Recurring Insight


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Rise of the Eldrazi (ROE) Rare

Combos Browse all

Recurring Insight


Draw cards equal to the number of cards in target opponent's hand.

Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)

Price & Acquistion Set Price Alerts



Recurring Insight Discussion

NoSoyYucateco on More Cards, More Fun

4 days ago

Nice deck. I think your issue lies in your mana base a bit.

I would add more low-CMC ramp cards to help you push out more lands in the early game. You have access to green, so I would swap out some of these artifacts for that. There's nothing wore than losing your ramp after a Cyclonic Rift or Planar Cleansing. Think about Cultivate and Kodama's Reach, which are excellent in 3-color decks. Farseek, Rampant Growth, and Sakura-Tribe Elder should also be included. Generally speaking, these are among the best turn 2 plays you can make as a green player. Tweak your basics to include more forests to help ensure you have the right colors to play these early, and then grab your mountains and islands with them.

Next, I'd look at some of the cards at the higher end of your mana curve and cut them for cheaper draw spells. Warstorm Surge doesn't actually have that much synergy here. It costs a lot to drop it, and does nothing until you can pump out more creatures. I'd take Faithless Looting over it.

Vicious Shadows is also a bit underwhelming for the mana you're investing in it. There are too many variables for it to be consistent, and if I am going to pay 7 mana for something, it better do exactly what I need it to, immediately. Swap it for Careful Study.

Panharmonicon very rarely does anything for you in this deck. It's much more effective in Riku of Two Reflections or other decks that are keenly focused on ETB triggers, which yours is not. Swap it for a big draw spell, like Recurring Insight (which is amazing with Kydele), Rush of Knowledge, or Tidings.

Lastly, I'd take out these cards and replace them with basic lands, because 31 lands isn't enough:

Favorable Winds, Spontaneous Generation, Enigma Drake, Jace's Phantasm, Imperious Perfect

These cards either have very little synergy, don't do enough for what you are paying for them, or are too conditional.

Anyway, sorry for the novel. I really think if you make these changes, you'll speed up the deck and make it a lot more consistent. I hope this helps!

multimedia on Emergence Day

1 month ago

Hey, upvoted!

Heres some suggestions to consider:

  1. Jace's Archivist replaces Spell Swindle.
  2. Thought Vessel replaces Spellbook.
  3. Recurring Insight replaces River's Rebuke.
  4. Shared Animosity replaces Enter the Infinite.
  5. Frantic Search replaces Dream Fracture.
  6. Fellwar Stone replaces Darksteel Ingot.
  7. Mind Stone replaces Izzet Cluestone.

Archivist can be repeatable Windfall each turn on a creature. Vessel is Spellbook's no max hand size effect, but can also be ramp to play Locust God faster. Insight is a crazy draw spell because it has rebound. Shared is busted with Bugs giving them a lot of flying power. It was just reprinted in Explorers of Ixalan it's price down to $9. Search is draw two and then untap three lands letting you potentially play another draw spell the same turn.

Pieguy396 on *HELP* Maelstorm Wanderer

1 month ago

Hey there! Awesome deck you have here (and Maelstrom Wanderer is probably my favorite commander, so that doesn't hurt)!

I agree you need a little more mana fixing; fortunately, Green is very good at this. Kodama's Reach and Cultivate are both amazing at ramp and fixing, and Farseek, Explosive Vegetation, Skyshroud Claim, and Urban Evolution are as well (keep in mind that you can get any forest with the Claim, not just basics). Gilded Lotus is also an option.

Some other general suggestions I have for you:

Finally, I do think your mana base needs a little work. I find 37-38 lands is appropriate for a ramp-heavy deck like Wanderer, so you can certainly cut a few lands. I'd recommend the checklands (Rootbound Crag, Hinterland Harbor, and Sulfur Falls), the painlands (Karplusan Forest, Yavimaya Coast, and Shivan Reef), the shocklands (Stomping Ground, Breeding Pool, and Steam Vents), the temples (Temple of Mystery, Temple of Abandon, and Temple of Epiphany), and the fetchlands if you can afford them (Wooded Foothills, Misty Rainforest, and Scalding Tarn). Ash Barrens is also amazing due to the shuffle effect if you need it, and Frontier Bivouac is fine if you need the fixing.

Hope this helps!

PartyJ on Revenge of the Nibblers

1 month ago

Hi chad,

a friend of mine plays this deck. I saw him using these cards, which you might find interesting to review:

It's a deck that plays well and doens't have to be very powerful to have lots of great times.I hope the suggestions give you some new ideas.

Have fun!


64616e6e79 on Job 38:1

1 month ago

Overall, your deck seems like it's got a bit of an identity crisis. On one hand, it wants to play loads of big, splashy angels, but on the other, it wants to be a classic UW draw-go control sort of build. If you want to go the angel tribal route, I would switch the commander to something that gets you access to green, like Jenara, Asura of War or Sigarda, Host of Herons in order to get some much needed ramp (more on that later). If you want a more controlling build, I would stick with GAAIV but cut most of the angels. Control builds in EDH tend to win via infinite combo (in the case of "traditional" control, like your deck) or via locking everyone else out of the game with cards like Smokestack and Winter Orb.

Also, you're in sore need of some card draw. Without it, you're going to be stuck in the late-game waiting to topdeck something useful while your opponents are winning the game. Rhystic Study and it's cousin, Mystic Remora are staple cards for blue decks. Adding some extra cantrips, like Brainstorm, Anticipate, and Preordain will help you stack your draws and get the best of your cards. Some other good card draw options are Recurring Insight, Jace, the Mind Sculptor, Fact or Fiction, Foresee, Blue Sun's Zenith, and Consecrated Sphinx.

I mentioned ramp earlier, which your deck DEFINITELY needs more of. Angels are expensive, and they won't do you much good when you don't have the mana to cast them. First of all, I recommend running at least 36 lands, and maybe picking up a few more dual lands, like Azorius Chancery and Glacial Fortress. Another important thing to consider is mana rocks. Azorius Signet is an autoinclude, Hedron Archive is great in slower decks, and Fellwar Stone, while more effective in 3 to 5 colors, is still a great rock, especially when you're playing against two or three other people who'll probably have the colors of mana you'll need. White also has some non-artifact ramp options, like Weathered Wayfarer and Land Tax, which often put in serious work. If you splash some green, you also get stuff like Cultivate/Kodama's Reach, Sakura-Tribe Elder, Burgeoning, and Exploration to help get your angels out as quick as possible.

You're also running low on tutor effects, which are essential in a format where you can only run 1 copy of a given card. Unfortunately, the best tutor effects (for your deck) are green and black, so you'll have to make do with cards like Enlightened Tutor, Muddle the Mixture, and Fabricate, although adding green (hint hint) gets you great cards like Eladamri's Call, Wargate, and Green Sun's Zenith.

Finally, I would cut out some of your worse counterspells (Absorb, Dispel, etc.) for some removal, hate cards, and better counterspells. Board wipes like Austere Command, Wrath of God, Supreme Verdict, and overloaded Cyclonic Rift are all extremely useful, hate cards like Rest in Peace, Dawn to Dusk, and Grafdigger's Cage hose powerful decks, and white, being the king of removal, has some awesome spells like Path to Exile, Condemn, and Oblivion Ring. For counterspells, I would consider Cryptic Command, Summary Dismissal, Overwhelming Intellect, and of course, Counterspell.

bushido_man96 on Sneks

2 months ago

You're welcome! Also, Kami of the Crescent Moon and Dictate of Kruphix might be better card draw options for you than Recurring Insight and Biomantic Mastery, or even Distant Melody. I understand that those cards are on-theme for the deck, but I always prefer more reliable, and consistent, methods of card draw. Those three are sorcery speed, too, and Mastery is a high CMC. Will you have the mana do anything once you draw those cards? Just my thoughts. Rhystic Study is also a nice staple.

Bxbx on Mono Blue Control (instant & sorcery synergy)

2 months ago

You could cut some of your creatures and add more instants and sorceries like Fact or Fiction, Capsize and Recurring Insight. Also add Trail of Evidence.

Jund_Machinist on Jhoira wip

2 months ago

Draw: Ponder Preordain Wheel of Fortune Rhystic Study Mystic Remora Serum Visions Impulse Mystical Tutor Rush of Knowledge Recurring Insight

Removal: Spell Pierce Memory Lapse Arcane Denial Dispel Delay Misdirection Mana Leak Ugin, the Spirit Dragon Cyclonic Rift

Mana Rocks: Lotus Petal Mana Vault Chrome Mox Coalition Relic Grim Monolith Basalt Monolith Mox Diamond Prismatic Lens Mana Crypt

The only creatures I see that I like are Ulamog the ceaseless hunger, artisan of kozilek, conduit of ruin, void winnower, stormtide leviathan, rift elemental, kederekt leviathan, it that betrays and the time counter dudes. You probably want more impactful giant things with ETB's preferably.

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