Psychic Puppetry


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

Printings View all

Set Rarity
Champions of Kamigawa (CHK) Common

Combos Browse all

Psychic Puppetry

Instant — Arcane

You may tap or untap target permanent.

Splice onto Arcane (Blue) (As you play an Arcane spell, you may reveal this card from your hand and pay its splice cost. If you do, add this card's effects to that spell.)

Psychic Puppetry Discussion

hungry000 on All 3, Really? That's Overkill

3 months ago

Please make a Training Grounds / Biomancer's Familiar / Izzet Guildmage combo deck (uses Manamorphose or Desperate Ritual / Psychic Puppetry spliced onto Lava Spike or another arcane spell to win). I've tried to build a few versions of it myself but I'd like to see another person's take on it.

Also, you misspelled the word 'Supporters' in your update.

hungry000 on Arcane Training Grounds Combo

6 months ago

Yeah, I didn't put the Ritual combo in because Lava Spike also works with Psychic Puppetry (which works with other cards as well) and because the red mana acceleration doesn't help the other combos at all (since they require U). The space is better used on cards that help find the combo. I also want this deck to be tier 1, thanks!

hungry000 on Arcane Training Grounds Combo

1 year ago

Hey, thanks for the suggestions, but im not trying to make this deck competitive or anything. Im generally trying to stay away from expensive cards like Walking Ballista (the original deck was a prototype, so I just let loose with the budget). Walking Ballista is a really good card though, better than Rakdos Guildmage, however the guildmage is more on-theme so I prefer it ;)

That being said, while the payoffs are creatures, it's literally impossible for an opponent to disrupt me if they don't kill Izzet Guildmage or Training Grounds right off the bat, before I combo off. Since you draw your entire deck, you'll always hit the one Gigadrowse, and you can use it to tap all their permanents. You can also bounce all of their permanents with the Eye of Nowhere, and again tap all their permanents while making infinite mana with Psychic Puppetry + Psychic Puppetry. If I'm worried about something in their hand that they can cast for 0 mana, I usually play Dimir Guildmage and make them discard everything in their hand (if I combo off with Manamorphose I always make some black mana) After doing one of those things you'd play a Guildmage and then kill them. The hard part is getting the first Izzet Guildmage to survive a turn.

Lab Maniac is a good idea though, I forgot about him. I actually included Eye of Nowhere in order to get around Worship and Leyline of Sanctity, now I realize that Lab Maniac would solve that problem... the only thing is that he's useless if I draw him early, which is something I tried to avoid when choosing my combo pieces (this is the reason I took out Lava Spike). I think I'll add him to the sideboard.

I'll think of your other suggestions when I try making a more creature-heavy version of this deck, earlier I was fiddling around with a Jeskai Training Grounds deck with Mistmeadow Witch and Azorius Guildmage and stuff that went more for control. Ghost-Lit Warder could be neat in that list, Banefire I think would be a good win-con.

Again, I really don't expect this deck to do well at all against any deck that packs removal or counterspells lol. It's way too easy to kill Izzet Guildmage or counter the first spell, however I really love this deck just cuz it's super fun when it works. (Sry for the long reply lol, and thanks for checking out my deck :D)

merrowMania on

1 year ago

Consider Gift of Paradise, Overgrowth, and Verdant Haven over Market Festival. There is a distinct struggle in there first 3 turns to make sure you have green mana, ramp, and the pieces to your combo. Turns 4-5 are usually used to drop all the ramp on a land and turns 5-6 are used for the kill. Only needing to get to 3 mana instead of 4 to drop a ramp piece is a LOT more realistic. When playtesting, I would usually chain arcane spells with a Psychic Puppetry on an incomplete land in order to ramp into Market Festival.


3 years ago

well, running more arcane would give you a reason to run Psychic Puppetry which has a simic storm pauper/legacy deck built around the same idea. While it would change the deck's direction, it could potentially be more useful that Twiddle thanks to its reusability. If you were to go this rout, I'd replace Harmonize with Peer Through Depths for the dig, and maybe run it even without the puppetry simply because it helps grab Past in Flames.

melvinthebored on Pauper Infinite Combo

3 years ago

I cant believe I overlooked this from modern masters: Petals of Insight. Add Psychic Puppetry and Fertile Ground et al for infinite mana. Plus deck stacking unless your library is divisible by 3.

I also danced around but never quite listed: Guilty Conscience+ Spiteful Shadows+ Blessing of Leeches ( +a damage source to kick things off)

@ aves01 By itself the bell ringer only lets you make one extra token. You need something like Banishing Knack/Retraction Helix or Escape Routes or Ghostly Flicker+ Archaeomancer for recursion and a creature or creatures that produce enough mana.

RogueDeck on Legacy HIGH TIDE

3 years ago

I was on MTG Salvation and saw your posts about High Tide which brought me here.

You could try Time Reversal until you get the Time Spiral.

It's one less mana, won't untap you're lands, but with a base from Spring Tide (Cloud of Faeries + Snap), a single Turnabout and a Echoing Truth for the Faeries it worked for me just fine.

Of course, It won't be as strong as Time Spiral, but with Cloud+Snap you could even go off earlier like turn two or with only two Islands (not recommended, but I made it couple of times).

That's what I have done with my list and won a small Legacy event with it, finishing the games with Blue Sun's Zenith for over 60 cards around turn four or five through Counters when the opponent had them.

The list I used on the Legacy Event:

4 Brainstorm

4 Ponder

3 Preordain

4 Merchant Scroll

4 Time Reversal

4 High Tide

4 Dispel

2 Counterbalance

4 Cloud of Faeries

4 Snap

1 Turnabout

1 Brain Freeze

1 Blue Sun's Zenith

18 Island

I used Dispel because since one of the main reasons I would want to counter something would probably be because my opponent is trying to Counter High Tide or something during the combo turn and I didn't have access to Force of Will, Flusterstorm or Pact of Negation, It would make sense to have a Counter for Instants only that costs a single mana.

If you want to check out my old list it's here:

Reversal Tide

I made a Arcane version of the Instant High Tide too.

Arcane List:

4 Brainstorm

4 Opt

4 Impulse

4 High Tide

4 Reach Through Mists

4 Peer Through Depths

4 Psychic Puppetry

4 Split Decision

4 Toils of Night and Day

2 Flash of Insight

1 Three Wishes

1 Turnabout

1 Brain Freeze

1 Blue Sun's Zenith

18 Island

and the previous version of it can be found here:

Splice onto Tide

So I have done several test with other cards and even made it work with Temporal Cascade and Diminishing Returns, but so far Time Reversal has been by far the best alternative for Time Spiral in Legacy to me.

I've tested Peregrine Drake too, but there are many times where I got myself needing to untap my Islands and had only one land untapped for it which, with only one High Tide cast, I would only be able to generate two mana, so I think Cloud of Faeries + Snap is the way to go.

I hope it helps

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