Reach Through Mists

Reach Through Mists

Instant — Arcane

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Set Rarity
Duel Decks: Mind vs. Might (DDS) Common
Modern Masters (MMA) Common
Champions of Kamigawa (CHK) Common

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed 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

Reach Through Mists Discussion

Boomcat12B on Fairytales and Legends

3 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.

Chalice of Life  Flip- A bit slow and your not focusing on lifegain

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.

Possibly replace Think Twice and Reach Through Mists with Brainstorm and Ponder since they are much more efficient and provide better value for the slots.

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.

KongMing on $10 Controlled Burn, Arcane Edition! [UltraBudget]

7 months 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.

wallisface on It Burns!

8 months ago

Some thoughts:

The game is never lasting long enough for The Unspeakable to come out. You should have won by then (if not, you’ve lost by then). I see you have a spell combo to get it into play, but I really don’t think this is worth the investment of time and energy.

Other than that looks good! There’s some obvious upgrades (like getting more Opt and Lightning Bolt instead of the weaker Magma Spray and Reach Through Mists ) i think your spells should aim to be 1cmc whenever possible, so that you can chew through a bunch in a turn, helping fuel your triggers quickly.

Dete on BIRDS

1 year ago

first thing Creeping Chill is not pauper legal and it can be used in this deck since its black, Expel from Orazca is not legal either.

good card for them to replace are :High Tide, Distant Melody, Airborne Aid, Shared Discovery, Mizzium Skin, Gigadrowse, Sage's Row Denizen, Rhystic Study, any of the cantrips. theres a bit of protection, control and card draw. but i suggest you take out Sudden Storm, Aerial Formation, Piracy Charm, Hubris, Jace's Scrutiny, Refocus, Reach Through Mists, Tidal Bore. for more useful cards like Gush, Hoodwink, Man-o'-War, Snap, Volrath's Curse, Relic of Progenitus and more counters like Dream Fracture, Faerie Trickery, Arcane Denial, Logic Knot oh and See Beyond seems like a good enough hand filter.

Pieguy396 on More Budget Control - Dimir

1 year ago

Reach Through Mists is really bad. Like really bad. You almost definitely want some hand attack (Inquisition of Kozilek, Duress, and Thought Erasure all come to mind), so that switch seems pretty easy to me. Go for the Throat is also most definitely better than Reave Soul. Good luck on your deck!

ruler_of_mtg on Izzet Magistorm

1 year ago

Why use Reach Through Mists? That card is only worth it when you have Peer Through Depths and Sift Through Sands as well, so that you can free-cast The Unspeakable. Use a more competitive spell, like Opt, which is strictly better.

Caerwyn on Niv-Miz draw

1 year ago

There are a couple things I would change about this deck:

  1. I think you run too many spells that just draw you cards. Rather than Reach Through Mists, consider Opt, Preordain, Slip Through Space, or any number of strictly better cards. Jace's Ingenuity is pretty inefficient, and is probably worth replacing as well.

  2. I think you are too heavily focused on expensive-to-cast counterspells. Consider some more efficient replacements such as Counterspell and Arcane Denial.

  3. You have a brutal curve, with far too many cards at the 5-12 mana mark. You should add more early game interaction, cutting some of the larger, more flashy cards.

  4. Related to the above, you should run more more ramp. Sol Ring is a must in any commander deck, and Izzet Charm will help you greatly. You should also run Command Tower.

  5. You don't really have enough mill effects for Archive Trap to be efficient. You could consider adding Sphinx's Tutelage for more mill, but I do not recommend this. Based on my experience with the similar Nekusar, the Mindrazer, the added mill effects don't add much and generally do not lead to a victory.

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