Evidence not sure if this would end up worthwhile or just choke a card slot but looked interesting. Viral Drake Gives us some air blocker meat and a way for you to dump mana at their end step if you have some left and help us grow. Howling Mine was also on my list. We want spells cast we just want to them mitigate them so we are going to need the fuel/card draw to make sure we have the RIGHT answers. Baleful Strix is pure value in most any deck. Cantrips and 1 time deadly air defense. Ghost Quarter, Encroaching Wastes, Strip Mine, Tectonic Edge, Wasteland - a couple to take care of possible show stoppers like Maze of Ith against us would be nice. Not to mention all the other utility lands people run we might want gone. I have too many slots dedicated to fixing so i cant run many of these colorless only sources. (though I did still slot a Wasteland). There's a ton of land destruction at sorcery in black, but i dont want to clog too many slots with something other than removal or it's going to get inconsistent fast. Befoul is probably on point for the versatility of it. I dream of Helldozer lmao but probably not...

dancarvalho on Nope, you're not playing this

4 months ago

The idea of the deck is alright, but if you want to win your extra draws have to take you somewhere. I highly recommend you to put at least one combo here, like:Peregrine Drake + Deadeye Navigator + Blue Sun's Zenith + Laboratory Maniac = Mill yourself to the win.

You can replace Peregrine+Deadeye for another infinite mana combo and it will have the same effect.

Mind Over Matter it is kind of expensive but gives you a lot of value with Arcanis the Omnipotent and Azami, Lady of Scrolls, they do the same combo to Laboratory Maniac but without the necessity of infinite mana and blue sun's.

Another good combo is Archaeomancer + Ghostly Flicker + Gilded Lotus. With Baral on the table you have infinite mana, with Talrand on the table infinite drakes. Archaeomancer + Turnabout + Rite of Replication = a lot of infinites.

Some extra turn cards that you should consider are Time Warp and Beacon of Tomorrows (to both of them you already have part of a combo in your current build), in multiplayer you really shouldn't trust with people voting or choosing for you, to much debate that can backfire for you.

Hinder and her sister Spell Crumple just love Tunnel Vision, just mill a player out of the game.

Suggestions for out:

  1. Alhammarret's Archive: okay, extra draw by countering a spell is great, but for 5cmc you want something that you can use all effects possible. In EDH every slot must be filled with something completely useful, you are using U and that is the best color for draw, probably you have better alternatives for it or a slot open to more protective measures, what taking the low count of creatures is probably a good choice.

  2. Talent of the Telepath: Mill everything or mill nothing. Bad against aggro decks, terrible against reanimator decks, with possible little or no return at all.

  3. Sky Diamond: Your mana base have few colorless lands, so Mind Stone or Fellwar Stone are both better ramps.

  4. Fact or Fiction: I believe that blue should not give their opponents a choice to screw you, because believe, after some counters (especially in multiplayer), they will.

  5. Foil: I love most of the counters, but foil isn't the case, just too many bad experiences with it in EDH games.

In: Outside the cards for combo that I commented previously, you should also consider:

  1. Venser, Shaper Savant: Counter or bounce, with Deadeye+Peregrine combo, a lockout.

  2. Cancel: With Baral becames another Counterspell.

  3. Overwhelming Denial: Always good have a ensurence that you WILL counter that spell

  4. AEtherize: You dislike beatdown strategies, make that very clear to the table

  5. Impulse: Dig four cards at instant speed.

  6. Faerie Trickery: Because exile is best than graveyard.

  7. Sphinx-Bone Wand: Counters can also give damage and that is great.

  8. Mind's Dilation: Eliminate problems before they if have a chance to exist.

  9. Learn from the Past: Recicle your graveyard into your deck

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