Leyline of Anticipation

Leyline of Anticipation

Enchantment

If Leyline of Anticipation is in your opening hand, you may begin the game with it on the battlefield.

You may cast nonland cards as though they had flash. (You may cast them at any time you could cast an instant.)

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Set Rarity
Core Set 2020 (M20) Rare
2011 Core Set (M11) Rare

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Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Pioneer Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Historic Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Highlander Legal
Legacy Legal
Casual Legal
Oathbreaker Legal

Leyline of Anticipation occurrence in decks from the last year

Commander / EDH:

All decks: 0.04%

Blue: 0.25%

Leyline of Anticipation Discussion

Gelectrode95 on Insert Coin To Play - [Primer]

5 hours ago

WarSpaniel

Yeah, sure. The combo you're referring to is this one: Zndrsplt, Eye of Wisdom + Frenetic Efreet + Vedalken Orrery, Leyline of Anticipation or Emergence Zone, in the "Winning with Zndrsplt" panel.

Since you can't predict how many coin flips you'll win, you always need to put an high amount of triggers on the stack ("infinite") with the efreet, to be sure to win enough of them to do what you want (in this case draw your deck). If you can't play Thassa's Oracle at instant speed, you lose the game by milling yourself and that's why you need a flash enabler.

This combo, once started, can be stopped essentially in two ways:

1) You lose Zndrsplt, Eye of Wisdom. In this case, you won't be able to draw your deck and you'll have activated your efreet's ability infinite times for nothing. But that's all.

2) You lose your Vedalken Orrery or Leyline of Anticipation.

With every trigger, your opponents can do something in response. So if you put 10.000 triggers on the stack and someone targets your Vedalken Orrery with Abrade, you can respond to that by putting other 10.000 triggers on the stack. In this way you'll be able to finish your combo at instant speed without even letting resolve Abrade.

But if the first trigger of the efreet's ability resolves and THEN one opponent cast Abrade (for example responding to the second trigger) targeting your orrery, you can't do the same thing, since the efreet would be already dead or phased out. You'll proceed resolving the remaining 9.999 (well, not all of them, just enough to draw your deck). You'll draw Thassa's Oracle but you won't be able to flash it, so you'll lose the game by milling yourself.

That's why you need to get rid of Zndrsplt, Eye of Wisdom before this happens, and the only way to do it without a flash enabler is by using Chaos Warp. In this way you can let resolve all the efreet's triggers without drawing more cards than you need (you can remove the homunculus right after drawing the last card in your deck), cast Thassa's Oracle at sorcery speed (if it's your turn) and win the game.

The reason why Chaos Warp works in this scenario is because you're targeting your commander and you can decide to put it in the command zone instead of your library.

Heliogabale on Kinnan Brings Us Together!

6 days ago

Thank you for commenting DadHumanPraetor.

So your version of Kinnan would be infinite combo, but what would you use as a wincon? What would you include in your list that makes it special to you?

We don't play infinite in my group, so I am using Murkfiend Liege or Seedborn Muse along with Leyline of Anticipation or Vivien, Champion of the Wilds to get the advantage.

Kieza on Colossinstantification

1 week ago

though it gets in the way of unpredictable cyclone, Leyline of Anticipation is another way to cast Colossification at instant speed

SeanmanX on Space Aids

1 week ago

Digging the first pass of the deck I would try to go all-in on the infect theme and ditch some of the +1/+1 counter focused cards. Would make the deck feel a lot more consistent in games played.

I also see some cards that give brokkos some form of evasion, its worth noting that brokkos already has a pseudo-evasion like effect by naturally having trample, which deters people from blocking anyways, I feel that the additional evasion effects via creatures to mutate onto seems a bit extra.

I reccomend removing these:

  • Merfolk Skydiver - +1/+1 theme, its nice for a 5 mana proliferation sink but I feel its too clunky
  • Pollenbright Druid - A one time proliferate is likely too cute for this deck
  • Polukranos, Unchained - +1/+1 counter themed, I see the argument for mutating onto a huge creature with +1/+1 counters, but polukranos also shrinks really quickly
  • Elusive Tormentor  Flip is a nice unblockable threat, but we're winning by going to bash town with infect damage, rather than an unblockable 6/7
  • Silhana Ledgewalker Another pseudo-unblockable threat.
  • Toothy, Imaginary Friend I likely would only play this card with Pir, Imaginative Rascal, seems very off theme from what you're trying to do aside from giving itself counters.
  • Yeva, Nature's Herald This card only gives your green creatures flash, I dont think its really worth it... otherwise I would be super on board
  • Blighted Agent is a human and you cannot mutate onto it. I'm not sure if you want to keep it in the deck as an extra infect threat, or go all in on the mutate plan.
  • Relic Putrescence feels way too narrow just for giving its controller a single poison counter
  • Simic Ascendancy Is a +1/+1 card that I dont see as a viable backup plan
  • Leyline of Anticipation It's nice casting things at instant speed but that isnt really the theme of the deck, if folks have instant speed removal they will likely use it anyways and this wont get you many bonus points
  • Golgari Charm What is this for? Removing 1/1s? Brokkos has trample and your infect creatures might have 1 toughness... regenerating brokkos? Just mutate again..

Cards I would consider adding:

Since you're looking for more Destroy effects, Card draw effects, and counter effects, consider the following:

There are a few different land ramp spells I may play, but those are likely out of budget. For the remainder of the cuts I reccomend taking out the worst infect creatures, and possibly some of your land ramp spells

slashdotdash on 5 color no theme deck

1 week ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

Axelious on Flashy flash

1 week ago

Quicksilver I wanted the Sprite dragon to have an effective win con, since it would get really big fast. Would the deck without it Still have a win con in it's own flyers? Then maybe it should be U/B instead.

Vendilion could be nice! Gemstone Caverns is a really nice card and Notion Thief could have it's plays but I don't think it does enough.

I can't see the point of Leyline of Anticipation since it wont give the cards flash and then wouldnt trigger any of the other abilities. Or am I wrong in this?

carpecanum on Braids' Aquarium

1 week ago

Kumena's Awakening maybe? Its really easy to get City's Blessing in commander games. Arch of Orazca

Wash Out maybe.

I don't know your meta but is that Planeswalker integral? Maybe put in something to help your deck instead of possibly slowing them down until they can whack a planeswalker. Do you really need Leyline of Anticipation if you are putting out your big cards only on your upkeep for no mana? I'm not sure Caged Sun helps you more than a cheap manarock.

Quicksilver on Flashy flash

1 week ago

1+ for the rank #13 who hangs out with Saitama. Sprite Dragon doesn't seem to work too well here, you have too many creatures, perhaps Vendilion Clique might prove more effective. Gemstone Caverns gives you an advantage all the times you don't play first, Notion Thief is good for late game shutdowns and a Leyline of Anticipation should be in the sideboard at the least.

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