Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2018 (C18) Common
2012 Core Set (M12) Common
2010 Core Set (M10) Common
Lorwyn (LRW) Common
Promo Set (000) Common

Combos Browse all



Look at the top three cards of your library, then put them back in any order. You may shuffle your library.

Draw a card.

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Recent Decks

Ponder Discussion

TheBoraxKid on Jhoira of the Ghitu

1 day ago

Also, to make your cantrips like Brainstorm, Ponder, and Preordain a bit better, you could add a few more fetchlands.

NV_1980 on Me, Myself and I

2 days ago


Your deck includes a lot of ways to get infinite mana, but only 3, maybe 4, ways to use that infinite mana. We'd add some spells that would allow you to draw your deck with that kind of mana. Spells that come to mind are:

That brings us to the deck's ability to draw cards in general. It literally has no cards that allow for extra draw. To us, this seems a rather bad thing, considering that you're playing blue and you're relying on combo's (and the cards to tutor for them) to win. Then again, the deck does contain about twelve tutor cards, so maybe it works like this. Let's just say we would at the least recommend adding something like Rhystic Study, Sensei's Divining Top or Scroll Rack and maybe add some cheap instants/sorceries for draw like Ponder, Preordain or Brainstorm.

The final main problem; countering/removal. The deck doesn't have any, and you do need at least some. Not having any of it can be bad for a number of reasons. Just as examples, opposing players can steal Sen Triplets or cast a card like Stranglehold to prevent you from tutoring. There's many more creative ways to screw around with combo decks. Therefore, we would advise you to include at least some forms of removal/countering like Swords to Plowshares, Path to Exile, Swan Song, Counterspell, etc.

Well, we hope all this is useful to you and that we weren't being too preachy :) Good luck with the deck!

With kind regards,

Mr. and Mrs. NV_1980

SynergyBuild on [List - Multiplayer] EDH Generals by Tier

2 days ago

Well, JohnnyCRO, though you say that some cards are crap in each other's meta, I think you are a little off. Some cards from CEDH may not be as useful, or rarely useful at all in a non-CEDH meta, for example, Spell Pierce in a Hermit Druid deck, where all of your opponents are only playing their Steel Leaf Champions and Cultivates, perhaps having no interaction one game, where you'd rather a Ponder, but that doesn't mean that the card is crap. Generally speaking, the Hermit Druid player finds a tutor, goes off, wins, and has that extra Spell Pierce buffer protecting it. Even if it isn't entirely as useful, countering a Cultivate that'd put off an opponent from Iona, Shield of Emeria in some circumstances, or lead them to kill you with a horde of elves given a bad hand on your part.

Really, I find that though many cards are crap from normal EDH to CEDH, the opposite is lesser true.

Also, your point on that tier 5 is too janky to win in cEDH is false, it doesn't have a 25% winrate (average in 4-player given each player is playing at maximum level, knows their opponents decks, and aren't janking out wins) against Tier 1, but 20% winrate isn't awful.

I have found all tiers to house commanders that can helm exceptionally powerful decks, and though you may as a Karona, False God player why don't they run Scion of the Ur-Dragon and up their decks performance by a decent margin, having part of the Worldgorger Dragon combo in the zone, their winrates are about the same, despite being 3.5 tiers apart. I'd estimate the decks average winrates to only be a good 2% different against Tier 1 lists, with the main difference being that the dragon has more win-combos, and Karona replacing some of the dragons with more tutors and consistency with the druid line.

Grubbernaut on Jeskai Control

2 days ago

Opt is so much worse than Brainstorm, Ponder or Preordain.

Also, why no Lightning Bolt? Gotta have it, so good.

Also: Forked Bolt is not pauper legal, see link: https://scryfall.com/card/roe/146/forked-bolt

SynergyBuild on Ezuri Claw of Counters

2 days ago

I'd honestly drop 2 lands, due to this deck's low cmc, I think only 33 lands is required, especially given the number of elves that tap for mana. This leaves an open slot for another tutor for Staff of Domination, like Fabricate, or a cantrip like Ponder, maybe a fun Woodland Bellower to pair with Fierce Empath, who knows.

molok on Assasin Blue Black Deck

6 days ago

I don't think Ensnare is modern legal, or Bubble Matrix, or Ponder. If playing casual, no big deal, but I saw this was listed as a Modern deck.

For getting through damage with your Quietus Spike, how about Tetsuko Umezawa, Fugitive? On that theme, you could also use some creatures that let you draw when you damage a player.

TheKing8426 on Daxos of Meletis

1 week ago

In terms of card draw spells in decks that aren't meant to play control, I run these usual suspects: Ponder, Preordain, Serum Visions, Opt, Sleight of Hand, Impulse, Anticipate, Treasure Cruise, Dig Through Time, & Deep Analysis. That's 10 cards, or 10% of your deck. The chances of having any in your hand at any one time is pretty good, especially when you accompany those with the Curiosity you already play, your deck really starts to flow. I can't stress to you how important cantrips are; they are basically free cards - especially the 1-mana ones. If you play 10 1-mana cantrips, your deck is effectively 90 cards, which helps you get to the things you want to do quicker.

I understand your want to be able to cast cards off of Daxos' ability, but running more lands doesn't inherently insure that, since you're only able to play one per turn (in most cases). I think what you want are more mana rocks, since you can play multiple per turn and they usually net you extra mana, any coloured mana, card draw, or any combination of the 3. Easy cheap options are Thran Dynamo, Commander's Sphere, and Fellwar Stone.

Lastly, a personal preference of mine is to make sure that the types of spells I'm playing (card draw, counters, ramp, game enders, etc) are being played in meaningful numbers. For card draw in a deck that isn't synergistic with card draw (think your deck vs The Locust God), it's 8-12. For counters in the same scenario (your deck vs Talrand, Sky Summoner), it's 7-10. These numbers, in my experience, ensure that you are getting card draw spells when you need them, and holding at least one counterspell in the first few turns. Obviously statistics isn't the same as chance, but having cards that are more-or-less the same reduces the effective chance that you draw something you don't need. I mention this because if you decide you want to keep any amount of counterspells in your deck, you don't need to cut any that you currently run, considering you're at (what I would consider) bare minimum for relevancy.

Of course, we all play magic differently, but I hope you at least keep these things in mind when you are playing next. Good luck, +1 because I think the deck still looks super sweet.

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