Radical Idea


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Guilds of Ravnica (GRN) Common

Combos Browse all

Radical Idea


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Radical Idea Discussion

FSims81 on Grixis Dragon Control

3 weeks ago

First, I think you should swap Search for Azcanta  Flip for Treasure Map  Flip. You'll still get to scry, and Treasure Map provides extra mana or card draw which is great for casting or triggering Niv. Second, Chemister's Insight is just too expensive. Try Chart a Course , Radical Idea , or Discovery / Dispersal in it's place. Third, Quench is fine for early game but Spell Pierce does just as much. I'd honestly drop both Quench and Sinister Sabotage for Ionize . Lastly, Cry of the Carnarium doesn't fit what you're doing. If I'm your opponent and I see you cast that, I'm immediately targeting your big fliers for removal to exile them. Run another Ritual of Soot instead since you have no creatures it would affect.

TristanTaylorsVoice on Esper Control

4 weeks ago

I concur that Absorb 's life gain allows you to hedge against Rakdos which you would otherwise not stand a chance against G1.

I like your overall balance of spells and win cons. I don't think Seal Away is fantastic in Esper, the point of Esper over U/W is to gain better removal and your deck is all removal as is. I'd play some cheap card selection instead.

Although Opt is more standard, I think Radical Idea is actually a little underrated in a fair context. Turning a dead removal spell against a slower deck into another card, not to mention giving a little more value to Search for Azcanta  Flip bins, can be more helpful in a longer game than a scry.

JohnnyCRO on Lazav, Bringer of Apocalypse

1 month ago

Looks good, but then again I wasn't expecting any less of you.

Now, I might be missing something, but there are a few cards I'm not sure about;

  • Radical Idea & Think Twice - these would be solid in a budget storm deck. But unless I'm missing something big, aren't there cantrips that would go better with your overall gameplan?

  • Coldsteel Heart - it's not a bad card, it's probably the best tapped rock. But in 2c, without a rock hoser that demands a critical mass of rocks (PE or Isochron), without obvious color-hungry plays on t4, idk if you need this one. Also it's 2 life with AdNaus, which is worse than 1 or 0.

  • Whispering Madness - is there an obvious use other than wheeling I'm missing? Bc 4 mana for a second copy of Windfall seems meh.

  • Trinket Mage , Dimir Infiltrator , Trophy Mage - these seem quite narrow in here. 3 mana for such limited tutors at sorcerly speed seems like much of a drawback.

Some suggestions;

It's your deck though. So ultimately you know what works or what doesn't work in here better than I do.

Vaxfantomen on Zomblins ~ Standard Infinite Aristocrats

1 month ago

imsocool1234 Thanks!

Have been thinking on it, but the cards I have a hard time to evaluate in numbers is Death Baron, Midnight Reaper, Radical Idea and Lazav, the Multifarious. It helps with digging and have a "trick" but makes Stitcher's Supplier less usefull.

TheDracogenius on Red Dragon Wizard Inc.

1 month ago

Radical Idea

Lightning Strike

Disdainful Stroke

I would cut these cards. All of these cards have strictly better versions, Ponder for example, Counterspell and Lightning Bolt - Bolt is not even playable in commander because its impact is just way to low and narrow, and Lightning Strike is even strictly worse than that card.

League Guildmage has awesome artwork, but its activated abilities cannot be used right away, can only be used once per turn and are very expensive for little gain, so I would suggest cutting it aswell, in favour of some mana rocks like Izzet Signet, which your deck ist very much lacking.

TheDracogenius on NIv-Mizzet, Parun Spellsling Wheeler

1 month ago

Hypothesizzle and Radical Idea seem very clunky and inefficient at what they do - those are cards that are playable draw spells in limited, which is really not the level you are aiming for in commander, where Preordain and Tidings and so forth are legal. As for the removal aspect - aside from a small amout of combos, Lightning Bolt is an unplayable card in Commander. Never run it. Never. 3 Damage against 120 life is laughable and a removal spell that only kills creatures with toughness 3 or less is way to restricted to be of any good use consistantly in commander, as you want to kill a wide arrange of things and big creatures. Why not just shoot the small creatures with your Commander by drawing cards rather than playing Lightning Bolt? Even if the excuse ist that to run Bolt is a meta call, there are better removal sells for the same mana cost in these colours. Otherwise this deck seems quite well constructed and I do not mean to be rude, it just kind of bothers me when I see some of the cards I listed in Commander decklists. I promise you are way better off without them and there are many alternatives that have brought me and my own Niv-Mizzet Deck way more success. Unless you are running Hypothesizzle beause of that ridiculous and funny name... in that case, there are no better options as there are probably no weirder names to be found.

Deruvid on erratic spells (opinions please)

1 month ago

So, this seems like a really fun take on Izzet, but I think it's a little too spread out to be consistent. I playtested a handful of draws and most of the time I was waiting till turn 4 or 5 to do anything. I was also short on mana enough times to warrant including 1 or 2 more lands in a deck with this high of casting costs. I also dislike Brass's Bounty in this deck because your land count is so low, you'll rarely have more than 4 lands in play. Yes, the Bounty is another target for the Adept, and a big buff to the Cyclops, but not a good payoff spell by itself. There are other juicy bombs I'd rather pay 7 mana for.

This is basically a combo deck, in that it needs to assemble the right combination of creatures and spells to have a big payoff turn. To that end, I'm fine with defensive cards like Erratic Cyclops and Omnispell Adept buying time and also functioning as combo enablers. I'd cut the Wee Dragonauts for the 4th copy of both of these creatures. It'll be tricky to try and chain Adept > Apex > Banefire/Explosion.

In playtesting, I never liked the Pirate's Pillage much, because it felt like it was too slow and came out too late. I'd rather have a faster draw card like Radical Idea to help ramp up the Runaway Steam-Kin faster. Lastly, I'd probably cut the Shock in favor of a 4th copy of Lava Coil and Lightning Strike, since these are your only removal spells to keep opponents at bay while you find your big spells.

Keep tweaking & testing the deck. I'm interested in seeing where this goes.

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Radical Idea occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%


All decks: 0.31%