Recurring Insight

Recurring Insight

Sorcery

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.)

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Printings View all

Set Rarity
Rise of the Eldrazi (ROE) Rare

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Legality

Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Recurring Insight Discussion

slashdotdash on Golos attempt II

6 days ago

Hey there Kronhamilton,

First of all, I like the improvements you’ve made to your deck. It’s already looking a lot slicker and I can see you’ve made some very fun looking changes to how the deck plays.

You’ve got a nice array of threats (I always love to see the Bringers and Ur-Dragon) and a decent amount of ramp which are both a big plus. Additionally, you’ve got the beginnings of some nasty graveyard synergy shaping up, which looks really, really cool as a sort of plan B.

That being said, I’d like to make a few suggestions to help guide you toward a more consistent and powerful Golos deck. Please remember that these suggestions are just my informed opinion, and that I totally respect whatever deck choices you decide to make. I really just want to help you get comfortable with deck building and learning what to look for in a ‘good’ or ‘bad’ card.

Broad Suggestions

I would encourage you to add 2 Lands, 3 Removal cards, and 8 Draw cards. I’d also think about adding 2 more Ramp cards, but that is less critical to the overall health of the deck. Your Threats look great and I think your Sweepers are also appropriate. Anything that synergizes with your graveyard backup plan is great.

There are a couple of things to think about as you play this deck; 1. “Am I happy or sad to be holding this card in my hand or drawing it off the top of my deck?” – If a card seems to constantly be ‘the wrong card’ for the situation, or you can never seem to cast it, or you always play other cards instead, or you tend to die while holding a certain card, then you probably want to think about how well that card fits in your deck and whether or not you should cut it or modify the deck to support it. 2. “What ongoing advantage does this card give me?” – Some cards seem like a decent card based on having decent power/toughness, a fair cost, and some neat keywords or abilities. Just having those upsides alone though doesn’t make a card truly powerful. Instead, try to think about what ways a card can synergize with your deck to create crazy effects or otherwise how it will become more dangerous as the game progresses (like a Quartzwood Crasher, Scute Swarm, or Giant Adephage). Additionally, try to find cards that do multiple things such as Chasm Skulker which gets bigger when you draw cards and also explodes into tokens when it dies, or even Ravenous Chupacabra which deals with a threat and also acts as a blocker when you are facing pressure. The key is finding a way to levarage the most amount of value in each individual card – even a 2 mana ramp spell will set you up to play all of your future spells 1 turn earlier than normal for the rest of the game, which can be an insane advantage when you think about it. 3. “Am I out of options?” – If you can’t seem to find a solution to a problem or you’re ‘running out of steam’, then it is likely that you need more card draw and more ways to create ‘engines’ that accrue value. An example of an engine would be Fertilid + Evolution Sage or Rampaging Baloths + Elemental Bond or Kruphix, God of Horizons + Victory Chimes or Atraxa, Praetors' Voice + Ajani, the Greathearted or Anointed Procession + Endless Ranks of the Dead or Search for Azcanta  Flip or Deadbridge Chant or Mind Unbound, etc.

Ramp

Your ramp looks pretty good with 10 dedicated Ramp cards. I’d suggest adding 2 more Ramp spells to really help speed things up early. Examples would be Kodama's Reach, Llanowar Elves, Wild Growth, Farseek, Rampant Growth, Springbloom Druid, etc.

Ramp - 10

Not Ramp

Draw

Overall, I think your card draw package needs a little bit of love. I want to note I see a lot of ‘looting’ effects like the ones on Teferi, Master of Time or Obsessive Stitcher and while these cards are great for a graveyard strategy they still don’t count as card draw. I’d keep most of these ‘looting’ type cards, but try to find cards that get you about 2 or 3 cards such as Harmonize, Concentrate, Escape to the Wilds, Urban Evolution, Moldervine Reclamation, Deathreap Ritual, Recurring Insight, Mind Unbound, Underworld Connections, Cloudblazer, Mulldrifter, Drawn from Dreams, Return of the Wildspeaker, Harvester of Souls, Momentous Fall, Dream Trawler, Keeper of Fables etc.

Draw - 2

Not Draw

  • Barrin, Tolarian Archmage – drawing 1 card does not really count. If anything, Barrin is like slow, bad removal for dealing with your opponents’ stuff temporarily. If you’re interested in reusing Golos’s land finding ability I would recommend playing Soulherder instead.

  • Solemn Simulacrum – He has sort of ‘incidental value’ with his death trigger but doesn’t actively net you a bunch of cards like Keruga, the Macrosage or Beast Whisperer. Sad Robot is still great though.

  • Titanoth Rex – still keep this guy because he is a threat that isn’t dead in your hand on turn 5.

  • Void Beckoner – same story as the Rex

  • Teferi, Master of Time – Teferi’s great, but he is really at his best when you’ve got 4-7 card in hand so that you can throw a bunch of big threats to the graveyard and hopefully draw a reanimation spell. Other than that, Teferi isn’t going to refill your hand so he doesn’t count as true draw.

Removal

Your removal package looks like it needs a couple more additions to keep your deck responsive and able to handle imminent-doom type threats. It is worth noting that cards like Blatant Thievery or Mythos of Illuna can save you in certain situations, but be wary of their crazy mana costs and the fact that they are not instant-speed answers. Examples include Mythos of Nethroi, Beast Within, Price of Fame, Reality Shift, Terminate, Return to Nature, Putrefy, Utter End, Eat to Extinction, Murderous Rider, etc.

Removal – 4 (aim for 7)

Cuts

There are several cards that I would consider cutting first when modifying the deck.

  • Lukka, Coppercoat Outcast - he relies very heavily on luck and only interacts with creatures. This makes him good with only 30% of your deck. Additionally, Lukka can’t ‘protect’ himself like Garruk can (making tokens to block for him), nor does he have an immediately accessible removal ability like Teferi. Overall, Lukka is interesting but a little lacking in consistency, defensibility, and power.

Azusa, Lost but Seeking – you don’t have enough land + card draw to really capitalize on Asuza’s ability. Yes, you can use the double lands (like Gruul Turf) to bounce a land to hand and then play that land with Asuza, but realistically that’s such a narrow and relatively tame synergy (in this non-landfall deck, that is) that you would be better off playing a Farseek or a Rampant Growth or even a Fertile Ground.

  • Sparkhunter Masticore - This little fellow has a major drawback and no seriously crazy abilities that make him worthwhile. Yes he can deal with planeswalkers, but so can a Murderous Rider or an Eat to Extinction. Yes he can be an indestructible 3/4, but you have to pay 3 mana just to make him indestructible. Under normal circumstances that’s 6 mana for a 3/4 that dodges death one time - a 3/4 just isn’t fantastic. The biggest bad news about this robocat is its “additional cost to cast” ability which means that even if you hit it with Golos’s ‘Rainbow Wheel of Death’ ability, you still have to discard a card for a 3/4. I just honestly think you’d rather have a removal spell (Beast Within, Mythos of Nethroi) instead of this cat any day.

  • Pursued Whale - While this whale is kinda cool and he does force combat, he is just sorta expensive for what he does. 7 mana for an 8/8 is pretty standard and giving your opponents tokens (that they could just attack you with or sacrifice to an effect) can be a bad idea in some situations, such as when they have an Beastmaster Ascension or a similar effect on the field. While his semi-hexproof ability (3 more mana to target) seems nifty, that is one of the only really powerful highlight abilities of this card, meaning that ability is protecting a relatively low-powered card. A couple immediate alternatives come to mind for me; Geode Rager to force combat AND keep you safe, and Dream Trawler for a flying, hexproof, lifelinking, card drawing threat.

  • Renata, Called to the Hunt - She just isn’t fantastic. You aren’t playing a devotion centric deck in which she might become a 10/10, and your strategy doesn’t really care about 1/1 counters either. I would consider replacing her with a Harmonize or another 3 or 4 drop with more impactful abilities. Heck, even another reanimation spell could be nice like Unburial Rites or Grave Upheaval since your deck seems to have some tendency to but things in the graveyard for later.

  • Lorescale Coatl - Cards like this (or his bigger cousin Chasm Skulker) are really designed for “wheel decks” that play “wheel effects” like Windfall or Reforge the Soul. He is fine, but really not much better than that. If you want a threat that can grow faster and do more important things, try Managorger Hydra or even Scute Mob.

  • Colossification - This aura is too expensive, taps your creature down, and worst of all is an aura. Auras are generally quite bad because your opponent can destroy your creature and the aura attached to them with one spell – and odds are they’ll do that because it is usually too juicy not to. The fact that you can’t attach Colossification and attack immediately means that your opponents will have a full turn to deal with it before you get a chance to use it (and keep in mind your Colossified creature needs to survive 3 opponents’ turns!). This means you’ll most likely run out of cards in a hurry without accomplishing anything.

  • Door to Nothingness - Unlike Progenitus, you can’t reanimate the Door, nor can you get its full value off of the Rainbow Wheel of Death. The only time this card does anything at all is when you literally have 10 mana of the exact color combination necessary to use it. It’s still your call, and I know some people make it a goal to Door their opponents, but be warned: you probably don’t have as much ramp as you need to make this work well. I’d consider supporting this crazy cards (and your many expensive threats for that matter) with a few more ramp spells – Boundless Realms, Migration Path, Circuitous Route, Kodama's Reach, Explosive Vegetation, Zendikar Resurgent

  • Azor's Gateway  Flip – This card belongs in a very specific variant of Golos. That variant is the Minamo, School at Water's Edge Golos deck which also runs stuff like Vizier of Tumbling Sands, Fatestitcher, Kiora's Follower, and other payoffs like Jegantha, the Wellspring, or Captain Sisay. Especially considering that Sanctum of the Sun (the flip side) adds X mana of only 1 color, I think this card is just rarely going to work like you want it to unfortunately.

  • Lathliss, Dragon Queen - Basically, you only have 3 other dragons in the deck so I would either exchange a bunch of cards for more dragons or cut Lathliss, since she will rarely be able to use her best ability (5/5 tokens). Keep in mind, you could also run a bunch of cards with the ‘changeling’ keyword if you wanted to get really funky, in which case you may as well also play stuff like Yuriko, the Tiger's Shadow, Reaper King, Crested Sunmare, The First Sliver but that’s a very slippery and insane slope that I’m not sure you want to get sucked into.

Summary

Nice changes Kronhamilton, I can see that your deck is really starting to shape up as a rampy graveyard-mingling Golos deck, and that’s really cool. I encourage you to try and pay attention to what situations you find yourself in, as that’s often the best way to tell what cards you need to cut or add to the deck for it to work best. As a default, I’d consider making a few of the changes I mentioned in the Broad Suggestion section, as those changes should just generally help with your deck’s consistency.

Please do let me know how you decide to tune your deck – it’s really fun to watch honestly, and I’m always down to help advise you. Other than that, take care and enjoy Golos!

Best,

-Slashdotdash

JonnyG21 on Koopa, King of the Fae [cEDH Primer]

1 month ago

Have you considered fabricate, rapid hybredization, or trinket mage from this deck: https://tappedout.net/mtg-decks/oona-queen-of-the-fae-cedh-primer/

Also, what about Grim Tutor, Consecrated Sphinx, Recurring Insight, Spell Pierce or Miscast?

JonnyG21 on Oona, Queen of the Fae ::: cEDH Primer

1 month ago

Why not Grim Tutor if you're running dozens of others, many of which are worse?

Why not Pongify since you're running rapid hybredization and reality shift, which is worse?

How are tale's end, trickbind, and windfall? I read that the first two are for flash hulk, so I guess that makes sense.

Why not replace windfall with Consecrated Sphinx or Recurring Insight?

I see swan song and spell piece, what about Spell Pierce or Miscast?

Additionally, Disallow could replace trickbind.

PookandPie on Urza Lord High combomaster

3 months ago

I play Urza too! It's a very fun cEDH deck.

If I could recommend a single big draw spell, it would likely be Recurring Insight. Generally speaking you'll be ramping out hard with artifacts so your lands won't necessarily be more than 4ish, and for a 6cmc sorcery, I think drawing 4-5 cards twice off of Recurring Insight would be much better than Flow of Ideas.

Is there a particular reason you're using Basalt Monolith but not Rings of Brighthearth to generate infinite mana so you can win with Urza?I would figure that having the additional infinite mana outlet would be the primary reason for running Basalt since it's generally not seen as good on its own. Perhaps dropping Chromatic Orrery for it could be reasonable (since if you have infinite colorless mana with Urza with something that can untap, you also have infinite blue. So Basalt Monolith can make infinite colorless by copying the untap activation with Rings, and after making 30 million colorless, you can spend that to make 10 million blue (by simply tapping the Monolith for blue via Urza's ability, then untapping it for 3 colorless mana). And 5 to draw 1 seems pretty horrible when you've already got Sensei's Top. I guess its nice that it taps for 5 to power a Dramatic Scepter win, but there's functionally no difference between Gilded Lotus and it in that circumstance, and you could likely win via any extra rock + Worn Powerstone if that's what you were aiming for. I dunno, just seems like a 7 mana do nothing rock unless you have Filigree Sages which just makes this the exact same combo, except it costs 9 mana to start (7, tap 5, pay 4 for Sages, pay 2 more to activate Sages to untap, repeat), whereas the Basalt one costs 8 but the individual pieces can come down much earlier (alongside Rings having more inherent synergy with the deck as well, eg double Urza or Tezzeret tutor activations, etc.).

Sai, Master Thopterist is another nice one. Every artifact you cast effectively gets you a free Mox Opal that can also be spent to draw you additional cards.

NoSoyYucateco on Copy that, Copycat!

3 months ago

I would also think about swapping some of your more expensive draw cards like Tidings for cheaper cantrips like Brainstorm, Preordain, or even Opt. Paying 1 mana for a good card is better than paying 5 mana for a few random ones, in my opinion, and you have other ways to refill your hand if you need to (like Recurring Insight, which I love.)

sub780lime on Bow before Draconic King!!! | M21 Update

5 months ago

I really like Faithless Looting, especially when my colors are more limited. You are running plenty of blue and there are just so many other blue draw spells not yet in your deck. you might be targeting that one drop-spot, but if you want to really up the CMC, Recurring Insight can be downright amazing. At pone CMC, I am sure Ancestral Recall is out of budget (I know it is for me). With the green ramp you have in here, what about Sylvan Library. It's possible you are hoping to recur with the discard from Faithless Looting, but I am not sure there is enough in here for it. Just some thoughts.

wildturtles on Nezahal Counterspells

5 months ago

I put Mana Vault, and Basalt Monolith in the deck th get nezahal out as early as possible, but I think you are definitely right about needing the mana for late game, especially since I probably won't be playing Nezahal, Primal Tide the turn I cast mana vault, or the monolith. I also really like Recurring Insight and will see where I can slot that in. I think Mana Breach, Stasis, and Rising Waters wouldn't help so much as hurt though i'll likely be playing more spells than my opponents. Standstill, Frozen Aether, and Sunder all look interesting though, so ill try them out to see if I like them. Lastly I think the instant/sorcery spell recursion is really nice as well, so ill make some changes to accomodate them.

Thank you for all the good feedback, it was really helpful!

Grind on Nezahal Counterspells

5 months ago

cool deck! i have never played against a nezahal deck, it looks interesting.
if you want to draw cards, i have to recommend Recurring Insight. if you can make sure it goes off (which you should be able to with all your counters) you can usually draw 12 - 14 cards for just 6 mana. really great.
the other card i have to recommend is Turnabout. looks like your deck is going to the late game, not trying to combo out early on. when you have a lot of lands on the field, turnabout can really pump up your mana.
given that you are heading to the late game, i would usually run boring rocks like Worn Powerstone and Palladium Myr over Mana Vault and Basalt Monolith because they actually net you mana in the long run. but that is kind of a personal choice.
also, once it comes out you could look at Bonders' Enclave over Blighted Cataract.
also you say you are slowing down your opponents but you are avoiding stax, but in case you want to reconsider there are some good options in blue: Frozen Aether, Embargo, Mana Breach, Rising Waters, Standstill, Shimmer, Sunder, Stasis, Mana Breach.... just sayin you got options.
finally you have so many great spells in your deck, it is a shame you only get to cast them once! a little recursion goes a long way, i love to run cards like Archaeomancer, Call to Mind, Mission Briefing and Recall.
anyway, those are my thoughts and hope you find them helpful! keep having fun and cheers!

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