Precognition Field

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Precognition Field

Enchantment

You may look at the top card of your library. (You may do this at any time.)

You may cast the top card of your library if it's an instant or sorcery card.

: Exile the top card of your library.

CamraMaan on How does Ice Cauldron interact …

1 year ago

More importantly, can I cast the Adventure portion of a card using Precognition Field, or is the Adventure inaccessible this way?

thijmnesoy on Jimmy's Pako & Haldan | Extra Turns #06

1 year ago

I have this list and I noticed, where is Lantern of Insight? Jimmy talked about it in the "deck tech" video on this deck. But it's nowhere to be seen in this list, only Precognition Field, so Ghoulcaller's Bell, Codex Shredder and Dakra Mystic do kind of nothing in this. Maybe add even Lens of Clarity or Explorer's Scope as a kind of budget alternative to Lantern of Insight

Unenlightened on Cheapskate Talrand ver. 1.5 ($100)

2 years ago

I wasn't thinking about the drakes with the enchantments. I'll keep working on the balance, bring Reality Shift back in for starters. Here's the deck as I have it right now: Synthetic Polymorph (Talrand)

I'm glad you liked Unsubstantiate . What about Precognition Field ? I know it doesn't make a drake, but it seems really good, at least on paper.

Unenlightened on Cheapskate Talrand ver. 1.5 ($100)

2 years ago

Oh, I forgot a couple. Precognition Field looks great for this kind of deck. Reito Lantern seems like it could work as another contingency, though it's quite clunky.

Dark_Danda on cEDH - Rashmi Turns [PRIMER]

3 years ago

Hi ChibiFate, thank you for the suggestions and questions.

Teferi, Master of Time didn't impress me enough to keep him in the deck. Once I could play him Turn 1 in a four player POD and he was insanely good. But if you draw him after turn four or five, you are better off drawing something like Pull from Tomorrow. The problem is, that it will get very hard to ultimate Teferi, Master of Time once your opponents have some creatures out and just filtering the cards in your hand isn't strong enough as you need extra cards to keep the interaction up as a control player. Hence, I would recommend some other cards that will guarantee you card-advantage in a timely manner without having to wait two to three turns. Therefore the short answer is: in opening hand the card is really broken. After a couple of turns he is "meh" - not really worth the mana.

Compost and Reap are very good cards. The only reason I don't run them is because i rarely play against black. If you are going against one or more black decks you should definitely consider them.

Lithoform Engine is new to me and I never tested it, honestly. However, my first impression is that the card costs too much mana and does not provide enough synergy. If I could copy stuff from my opponents I would consider playing it. However, as this is not the case, I would rather tend to either put Precognition Field back in. But in my case it would make more sense to put Isochron Scepter combo back in as there are many spells I could imprint and copy much cheaper that way.

Oko, Thief of Crowns and Uro, Titan of Nature's Wrath are really strong cards in this built. But you really need to up Oko, Thief of Crowns first until you get a token. Only after that I would advise to start attacking opponents permanents by taking over their creatures. If you consider to play Oko as a longterm threat and not as an immediate removal spell, then he will be very strong. Otherwise he will die pretty quickly and will not bring you continous advantage. If you have Oko, Thief of Crowns in your opening hand and can drop him on turn two, you will have quite a strong position in the game early on.

Hope these answers help you. If you read through the deck description you will see that this Rashmi deck is somewhat different from most builds and I try to grind especially hard.

leesteak on Turbo Lantern

4 years ago

I think the "ramp" package this deck has could be much further developed. The deck is running many creatures that add additional land drops, but only running 33 lands. The odds of having an extra land to play in the first 4 turns is only 15% or so. There are many 3 mana spells that ramp you and would allow you to play pako at least a turn early, and with the access to green, it would make much more sense to run things like Cultivate, Kodama's Reach, Farseek, Rampant Growth in those spots. I would also run at least 35 lands.

Additionally, urza might make a bit of a weird addition with all the counterspells and instant speed spells you are running. If you want to use artifacts for ramp, something like Inspiring Statuary could help.

Because you are already able to control the top's of players' decks, running cards like Stolen Strategy, Etali, Primal Storm and Grenzo, Havoc Raiser will have additional value for you.

If you were looking to garuntee hits for pako off your own deck, there are a few enchantments that might help, such as Precognition Field, Soothsaying, and Future Sight.

Hope this helps. Good luck with your deck :+)

Profet93 on Talrand, Drake Summoner

4 years ago

Let me start off by saying I hate being mana screwed, that being said, you should cut 2 islands to go down to 38 lands.

Cut Curious Homunculus, Docent of Perfection, Murmuring Mystic, Sphinx of Uthuun and Stormtide Leviathan. Talrand decks don't need creatures. The few good creatures to add are out of your budget. I know you have the polymorph package but the creatures you are getting arent even that good. If you want to make this optimized (even on a budget), replace them with the 5 following cards....

  1. Rapid Hybridization - Removal
  2. Essence Scatter - Counter
  3. Wizard's Retort - Or another counterspell
  4. Pongify - Removal
  5. Deep Analysis - Draw. Bonus points if you yell DEEP ANAL!

REMEMBER, the biggest issue with Talrand is being forced to tap out! Keep this in mind for below...

Cut Coat of Arms for Coastal Piracy - Winmore. Helps you if you have lots of drakes, otherwise its a dead card that can help opponents. Piracy helps you maintain gas.

Cut Heraldic Banner for Mind Stone - Doesnt help you bring talrand out any faster and the boost is minor. Stone brings talrand out T3 and replaces itself later.

Cut Arcane Melee for Gilded Lotus - Helps opponents, forces you to tap out and you don't need that kind of ramp. Lotus helps you ramp without tapping you out.

Cut Gravitational Shift for Misdirection - Shift is winmore. Misdirection allows you to interact while tappedout making opponents think twice before trying to remove your talrand. Note that misdirection can redirect removal, counter counterspells (should you not be the only blue player) and redirect some extra turn spells

For the 2 lands you cut, add Isochron Scepter and Future Sight - Scepter is just pure value (remember to make sure to have mana open to cast the imprinted spell AND another counterspell in hand to ensure they don't bait your counterspell!). Future sight, while redundant to Precognition Field , is very powerful. I understand it costs 1 more and reveals the card, but it allows you to play lands and everyone knows you are counterspell + draw tribal so it really doesn't matter. I would tell you to cut the field for future sight, but I think both might serve your deck well.

Cut Unsummon for Mystic Confluence - Confluence draws you cards and is more versatile.

Cut Boomerang for Capsize - Very powerful card, do not underestiamte it, and ALWAYS try to buy it back.

Cut Island (3rd island to cut) for Strip Mine / Ghost Quarter / Tectonic Edge , etc.... Cavern of Souls , Boseiju, Who Shelters All , urborg, coffers, field of the dead are all powerful cards that need to be dealt with.

Cut Island for Blast Zone - While it comes in tapped, it allows you to deal with problematic cards that resolve because you can't counter everything.

Cut the polymorph package aside from polymorph itself

Cut Mass Polymorph for Narset's Reversal - Oh no, you cast Thought Distortion ? What ever will I do.... get's around can't be countered. What's better than countering their Torment of Hailfire ? Copying it and returning it back!

Cut Reweave for Precognitive Perception - Not entirely sold on it, but it has strong potential, especially for a budget player.

Be sure to let me know what you think of the sugge

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