Reach Through Mists
Instant — Arcane
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|Duel Decks: Mind vs. Might (DDS)||Common|
|Modern Masters (MMA)||Common|
|Champions of Kamigawa (CHK)||Common|
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|Commander / EDH||Legal|
Latest Decks as Commander
Reach Through Mists Discussion
3 weeks ago
Reason I opted out of Peer Through Depths simply due the attempt to optimize for draw/mana ratios. Peer is fine but if you bring back Sea Gate Stormcaller, even being able to draw 2 and untap twice is big for 4 mana. It's simply a trade off as Peer Through Depths isn't as great when combined with Sea Gate Stormcaller but its also better than Reach Through Mists when you compare them on their own. I went all in on the Sea Gate Stormcaller reliance on this list, hence why I didn't want to cut it after I was disappointed in it. Alas if I'm going all in, might as well do it my way.
Also I should preface but the local paper meta, when I get back to it, is going to be at least Jund, Az. Control, Tron & 8-rack.
Also apologies, I'm not the best at explaining things in a cohesive manner so I appreciate your patience
3 weeks ago
Gotcha, makes sense. I've been able to play some in person and some FNMs over Discord too. But, I am happy to know there is another passionate Twiddle Stormer out there still! XD
For discussion's sake, I agree with Stormcaller over Vizier. I had decided not to build with Vizier, though, because I decided I wanted 4 Twiddle and 4 Dream's Grip and room for Peer Through Depths as well. I also wanted to ask, why do you like Reach Through Mists over Peer, noticing that you no longer run any of the ladder.
1 month ago
I've been using Sea Gate Stormcaller in place of Vizier of Tumbling Sands for the most part. At first glance it seems like a 'winmore' but being able to copy a spliced Reach Through Mists or Ideas Unbound. In practice it's basically arcane draw spell 9-11 for me and that's why I dropped Peer Through Depths in an attempt to increase game one resiliency by maining a single Echoing Truth and Eye of Nowhere as well as some Pact of Negations.
As for Underworld Breach, I've always preferred it because with Past in Flames required a bit of twiddle ramping to get it off. Breach only takes one twiddle effect on turn 4 to go off. Also, not really relevant but I liked how convenient it was to tap for red once to get a breach and grapeshot off. That wasn't always the case for me and Past in Flames.
Now I get Underworld Breach has inherent weaknesses because its an enchantment but the ability to drop breach immediately after resolving an arcane draw spell and recycling that same card numerous times in order to win. The escape cost is never an issue since there will naturally be Twiddles & Dream's Grip in the graveyard. Escaping a single copy of a spliced Ideas Unbound twice is more than enough to make sure I don't fizzle.
Lastly, with Underworld Breach the lower CMC also aids with the Sea Gate Stormcaller combo as you'd need to have at 4/5 mana floating to successfully copy a spliced arcane spell. In my limited trials, I found it's a bit difficult to have mana for Past in Flames after that.
tl;dr Of course it has its own issues but Underworld Breach is pretty consistent for me.
2 months ago
the other fun one was with ravnica, Izzet Guildmage + Lava Spike + Desperate Ritual goes infinite on 6 mana. (cast lava spike for , splice for , copy for , use copy's to copy original, rinse / repeat)
copying spells was the most fun bit for me - nuking out a Paladin en-Vec with Reach Through Mists spicing Glacial Ray was priceless. Spice's big edge over kicker was that it wasn't an additional cost, and therefore not reflected in the CMC of the spell. with it, you can bypass Gaddock Teeg's decree and dump all mana into a single spell, and still be able to cast it
5 months ago
I'l try to help more later. Good Luck!
10 months ago
Cards to remove-
Congregation at Dawn - Tutors are great and normally I would not suggest pulling one, however since you are not looking for a combo with it and it is outside the flavor of the them I would say pull it.
Rowan, Fearless Sparkmage - Does not provide enough value to keep
The Cauldron of Eternity - Needs to be built around and will cost too much
Petals of Insight - Costs too much for what it does
Silverflame Ritual - not a bad card but it does not hurt the goal of the deck to cut
Cauldron's Gift - Not a bad include especially with the amount of sacrifice you have in the deck.. But there is not enough recursion going to really justify keeping it.
Emry, Lurker of the Loch - just not running enough artifacts to justify the slot
Drown in the Loch -Not a bad card but we got to cut something
Korvold, Fae-Cursed King - A great great card, but I think it will do you more harm than good. Also needs to be built around
Cards to switch out- You are probably running too light on ramp in general since this is a 5 color deck. You have roughly 6 ramp spells in the deck, I would suggest more to make sure you have enough mana to be able to play spells on curve. Adding signets will be helpful since they will help with color fixing and can provide some decent ramp for 2 mana.The obelisks work well, but if you do add signets I would say to add most of them and replace the obelisks with signets.
Overall it is not a bad deck for the theme it is going for. It's power level won't be high since it is a theme deck so you are sacrificing card slots for flavor. But there is nothing wrong with that if you enjoy it. I would say pull the cards suggested, maybe swap out the obelisks and just play test the deck and see what needs to be done from there. Most likely color fixing/ramp as well as maybe improving the card draw a bit (just swapping out for more efficient cards) is what you will need to work on. But for a fairy tale deck I'd say it is on point for it's theme.
1 year ago
Eh, the increased cost really is a reason to dismiss it for this deck, though. And it's still Turn 3 or 4 before I can swing or block with the elementals, which are only 1/1s. Not really that 'fast' compared to other modern human or elf decks, even budget ones. I don't benefit from ETB, death or attack triggers either, so spawning more creatures doesn't do much for me.
Guttersnipe's damage happens the moment I cast the spell, whether that spell gets countered or not. It also hits all opponents for 2 damage, which is a huge difference in a 4-player game.
I don't want to dismiss this too quickly, and I also want to see the damage potential, so let's set up two similar situations. I hit 'Playtest' for the deck, and am using a sample hand it has generated. Thermo-Alchemist , Guttersnipe , Gelectrode , Toils of Night and Day , Mystic Monastery , Plains x2.
Okay, not bad. Let's play a second hand side by side, replacing the Guttersnipe with Young Pyromancer . I'll denote them as [GS] and [YP].
[GS] Turn 1 :: Draw Blessed Breath , play Mystic Monastery, pass.
[YP] Turn 1 :: Draw Blessed Breath, play Mystic Monastery, pass.
[GS] Turn 2 :: Draw Toils of Night and Day (oh boy), play Plains, cast Thermo-Alchemist, pass.
[YP] Turn 2 :: Draw Toils of Night and Day, play Plains, cast Thermo-Alchemist, pass.
[GS] Turn 3 :: Draw Mountain, play Mountain, cast Gelectrode, pass. (Ping opponent with TA on their end step.)
[YP] Turn 3 :: Draw Mountain, play Mountain, cast Young Pyromancer, pass. (Ping opponent with TA on their end step.)
Pausing here to asses board states. The nice thing about YP here is the extra W mana I have leftover right now, so I can cast Blessed Breath to protect my creatures, and get an elemental out of the deal. With the GS board, I'm playing Gelectrode first to get it unsick, and so I can play GS next turn and be able to Blessed Breath like I am with YP this turn.
[GS] Turn 4 :: Draw Reach Through Mists , play Plains, cast Guttersnipe, pass. (Either Blessed Breath or Reach Through Mists as needed, generating a total of 6 damage to a single opponent or 14 damage to 3 opponents.)
[YP] Turn 4 :: Draw Reach Through Mists , play Plains, pass. (Use Toils of Night and Day to tap down attacker and get an extra untap out of TA, splice on protection for a blocker if needed. If not, just Reach Through Mists, splice as needed. Can also use Toils to untap Mystic Monastery to give an extra blue mana to cast Reach. If we cast one spell, we generate a 1/1 elemental and a total of 2 damage against a single opponent or a total of 6 damage to 3 opponents. Two spells gives us 2 elementals, 3 damage or 9 damage.)
Let's pretend we had to use Blessed Breath to protect our creatures in both cases. So YP will in effect cast Toils with BB spliced, untapping Mystic Monastery, and then casting Reach at end step to draw an Island.
[GS] Turn 5 :: Draw Island, play Island, cast Reach Through Mists drawing Peer Through Depths , generate 6 damage to a single opponent, 14 to three. Cast Toils of Night and Day on Mystic Monastery and Island, generate 4 damage to a single opponent, 10 to three. Cast Peer Through Depths, revealing Island, GS, Mountain, Peer Through Depths, and Reach Through Mists, selecting Reach Through Mists and generating 4 damage to a single opponent, 10 to three. (A single opponent with no lifegain will now be dead.) Cast Reach Through Mists, generating 4 damage to a single opponent, 7 to two, drawing Evolving Wilds . Pass.
[YP] Turn 5 :: Draw Peer Through Depths, play Island, etc...
From here, you can see that as a Burn deck, there's no way Young Pyromancer can outdamage Guttersnipe in the early game. Even if you're going cantrips, Guttersnipe can still rack up more damage. The tap triggers and the protection in the deck help deal with oncoming aggro, so the tokens aren't as necessary as blockers as they might initially seem.
Maybe I'll make a $15 deck that features some of the cards people have been suggesting, because those would all synergize well together, lol.