Plea for Power

Plea for Power

Sorcery

Will of the council — Starting with you, each player votes for time or knowledge. If time gets more votes, take an extra turn after this one. If knowledge gets more votes or the vote is tied, draw three cards.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Vintage Masters (VMA) Rare
Conspiracy (CNS) Rare

Combos Browse all

Legality

Format Legality
Oathbreaker Legal
2019-10-04 Legal
Canadian Highlander Legal
Casual Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
1v1 Commander Legal

Latest Decks as Commander

Plea for Power Discussion

king-saproling on aminatou edh 2hg - test ver

2 months ago

Thoughts on these? Silence, Archaeomancer, Savor the Moment, Plea for Power, Lich's Mirror, Tidal Barracuda, Vampiric Tutor, Lotus Petal, Vanishment, Cloud of Faeries, Decree of Silence, Coveted Jewel, Oubliette (see double masters errata; can now phase out opp's general indefinitely), Grand Arbiter Augustin IV, God-Pharaoh's Statue, Mandate of Peace (ask during opps' upkeep for them to let you know when they are going to combat. They will likely go straight to combat before casting things, allowing you to play this most effectively)

megagundam7 on Vote for Kenrith

4 months ago

I vote for Tim. Although if you want to take the group hug a little further go for any of the good will of the council cards Plea for Power , Council's Judgment or Magister of Worth

plainsrunner on Tenergy

5 months ago

I whipped up a copy of this deck with the cards sorted into categories so I could see what you had going on, and here's what I found:

  1. You have 20 ramp spells and 20 draw spells, probably about twice what you need of each. I'd start by narrowing those down.

  2. You have three cards that deal with +1/+1 counters. I'd replace Doubling Season with Parallel Lives, knowing that. I know it doesn't reduce the amount of cards, but it's 1 mana cheaper and will be equally as effective except in those three circumstances.

  3. You only have two mill cards, so you're not going to be winning with that strategy in 99% of games. I'd take them both out. Startled Awake  Flip is a great card especially when you can copy it, but you know what another great sorcery to copy is? Every other one in the deck, and those ones also contribute to you winning. The same is true for Telemin Performance. Yes, it'll steal a creature from your opponent, but you have other ways of doing that, that allow you to choose the permanent you're stealing.

  4. Of your nine extra turn spells, the weakest is definitely Plea for Power. It may be cheaper than the others, but that's at the cost of allowing your opponents to give you the worst choice between card draw and an extra turn. Both options are good, but one will always be less good, and your opponents will always choose that one.

  5. Speaking of letting your opponents choose, Pir's Whim does that too. Unless your opponent has exactly one artifact or enchantment, they won't choose to sacrifice the one that's causing you the most trouble. The added benefit of it allowing you to ramp isn't that great compared to the other ramp spells at your disposal.

I know this won't get you all the way down to 100 cards, but hopefully you'll be able to take a look at the categories I made or make your own and glean some helpful insights from them.

Jace_Nalaar on Thousand-Year Kess

8 months ago

Ziabo

No worries dude. Always happy to help a fellow spellslinger. From the looks of it, I would probably drop Ignite Memories for Finale of Promise, Nightscape Familiar for Lightning Greaves, and Plea for Power for Past in Flames.

For Ignite Memories, it seems a little high in the CMC to potentially whiff as a result of. Even with heavy mana rituals, for the same price you could get two spells out of your yard with Finale of Promise and potentially get more bang for your buck depending on how deep into your storm you are.

I'm all for redundancy, but you have a few general cost reducers already and, despite high CMCs on the tail end of your curve, you can probably cut Nightscape Familiar safely without really noticing a stutter in your plays. The greaves would ultimately serve you better, I think. If they're rightfully hating your graveyard access, you want to make sure you can keep that door open.

Lastly, Plea for Power is a meta call. If your group is a little more generous with giving out turns, it could benefit you quite a bit. But, on average for me that would read "3U: Draw 3 cards" which you can accomplish fairly easily with other spells for less. Past in Flames is great when your yard is stocked with cheap cantrips and draw, or even a huge finisher you want to dump your mana into. I imagine Mana Geyser works spectacularly at a huge table with the right timing, so you can easily take a chunk out of your opponents with Jaya's Immolating Inferno and your other damaging spells.

With Theros Beyond Death out now, two cards I got super excited for were Underworld Breach and Thassa's Oracle. Oracle works as a way better labman because it's harder to stop once it resolves if you manage to exile/draw your entire library. She put my backup wincon of Demonic Consultation over the edge with her ETB. As for Underworld, that card gets such value in a graveyard deck it's insane. 2 mana for what's essentially a discount Yawg Will had me so hyped when I saw it for the first time. Just by exiling lands or dead cards from your graveyard you can cast and recast more effective spells. The plus side to them is that they don't exile after casting, either. If you've got a fat yard with a lot of dead weight in it, you can pretty much cast the same high-value spell over and over again to build a ridiculous storm count. Personally, I'd recast something like dark/cabal ritual 3 or 4 times and then hit everyone with a giant exsanguinate. I can't recommend Underworld Breach enough. I'd even recommend it over Past in Flames if you think you can get a big enough yard to abuse it.

Gushing over specific cards aside, I hope this helped tune your deck a little better and that you get to kick some ass at your next game. Gotta represent the best commander after all.

Profet93 on Baral Your Eyes Out

10 months ago

Cut....

Into the Story - Can suck early game and grave hate or shuffling wheels exacerbate this. My version of baral plays lots of time spiral effects. But this does intrigue me

Mindbreak Trap / Summary Dismissal - Is this to counter the uncounterable?

Vex - We can do better

Estrid's Invocation - Why?

Marit Lage's Slumber - Too slow and unimpactful

Bond of Insight - Better recursion, fuels graveyard decks, but is interesting

Mass Manipulation - Too expensive

Plea for Power - I have a love hate relationship with this card. But it's always hurt me more than it's helped.

Murmuring Mystic - Worse talrand is not needed

Elixir of Immortality - No purpose?

+1

Let me know if you want some ideas for stuff to add

Optimator on Human Fly

1 year ago

I know you're looking for non-wheel card draw. I don't love cantrips in EDH unless there is a number-of-spells-matters effect in play but they can smooth out a deck a bit. Ponder , Preordain , Portent , Sleight of Hand , Serum Visions , etc. The sweet spot in around 3-5 CMC for me, ideally drawing CMC -1 but there aren't a ton of spells that efficient. I don't love Divination in EDH (2 for 3) but it's the gold-standard in 60-card decks for a quickie hand refill. There are tons of efficient cards like Divination too.

There are a ton of "draw 3, discard 1" for 4 or 5 mana, which are okay. Sift , Trial of Knowledge , and Amass the Components , for example. Many are costed for being commons, which isn't where you wanna be in EDH. There should be plenty of good, efficient cards to draw from though. At the same time, you have a lot of great high-CMC draw, like Consecrated Sphinx and Thought Reflection, so having a few Divination effects might smooth out your draws.

Some suggestions: Concentrate , Windfall , Cathartic Reunion , Plea for Power , Tidings , Nin, the Pain Artist , Finale of Revelation , Mind Spring , Braingeyser , Stroke of Genius , Blue Sun's Zenith , Fact or Fiction , Chart a Course , Ugin's Insight , Treasure Cruise , Dig Through Time , Kumena's Awakening , Fevered Visions , Honden of Seeing Winds , Reverse Engineer , Read the Runes , Precognitive Perception , Distant Memories , Arcane Encyclopedia , Endless Atlas , Trail of Evidence , Theft of Dreams , Borrowing 100,000 Arrows , Nezahal, Primal Tide , Kefnet the Mindful , Cavalier of Gales , Combustible Gearhulk , Thassa, God of the Sea , Shared Discovery , Secrets of the Golden City , Vivisection , Weight of Memory , Recurring Insight , Breakthrough , Niv-Mizzet, Parun , Deep Analysis , Gush , Invoke the Firemind , Expansion / Explosion , Chandra, Flamecaller , Dragon Mage , Wild Guess , Tormenting Voice , Arch of Orazca , Runehorn Hellkite , Conqueror's Galleon  Flip, Kraum, Ludevic's Opus , Ludevic, Necro-Alchemist , Commune with Lava .

Life_autonomous on Drag from the Future

1 year ago

I love it. I might borrow a few ideas from ya. Akroma, Angel of Fury is just awesome. I wish I could get away with running Omniscience . Plea for Power is another one that I am interested in because either option is good. Awesome build!

Hexaflexagon on The Flying Turn Generator

1 year 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

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