Open Into Wonder

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Amonkhet (AKH) Uncommon

Combos Browse all

Open Into Wonder

Sorcery

X target creatures can't be blocked this turn. Until end of turn, those creatures gain "Whenever this creature deals combat damage to a player, draw a card."

Open Into Wonder Discussion

Hexaflexagon on The Flying Turn Generator

2 months ago

Hey man!

Before we get into this, I just want to say that if I sound like a know-it-all and a dick, it's toatally unintentional and I apologize for it. Also, I have never played Jeskai in EDH, so please take my suggestions with a grain of salt.

It's kind of hard to find a good Jeskai Commander that is based around creatures, so I think you have two options:

Of course, you could have both in your deck, and switch them around as the meta/playgroup changes, but it's best to choose one now. I'll provide options for both.


The ramp and land package wil be roughly the same, so I'll start with that. I use TCC's manabase template, but feel free to change it.

Ramp

Lands

TCC's template for a manabase is this, but feel free to change it to fit your budget etc.

  • 3 OG Duals (Can be replaced by Check, Scry or Man lands)

  • 3 Shock

  • 3 Zend-Onslought Fetch (Can be replaced by Panoramas)

  • 15 total basics and utility (9/6 split)

  • 3 Filter Lands

  • 3 Pain Lands

  • 4 Any Colour Lands

  • 1 Tri Land

  • 3 Other Lands(more utility, duals, Lairs, etc)


Here's a deck that I drafted if you want Shu Yun, Silent Tempest as your commander. I left three slots for the cards already in your deck


Here's the draft deck if you want Ishai, Ojutai Dragonspeaker and Bruse Tarl, Boorish Herder as your commanders


That ends my very long post. Feel free the change anything you want about the decks I made, as they are only a first draft.

Good Luck,

Hex

Toun25 on

5 months ago

I would remove Open Into Wonder and Valor in Akros . Both require too much mana to do very little.

hkhssweiss on

5 months ago

Here are some cuts you can consider:

All the cards I mentioned above in EDH doesn't make too much of an impact and not good enough in a multiplayer game. I saw a lot of pump cards but the thing is once you use it will be over, in a 1v1 situation those cards can be considered but you are going for a multiplayer game, so you want to have longer lasting effects or worldly buffs than single shot pumps.

You can start by trimming out those cards first, and also changing the mana base a bit as 30 lands it fairly low for a deck thats not akin to storm or combo, you can up it to at least 34-36 lands, I would say 36 for now until you start refining the deck.

Hope that helps!

triproberts12 on Sun Quan, Lord of Wufect

5 months ago

I think what this deck wants is some ways to make infinite mana. The one that would be best, in my mind is Dramatic Reversal + Isochron Scepter . You'll want more mana rocks, although I think you want more anyway, but with that combo, you can power out Blightsteel or proliferate out the table with Contagion Engine , Contagion Clasp , or Viral Drake . You'll want the typical Muddle the Mixture to grab the combo, and artifact tutors such as Whir of Invention , Fabricate , and Tezzeret the Seeker can get your Engine and Clasp, as well.

Another classic mono-blue combo is Pili-Pala + Grand Architect . I like that one here, since you want to power up your blue and artifact infect creatures, anyway.

Next is Palinchron . You're already running High Tide and Caged Sun , so that's one option to go infinite. Deadeye Navigator can also combo with Palinchron.

A cheaper alternative is the old Pauper Peregrine Drake combo. You use Ghostly Flicker , Illusionist's Stratagem , or Displace to blink Drake, Great Whale , or Palinchron with Mnemonic Wall , Archaeomancer , or Salvager of Secrets , returning the instant each time.

To tie all of these combos together, Merchant Scroll and Mystical Tutor can get the Instants or Whir of Invention .

I think you could use a lot more mana rocks, as well. I would start with Sky Diamond , Mind Stone , Worn Powerstone , Thran Dynamo , and Thought Vessel .

I'm also surprised not to see Corrupted Conscience in here. Love that card.

As for cuts, I'm not really sure what Helm of the Host is doing here. It's not your commander you want more of, it's infect creatures. For that kind of mana, you could just kick Rite of Replication . Not really sure what Telepathy is for. If anything, you don't want the table to know when the infect player is a danger. Borrowing 100,000 Arrows has always been a pet card of mine, but making the kind of mana you are, you want X spells. Blue Sun's Zenith , Open Into Wonder , and Pull from Tomorrow are you friends.

Since you're limited on infect creatures, you might want normal clone effects. Phantasmal Image is cheap. Gigantoplasm can copy an infect creature and one-shot people, Quicksilver Gargantuan to a lesser extent. Phyrexian Metamorph is flexible. Vizier of Many Faces has recursion. Stunt Double can surprise the table by speeding up the clock just before your turn. Fated Infatuation comes with card selection. Mirror of the Forebears survives board wipes. Cackling Counterpart , Stolen Identity , Quasiduplicate , and Saheeli's Artistry can all copy creatures multiple times.

Rahvin_dom on Adelize, The Wizard Wind

7 months ago

I like what you're going for here, but I see some places where you might consider changes. Specifically I like your cantripping combat tricks (buff, commander trigger, and replace themselves, all pretty great), and I like using Prowess creatures to sort of double-dip on the effect your Commander provides.

Your average CMC is nice and low, which is great. Unfortunately you're not running very much ramp, in combination with a somewhat low land count. A deck like this is going to be deceptively mana-hungry - you only get your Commander's buff till end of turn, so ideally you want to cast multiple spells in a single turn to pump the team as much as possible. Preferably mid-combat. Multiple spells means a lot of mana. I'd look at adding rocks, especially rocks that are 2CMC or less. Wayfarer's Bauble, Fellwar Stone, Coldsteel Heart, Star Compass are all great budget rocks for a 2-color mana base. Slightly more expensive are Fire Diamond, Sky Diamond, and Gilded Lotus. Since you're using combat and only running two colors, Sword of the Animist would work well too.

You have a decent number of cost-reducers for instants and sorceries, but I;ve always found that those aren;t really a good substitute for ramp. They're great cards, and if you build the deck with lots of instants/sorceries with generic mana costs they can really help you cast multiple spells in a turn, but they supplement ramp, they can't actually replace it. Similarly, Mana Geyser costs 5 - it's not really "ramp." It's a one-time effect for a big turn, but you need enough ramp to be able to cast a 5CMC ritual in the first place.

You're running several cards that are more optimized for 1v1, 20-life formats. I'm talking about Lightning Bolt, Lightning Strike, and Wizard's Lightning. There are times to play these in Commander, but typically only as part of a combo (Bolt doesnt do much in Commander...unless you can cast infinite bolts, which can be fun). There are much better removal options: Rapid Hybridization, Pongify, Reality Shift, Echoing Truth, Curse of the Swine, Snap, Into the Roil, Commit / Memory, Blink of an Eye. I believe these are all dirt cheap, and most are instants, so you can cast them during combat.

If you can spare the cash (and hopefully it'll get a reprint in the next Ravnica set), Cyclonic Rift is the 2nd most-played card in Commander for good reason. It's some of the best removal available in any color.

Also bear in mind that "copy spell" effects don;t provide additional cast triggers. If you use Bonus Round, then cast Brainstorm, you still only get two cast triggers total, even though three spells will resolve. To get extra cast triggers you need wording like on Isochron Scepter - "you may cast the copy."

Card draw is fantastically important, and so is evasion. Open Into Wonder does both for you. Kindred Discovery would be pretty much perfect for this deck, and I think it came in this precon so you might already have a copy; otherwise I think the price has risen unfortunately. Card is a powerhouse for tribal decks.

Also great for tribal decks are some universal pump effects. Shared Animosity, Coat of Arms, Vanquisher's Banner (also draws cards), Door of Destinies, Adaptive Automaton, Metallic Mimic, Obelisk of Urd all work well. If you can generate tokens consistently, Eldrazi Monument gives evasion, pump, and makes your Wizards indestructible. For some mana-doubling, Caged Sun and Gauntlet of Power can make your lands produce more mana and also pump your creatures.

Also consider some Buyback cards - you can spend extra mana to put them back into your hand isntead of the grave as part of their resolution. Capsize, Haze of Rage (this one is particularly perfect for you - the combination of Buyback and Storm pumping your entire team is nuts), Mystic Speculation, Shattering Pulse, Whispers of the Muse, and Seething Anger all look pretty good for this deck.

Now, combat damage with no infinite combos is pretty tough to pull off in Commander, where you have 3 opponents typically and everybody starts with 40 life. Thats a lot of damage you need to rack up, and your combat buff effects basically all wear off at the end of the turn, leaving you with a bunch of low-power Wizards for the next turn. I'm going to make some combo-based suggestions - this would be perfectly acceptable in my meta, but everybody's playgroup is different. Some of this will be dirt cheap, some of it will cost a little.

You're already running Isochron Scepter. This card is phenomenal. It can help you pull off your main game plan (smash with Wizards), and it can also provide alternative win conditions that you can use if combat becomes unfavorable.

Scepter imprinting Dramatic Reversal with enough non-land mana sources to produce 2 mana will untap all your mana rocks, all your Wizards...and the Scepter itself, which lets you reuse it. And it casts the Imprinted card, so you get an Adelize trigger every time. You can do this infinitely to make your whole team infinitely large. If your mana rocks can produce 3 or more mana, you also can produce infinite mana.

You can also pair the Scepter with Paradox Engine. This starts to get crazy, because the Engine basically provides the same effect as Dramatic Reversal, but you an Imprint something else onto the Scepter. For example, you can Imprint Reality Shift. Activate Scepter to cast a copy of Shift, targeting an opponent's creature. Engine triggers, untapping the Scepter and your mana rocks. Reality Shift resolves, exiling the creature, and turning the top card of their library into a new creature. Activate the Scepter again to exile the Manifest creature and Manifest the next card of their library. Rinse and repeat until their entire library is in exile. Do that again for all of your opponents who have a creature out. Pass the turn, and let them lose from drawing on an empty deck. You can see how flexible this is. Opponents can stop you with well-timed interaction, but it works super well, and you're playing Blue, so you can hold counterspells to protect yourself. Engine is going up in price, I think its about $20 now, but it's well worth the buy. It'll only get more expensive.

DanteBeleren on Tetsuko Unblockable

9 months ago

I like. As much as your general likes to cause aggro though, I feel like you should cut your creature count down a bit for some additional "traditional" blue cards to further aid your deck. Also Guile feels a little forced.

Some suggestions though for a couple small stuff:

Good luck, and hope your enjoy your deck!

Pal00ka on Admiral's Stolen Treasure

11 months ago

I like the flavor going on but to me it does not look like you are playing to pirates' (the tribe) or Beckett's strengths. Example, Beckett wants 3+ pirates to deal combat damage but only Rogue's Passage lets you attack unblocked. Open Into Wonder, Thassa, God of the Sea, Goblin War Drums, Break Through the Line, etc. give you a better chance of doing just that. With so many ETBs Panharmonicon would never be a bad draw too.

33 lands is kind of low for such a curve. I would up it to 36 because aggro is a archetype that you do not want to miss land drops with. I would also add a few more mana rocks, like Fellwar Stone, Mind Stone, Darksteel Ingot. I do not think there are enough targets to make Primal Amulet effective, pre or after-flipping.

Kederekt Leviathan is an interesting choice, and I get its flavor, but I feel it may set you back too much too. While you do have more islands than others, I really like Scourge of Fleets tho the variance may be too high. But I think it would do a better job of clearing the board, keeping yours intact, and letting a big swing go through.

IvYekS on Nicol Bolas's Devastating Army

11 months ago

I would have put in Open Into Wonder and Omniscience because of their practical win condition not to mention Cruel Ultimatum just to stir up more trouble, but that's just me.

Load more

Open Into Wonder occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%