Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
Draw a card.
|Have (2)||NineNotesKnives , Forkbeard|
Printings View all
|Core Set 2021 (M21)||Common|
|Mystery Booster (MYS1)||Common|
|Secret Lair (SLD)||Rare|
|Throne of Eldraine (ELD)||Common|
|Promo Set (000)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
1 day ago
Gamble and Intuition are a bit harder to recommend a 1x1 exchange of cards, as both of them would really like you to also run Underworld Breach (note that Intuition is already super busted on its own), so I'd suggest putting Breach in as well. I Suggest removing Thought Scour, Reality Spasm, and Pirate's Pillage. My reasoning for these choices is that I believe they are cards that don't really perform very well on the deck and can be taken out for this package. Pirate's Pillage nets you 1 mana when you have Mizzix out and that's very nice, but if you got Mizzix out with 3 counters already you're very much on your way to winning the game, while on other situations this card doensn't feel very nice, especially if it is countered. Reality Spasm also nets you mana, but you need Mizzix out with 3+ counters for that and if that's the case you can probably search your Turnabout. Thought Scour just wasn't doing enough for me, messing up a tutor now and then is nice, but most of the time I just wish I could have used this 1 mana for something else.
Underworld Breach wins you the game with Bonus Round and Frantic Search. Cast Bonus Round and then Frantic Search, with your floating mana cast Breach and the Frantic Search from the grave. Each cast will net you 1 mana and 1 extra card in the grave, envetually you'll find Reiterate and Seething Song, generate infinite mana returning Reiterate to your hand with buyback and mill everyone with Stroke of Genius or whatever. As p0megranates eloquently explains on the guide, once you get to this point winning the game is easy.
For Intuition you'll probably want to check the deck to see if there is a 3 card pile that wins you the game, as of right now I don't think so. But adding Mizzix's Mastery enables the following pile:Mizzix's Mastery, Past in Flames, Enter the Infinite.
If they give you Enter the Infinite, flashback Past in Flames, flashback Intuition searching Faithless Looting or Frantic Search or any discard outlet. Discard Enter the Infinite and flashback Mizzix's Mastery for Enter the Infinite.
2 days ago
Whew lots of thoughts in this thread.
First: Card advantage has been identified time and time again as extremely important to winning. Number of cards drawn by a player is the single best indicator of who will win in a 1v1 game of Magic. This is why Ancestral Recall is a $3000 card, even though it does the same thing as Concentrate just at a cheaper mana cost. I think that the color pie has been used for a long time by a designer I don't care for (cough Mark Rosewater cough) to justify lazy design because he doesn't like to imagine settings further away than Limited. Card advantage isn't just important, it is practically the cornerstone of competitive play. The EDH card pool is most similar to Vintage of all the other formats, due to the ban list and the cards available, no matter how much people wish to gripe about "muh competitive EDH". When you look at Vintage decks, the vast majority of them include blue, and rarely white (the most white deck being Thought Knot Seer stax, relying on eldrazi mana base and splashing white for pretty much just Thalia).
Second: White does have card advantage, but most of it is addition by subtraction. If you spend 1 card and remove 2 cards on the board, you have just gained +1 card advantage. This is seen in White with the massive amount of board wipes, from Wrath of God forwards. White has board wipes for creatures, artifacts, enchantments, and even a couple that impact cards in hand. As previously said in this thread, these cards require careful timing and strategy in order to get advantage from these cards. Compare to a card like Brainstorm, which always functions regardless of board state. While there are great times to Brainstorm (before a shuffle for example), there is rarely a bad time to Brainstorm. The same cannot be said for Wrath of God or other wipes, which perform better when you are behind and significantly worse when you are ahead.
Third: The raw card draw that White has is limited in scope or costly in mana. You can't just pay to draw a card, like you can any number of ways with . Most of the card draw requires deck build arounds, conditions on the board, or are just flat out heinously expensive to draw cards (such as Bygone Bishop, 5 mana before you even get the first card). The amount of white card advantage cards that are 1 or 2 mana cost are extremely small, being limited to a couple tutors and some conditional land advantage, not even land ramp. This is really what people mean when they say "White doesn't have good card advantage". If the card draw isn't in the 1-3 mana range, it is almost always too costly in opportunity cost to be worth a slot in your EDH deck.
Fourth: To address the OP, I wouldn't give White impulse type effects. I'd lean more into giving white a handful of small cantrips in the 1-2 mana range. I wouldn't make a white version of Brainstorm, but I sure would endorse a white version of Opt. Conditional card draw is neat, but I think deck building could be opened greatly just by giving white cards that say "Draw cards". I could also get behind a card like Glimpse of Nature except change "creature" to "enchantment". I also believe Cultivate would make a wonderful white card, and I could even be talked into Nature's Lore with "plains" instead of "forest" with a heavier mana weight in the cost. I think white has been left by the wayside, with designers still thinking white weenie and UW control as the only ways to design for the color.
2 days ago
Hey. That is cool that you are new to magic and have friends to play with. I have some suggestions for your deck.
I want you to notice that on Crackling Drake and Pteramander that some of the power in these cards come from the amount of instants or sorceries in your graveyard. I would say that you aren't getting the most out of these cards because you aren't running enough non-creature spells and therefore I would replace them. Fortunately, there are plenty of affordable dragons that I think you should consider. One in particular is Glorybringer.
I actually have a Blue/Red Dragon deck that maybe you could get some ideas from Budget Midrange Izzet Dragons.
1 week ago
So I’m brewing a Kalamax deck and I was considering the following scenario:
Kalamax, the Stormsire is tapped.
I’m asking because theoretically I’d like to overload Mizzix's Mastery, target Chandra's Ignition and cast a Twincast or some other instant speed copy spell to make Kalamax infinitely big and kill the table.
Let me know if anything needs clarification. Thank you in advance.
1 week ago
Up your Sprite Dragon and include Opt or the new scry 2 draw a card. Some Infuriate mainboard to ensure the Dragon's survive. Spikefield Hazard Flip in place of a few lands to drop Lotus Cobra Roil Eruption is a good card for this as well.
1 week ago
I think this is an okay guide for beginners designing simple cards with established abilities. Ultimately, I feel you miss a whole lot of the nuisance surrounding designing cards.
The most important rule, which you failed to mention, is knowing what format you are designing for. Your rules work fine for Standard and the unexciting cards that make up the filler in a precon deck or expansion set. They do not, however, lend themselves to creating new cards that would actually see play in Modern or the eternal formats.
Knowing the format you are building a custom card for is important--it informs what you can get away with in terms of costing, complexity, and power level. Designing a "fair" card for Standard is going to be a lot different than designing a "fair" card for Legacy.
Some of your rules simply do not track with reality. Take your card draw rule--you say a card should cost 1.5 mana, but it is well-established that gets you one card plus an additional effect (Opt being Wizards' pet example, but the for a card plus an advantage is so prevalent, the category has a specific word--cantrips).
You do not really address drawbacks, and how drawbacks can change the cost of the card (Daveslab2022 touched on this). Let's take a patently untrue statement in your post: "but we have never seen a 1-mana 3/1."
More accurately, we have never seen a vanilla 1-mana 3/1. Spark Elemental requires you to sacrifice elemental, so it often serves as a worse Lightning Bolt. Kjeldoran Dead requires you to sacrifice another creature. We can even go higher than a 3/1 if we make the ability devastating enough; Phyrexian Dreadnought for example, is a 12/12 for .
Drawbacks are an important card of card design, allowing Wizards to print strong cards below the curve. It is tricky to get the balancing on these right--and a number of powerful cards were created by Wizards' failure to balance.
I also think your post does a disservice as a guide by not discussing syntax. After not knowing how to cost cards, the biggest issue with custom cards are people's inability to write proper rules text.
When writing a custom ability, one should do a Gatherer search to find similarly-worded abilities that can be used as a template for whatever it is the custom card is trying to do. Not only will this make the card look more professional, it will reduce any abnormal rules issues that might come up as a result of poor wording and it might give a better idea of how the card should be costed.
1 week ago
ok.... So I took kinda different approach to bruvac deck. You can definitely check my deck Error 404 Library not found :)
Its funny that you struggle with draw in mono blue. You should definitely include some cheap draw/scry effects. Ponder, Brainstorm, Opt etc... There is a lot of them , just choose which one you like most :) Then... PLANESWALKERS Almost every Jace got draw ability. My personal favourite is Jace, Wielder of Mysteries :)
Protecting your creatures is little bit more tricky and it definitely depends on meta in your playgroup. Protecting Bruvac is crucial and Lightning Greaves works fine.
1 week ago
I honestly can't remember, but it doesn't hurt to add draw if you have room for it. If you're playing casually, especially against multiple players, there are definitely gonna be times when you run out of cards on your hand even when your gameplan is going well. I really like Opt, because it lets you avoid wasting up to two turns on bad draws and is great for when you have spare mana after casting all the creatures you can cast that turn.