Peer Through Depths
Instant — Arcane
Look at the top five cards of your library. You may reveal an instant or sorcery card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Printings View all
|Duel Decks: Mind vs. Might (DDS)||Common|
|Modern Masters (MMA)||Common|
|Champions of Kamigawa (CHK)||Common|
Combos Browse all
|Commander / EDH||Legal|
Peer Through Depths occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Peer Through Depths Discussion
3 weeks ago
some thoughts, i would look at Stunt Double over Clone,
Turnabout over Sleep,
and maybe Pull from Tomorrow over Stroke of Genius.
also, this one is personal preference, but Impulse over Peer Through Depths as you can get the other 68% of your deck and don't have to reveal...
cheers and keep having fun!!!
1 month ago
I would like to recommend +4 Scalding Tarn, +4 Steam Vents, +4 Goblin Electromancer, + 4 Manamorphose, -3 Vessel of Volatility, -1 Pentad Prism, -4 Sleight of Hand, -3 Island, -5 Mountain, swap Serum Visions for Preordain (scry, then draw to help on combo turns), or Peer Through Depths (grabs instants or sorceries 5 deep and can use Splice onto Arcane from Desperate Ritual, or even See Beyond (Draw two, then shuffle dragon from your hand into library so it's not stuck).
1 month ago
my storm deck has 4 Gifts Ungiven and 4 Baral, Chief of Compliance. They both make a very large difference and I recommend them. I would play 4 Opt rather than 1 and cut Peer Through Depths, Desperate Ravings, Divination, and Chart a Course. Also 4 Goblin Electromancer instead of 3. Good luck getting it faster!
1 month ago
Fusion Elemental is cool and you can cast him without NEEDing Jodah on the field, but same argument as the Brontodon, just boring.
I don't understand what Wall of Runes, Feral Incarnation, or Opt do for you. Go for more direct land fetching, fix those colors! (by the way, I like the mana filter ideas, solid back-up plan that doesn't require foolish amounts of expensive lands!)
I love the direction and it looks like it plays well, but I would take it as more aggressive. Mana-ramp to get Jodah out as soon as you can and just start abusing his power!
5 months ago
Funkydiscogod I really like the Tallowisp + Oppressive Rays combo. I don't like the specific Ordeal of Nylea suggestion as it seems way too slow and easily disrupted, but think something like Daybreak Coronet could be ok.
In general, I think that this Celestial Kirin idea is way too fragile and needs a ton of synergy to be effective. I have been looking at arcane and spirit spells and like Horobi's Whisper , Nether Spirit , Peer Through Depths , and Ethereal Haze just as cards. I still don't think there's quite enough, but maybe Tallowisp , Oppressive Rays , and Pacifism could make it good.
7 months ago
Ooo Dovescape is some sweet tech here. I landed a Dovescape once (playing Ink-Treader) and quickly entered my friends' "Books of Grievances". You might like these: Call to Mind , Guile , Unsubstantiate (this would allow you to return rebounded counterspells to your hand, assuming you have another rebounded spell that the counterspell can target first), Failure , Veil of Secrecy , Peer Through Depths , Brainstorm
9 months ago
Eh, the increased cost really is a reason to dismiss it for this deck, though. And it's still Turn 3 or 4 before I can swing or block with the elementals, which are only 1/1s. Not really that 'fast' compared to other modern human or elf decks, even budget ones. I don't benefit from ETB, death or attack triggers either, so spawning more creatures doesn't do much for me.
Guttersnipe's damage happens the moment I cast the spell, whether that spell gets countered or not. It also hits all opponents for 2 damage, which is a huge difference in a 4-player game.
I don't want to dismiss this too quickly, and I also want to see the damage potential, so let's set up two similar situations. I hit 'Playtest' for the deck, and am using a sample hand it has generated. Thermo-Alchemist , Guttersnipe , Gelectrode , Toils of Night and Day , Mystic Monastery , Plains x2.
Okay, not bad. Let's play a second hand side by side, replacing the Guttersnipe with Young Pyromancer . I'll denote them as [GS] and [YP].
[GS] Turn 1 :: Draw Blessed Breath , play Mystic Monastery, pass.
[YP] Turn 1 :: Draw Blessed Breath, play Mystic Monastery, pass.
[GS] Turn 2 :: Draw Toils of Night and Day (oh boy), play Plains, cast Thermo-Alchemist, pass.
[YP] Turn 2 :: Draw Toils of Night and Day, play Plains, cast Thermo-Alchemist, pass.
[GS] Turn 3 :: Draw Mountain, play Mountain, cast Gelectrode, pass. (Ping opponent with TA on their end step.)
[YP] Turn 3 :: Draw Mountain, play Mountain, cast Young Pyromancer, pass. (Ping opponent with TA on their end step.)
Pausing here to asses board states. The nice thing about YP here is the extra W mana I have leftover right now, so I can cast Blessed Breath to protect my creatures, and get an elemental out of the deal. With the GS board, I'm playing Gelectrode first to get it unsick, and so I can play GS next turn and be able to Blessed Breath like I am with YP this turn.
[GS] Turn 4 :: Draw Reach Through Mists , play Plains, cast Guttersnipe, pass. (Either Blessed Breath or Reach Through Mists as needed, generating a total of 6 damage to a single opponent or 14 damage to 3 opponents.)
[YP] Turn 4 :: Draw Reach Through Mists , play Plains, pass. (Use Toils of Night and Day to tap down attacker and get an extra untap out of TA, splice on protection for a blocker if needed. If not, just Reach Through Mists, splice as needed. Can also use Toils to untap Mystic Monastery to give an extra blue mana to cast Reach. If we cast one spell, we generate a 1/1 elemental and a total of 2 damage against a single opponent or a total of 6 damage to 3 opponents. Two spells gives us 2 elementals, 3 damage or 9 damage.)
Let's pretend we had to use Blessed Breath to protect our creatures in both cases. So YP will in effect cast Toils with BB spliced, untapping Mystic Monastery, and then casting Reach at end step to draw an Island.
[GS] Turn 5 :: Draw Island, play Island, cast Reach Through Mists drawing Peer Through Depths , generate 6 damage to a single opponent, 14 to three. Cast Toils of Night and Day on Mystic Monastery and Island, generate 4 damage to a single opponent, 10 to three. Cast Peer Through Depths, revealing Island, GS, Mountain, Peer Through Depths, and Reach Through Mists, selecting Reach Through Mists and generating 4 damage to a single opponent, 10 to three. (A single opponent with no lifegain will now be dead.) Cast Reach Through Mists, generating 4 damage to a single opponent, 7 to two, drawing Evolving Wilds . Pass.
[YP] Turn 5 :: Draw Peer Through Depths, play Island, etc...
From here, you can see that as a Burn deck, there's no way Young Pyromancer can outdamage Guttersnipe in the early game. Even if you're going cantrips, Guttersnipe can still rack up more damage. The tap triggers and the protection in the deck help deal with oncoming aggro, so the tokens aren't as necessary as blockers as they might initially seem.
Maybe I'll make a $15 deck that features some of the cards people have been suggesting, because those would all synergize well together, lol.
10 months ago
Force of Despair is an interesting one, in fact I played it for a little bit in the wake of Hogaak just because of how explosive they are, and while it had the potential to be good, the fact that (pre-ban) one could lose regardless of the instant speed wrath always felt bad so the testing didn't last long. Mox Tantalite is just unfortunately too slow, coming down on turn 4, what maybe we have 5 mana, and then we would need a guide to win or have played a Prism or Unlife prior, that seems like a lot to go right to me so I would rather just have a Black Lotus than a Mox as we plan on winning the turn it comes down.
Scheming Symmetry is a card I have seen be mentioned a lot lately and while I agree it's very powerful, the fact that it is a sorcery really hurts it in my eyes. The fact that our opponent gets whatever answer they think is best before we get the payoff for the card is very scary to me. Sure in some matchups this drawback wont matter because the opponent doesn't have interaction to begin with but in any matchup that does we just made our lives more difficult, and for those matchups where they have minimal interaction, do we really want to give them the opportunity to find their only out? Now if it were an instant then I would be completely on board with it, as I find an end step Spoils of the Vault can be the difference at times just adding that flexibility. The boarding it out argument is also not that strong, at least for me, my sideboarding philosophy for the deck relies on cutting a minimal amount of Spoils of the Vault , maybe 1 and have 1-2 left, so at least for me that argument doesn't really apply as I don't believe Spoils of the Vault is necessarily the card we want to be reaching for first when cutting cards. Cutting spoils for this removes the spoils kill as well, which, with a local meta filled with Surgical Extraction has been coming up much more frequently for me and it would be a shame to lose that option. The card reminds me a lot of Maralen of the Mornsong one of my all time favorites but a hard egg to crack as to just how playable it is. I think at this point I'm closer to playing Peer Through Depths than this just because we are built around the idea of being able to win at instant speed, keeping our opponents honest, this removes that to a degree. That said however I do agree it can and should be tested first.