Opt

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Custom Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Brawl Legal
Standard Legal
Arena Legal
1v1 Commander Legal
Canadian Highlander Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
Dominaria (DOM) Common
Ixalan (XLN) Common
Invasion (INV) Common
Promo Set (000) Common

Combos Browse all

Opt

Instant

Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

Draw a card.

Opt Discussion

TheGameMaster85 on Grixis Arcanist

2 days ago

Honestly the number of times you can cast Opt compared to Ancestral Vision is enough to keep Opt in the deck to me.

hungry000 on Nicol Bolas, God - Pharaoh

2 days ago

Well, here's what I would do:

-all 15 creatures

-2 Sorin's Thirst

-2 Insult / Injury

-2 Kari Zev's Expertise

-4 Cancel


+4 Inquisition of Kozilek

+4 Fatal Push

+4 Lightning Bolt

+4 Opt

+4 Rune Snag

+1 Mana Leak

+4 Mission Briefing

opt. -2 Murder , +2 Terminate

opt. -2 Sweltering Suns , +2 Anger of the Gods

You can switch out Fatal Push and Lightning Bolt for some other removal spells if they don't fit in your budget (though they're actually pretty cheap atm), but they're a good investment if they do.

hungry000 on Nicol Bolas, God - Pharaoh

2 days ago

Bolas in modern, huh. The only way you're gonna be getting to 7 mana in this format is by going all-in on the control plan, so a Spirit subtheme probably won't work out too well as they're more for tempo/aggro decks. Instead, I'd go for a good ol' grixis control shell, like this: Grixis Control. Lots of removal, usually 4-6 hand disruption spells, and some counterspells.

Your most important cards are Fatal Push and Lightning Bolt , which are two of the best removal spells in the format. If you're willing to buy I suggest that you make getting playsets of them a top priority since they're used in pretty much every deck with their colors. Next, I should ask how you want to play: do you want to focus more on killing creatures, countering spells, or be proactive and make your opponents discard cards? I only ask this because I assume you don't want to shell out your entire fortune on buying cards like Snapcaster or Liliana, which let grixis decks do all of those things equally well. Your answer will help with card choices and also with mana base building, which is kind of tricky in budget 3-color control decks. I suggest going more counterspell/removal heavy since there are good, cheap counterspells like Mana Leak that make it easier to build a decent deck for less money and it'll stack up better against what you face locally (except maybe the UR control deck) if you focus on those.

Basic advice is this: focus more on removal and counterspells, less on spirits and you're pretty much good to go. If you're willing to spend money on this deck, all the cards you need to know of are in the deck I linked above. Recommended budget spells for the main: Mana Leak / Rune Snag , Terminate , Mission Briefing , Cry of the Carnarium / Anger of the Gods , Inquisition of Kozilek (not budget but if you're buying them anyway you should put them in), Opt .

Grubbernaut on Eisenherz Pauper Blizzet

2 days ago

Opt is an easy switch for more Brainstorm , especially since drawing extra creatures and being able to shuffle them away is strong in this deck.

Sadly, Tormod's Crypt is still not pauper legal: https://scryfall.com/card/c14/278/tormods-crypt

I was disappointed they didn't put it in Horizons at common.

You might also consider Memory Lapse over Mana Leak , seeing as most of the time you're probably only needing to buy one or two turns, with this deck. I'd also cut some number of SB cards for Pyroblast .

Cheers!

velocirafa on Izzet Labs Inc.

5 days ago

So I’ve ran other cards to help with the draw like Radical Idea and Opt , but there really wasn’t a need for them because a Goblin Electromancer would usually help dish out a Chemister's Insight or Ral's Outburst when I need cards. It helps to have the jump-start with Insight as well.

multimedia on Davy Jones Pt.2

6 days ago

Hey, saw your forum topic asking for help.

Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.

The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.

There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.

Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.


My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .

11 cards to consider cutting to add more lands:


Other cards to consider cutting to make 100 cards:

As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.

Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.


Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.

For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.

Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.

Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.

I offer more advice if you would like. Good luck with your deck.

zditty on Simic DRAW ALL THE CARDS or self mill I guess

6 days ago

This is a very cool idea. I wonder if the land count shouldn't be higher. Given that you are legit trying to play 6 and 7 drops, the more land, the better, maybe...Also, early game Opt might be handy.

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Opt occurrence in decks from the last year

Standard:

All decks: 0.82%

Blue: 6.97%

Modern:

All decks: 0.66%

Blue: 4.59%

UR (Izzet): 16.44%

Commander / EDH:

All decks: 0.04%

Blue: 0.33%

UR (Izzet): 0.56%