Rhystic Study

Rhystic Study

Enchantment

Whenever an opponent casts a spell, you may draw a card unless that player pays .

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Printings View all

Set Rarity
Jumpstart (JMP) Rare
Mystery Booster (MYS1) Common
Commander's Arsenal (CMA) Common
Prophecy (PCY) Common
Promo Set (000) Common

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Legality

Format Legality
Pauper Legal
Duel Commander Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Highlander Legal
1v1 Commander Legal
Pauper EDH Legal
Oathbreaker Legal
2019-10-04 Legal
Unformat Legal
Magic Duels Legal
Noble Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Leviathan Legal

Rhystic Study occurrence in decks from the last year

Commander / EDH:

All decks: 0.17%

Blue: 0.84%

WU (Azorius): 1.76%

UR (Izzet): 0.87%

UB (Dimir): 1.22%

GU (Simic): 0.67%

WUB (Esper): 0.9%

UBR (Grixis): 0.64%

BUG (Sultai): 0.56%

GWU (Bant): 1.09%

Rhystic Study Discussion

RNR_Gaming on Enchantment EDH?

3 days ago

Man...if this became a thing Rhystic Study or Necropotence would be my go to. *edit just saw the legendary enchantment - just read enchantment Search for Azcanta  Flip or Bident of Thassa

DemonDragonJ on How Good is Akroma's Memorial ...

4 days ago

TypicalTimmy, that is a very astute observation of that card, and I do hope that it is eventually reprinted (perhaps in either Double Masters or Commander Legends, later, this year?), since its price is hindering it from being widely used (as was the case with Rhystic Study before WotC finally reprinted it).

Non-Linear on The Periodic Table WIP

1 week ago

No Heroic Intervention, you're in blue, just play a counterspell in fact have a - Counterspell - Arcane Denial - Swan Song - Dovin's Veto - any of the confluences

Dread is a waste since it won't stay in your library, play Filth instead or Wonder

If your going to play Eerie Ultimatum play more self mill, this will also have better synergy with the commander

You don't draw enough cards either - Bonders' Enclave - Tatyova, Benthic Druid - any of the modern horizons cycling lands - Splendid Reclamation (sortof) - Mystic Remora - Rhystic Study - Omen of the Sea - Brainstorm - Nissa, Vital Force - Elemental Bond

There is no ramp, don't bother with the two CMC sorceries Nature's Lore, Rampant Growth and Harrow you want the extra lands in your hand. - Cultivate - Kodama's Reach

Another wrath is good - Wrath of God - Damnation

You have little interaction - Vandalblast - Krosan Grip - Generous Gift - Reality Shift

And more importantly no win con - Overrun - Overwhelming Stampede - Biomass Mutation - Craterhoof Behemoth - Dragon Throne of Tarkir (since you probably wont swing with commander) - Bolas's Citadel

foxboy93 on Brallin & Shabraz SHARK-ATTACK

1 week ago

I was curious as to why Sol Ring and Cyclonic Rift weren't included? I'm guessing there wasn't any extra laying around most likely?

Other things I'm surprised not to see in here: Teferi's Puzzle Box, Mindmoil, Arjun, the Shifting Flame. These don't necessarily combo with the Brallin side of the deck, but it DOES work with Shabraz. Not only that, this can help us get into other cards and keep fueling our draw and discard. I also personally don't like running Planeswalkers, but Dack Fayden can be pretty good. Faithless Looting on a body and then also stealing an artifact seems pretty good. Other cards I was surprised to not see were Thrill of Possibility, Cathartic Reunion, Frantic Search, Careful Study, Tormenting Voice, Rhystic Study, Jeskai Ascendancy, Whirlwind of Thought.

I'm curious as to why Shark Typhoon is in the deck though. A 6 Mana make an X/X Shark doesn't seem overly impressive when we only have small cantrip like spells. I also personally don't like Runehorn Hellkite, cause its either a 6 mana 5/5 with flying, or something we need to discard to then pay mana to wheel. I feel like the deck has a nice top end, but it lacks a lot of early game. We are basically hoping to get one of our commanders out ASAP, but it seems like we are hoping to hit a lot of ramp early on to then get someone out and THEN do our draw/discard thing.

Other fun things or cards not mentioned is Sigil of Sleep. Putting this on one of the pingers (Brallin, Glint-Horn Buccaneer, one of the Niv's) lets us begin to bounce creatures to players hands whenever we deal damage. So we start discarding cards, we can start returning problem threats to the player's hands. Tireless Tribe is an instant speed, repeatable discard outlet. Sure it doesn't do anything other than that, but it could be the difference between killing a person or not. Basilisk Collar/Loxodon Warhammer/Shadowspear are alternative ways to use Brallin like ping effects for things other than Infect (if play groups don't like it for example). This also fits into the "voltron" style of the deck, allowing intense lifegain. Early game cards we can add are Jace, Vryn's Prodigy  Flip/Magus of the Bazaar. These lets us repeatedly draw and discard, and Jace can flip to allow us to flash back cards. Wild Research is a cool way to help tutor up our wincons from our enchantments or if we need a counterspell or something while synergizing with Brallin pinger effects. We could also include some of the hatebear like cards from white to help slow down our opponents in the early game if it comes down to it.

All in all, I like the deck idea. I LIKE flexible decks that can switch gears when it needs to, and isn't solely linear ("I tutor this card and win). You can play casually and just try to voltron Shabraz, or enable combo kills with Brallin. Other than a handful of cards, I am REALLY interested in possibly building this deck!

Narrash on Storming Legends - The Ur-Dragon

2 weeks ago

BLK-Swordsman ok, as far as I understand, PMs are an upgraded feature, so I'll try to reply here in the most efficient way. I'm going to assume you've bought the 2017 Dragon precon like I did, which is a good start. Scion decks play combo. You put dragons in the graveyard to one-shot your opponent. The Ur-Dragon is spawning dragons, as a result it's a casual deck. First things first would be upgrading the mana base. If your budget allows you to, grab 5 fetches (10 really isn't necessary). I guess the enemy fetches are better but I run the allied for budget reasons. Play the 5 triomes. Even without fetches I'm sure they're good enough but since I run the triomes with fetches I find them spectacular. I used to run 10 shock lands but someone did the math for me and if you play the triomes, 5 allied check lands + 5 enemy shocks are just as good. The only dragon which is also budget that is mandatory is Atarka. Scourge of the Throne is incredible too. You can do pretty much what you want when it comes to the rest. I recommend Lathliss, Utvara Hellkite, Silumgar. Terror of the Peaks is the new M21 dragon and it's huge. Ones I do run for personal affiliation but don't recommend playing are Dromoka, Kolaghan and Ojutai. I think the dragon package is where your personality shines so do what you want with it! I'd recommend having around 25 dragons, not 30+. Ramping is a priority, consider that with The Ur-Dragon ability, dragons start coming at 4CMC, potentially turn 3 with some ramp. Instead of mana rock, prioritize spells between 2 and 4CMC that lets you fetch a specific land type (to grab triomes or shocks). Mirari's Wake is incredible. I'm not a fan of ramp on bodies except for some exceptions like Faeburrow Elder (2 mana at worst),Goreclaw and obviously Morophon which makes our commander 4 mana. For a first version of the deck, Dragonlord's Servant and Dragonspeaker Shaman are good alternatives. Fill the slots with cheap mana rocks, around 2-3CMC, no more (except for Prismatic Geoscope which is incredible with the right mana base). All star artifacts are Herald's Horn, Chromatic Lantern, Dragon's Hoard for obvious reason and The Great Henge, the latter which can enter on turn 4 at the earliest thanks to our beefy dragons. Since they're heavy on CMC, haste-enablers are great. Check out the ones I run, they're all cheap I'm pretty sure, like the two boots (Dragon Tempest is the best card). You mustn't run out of gas so drawing cards is good, especially attached on ramp spells like Kiora. Again, most of my draw spells are cheap and either ramp or grant haste so take those too (like Temur Ascendancy). Rhystic Study is going to be reprinted, better that than Painful Truths for example. Depending on your meta you can choose the number of removals to run. Since we play big spells and rarely have open mana I'd recommend using pseudo-removals with synergy instead of hard removal like Utter End. As in removal on bodies, like Glorybringer, Sarkhan's Unsealing, Silumgar, Atarka. I run very few board wipes but they're one-sided and cheap (Crux of Fate and Earthquake). That should be it. In short, choose your dragon package. Play A LOT of ramp. Fill the rest with haste-enablers and card draws, even better when a card fulfill two roles.

Coward_Token on Jumpstart Spoilers

2 weeks ago

Millstone Island!

Zurzoth, Chaos Rider: brings some pain to Rhystic Study. Still, there's imo not quite enough good Devils to make a tribal EDH deck non-awkward yet. Note that in EDH, you'll need one Devil per opponent to get multiple tokens

Spiteful Prankster: a Hissing Iguanar that can actually survive combat is pretty nice for mono-R

Branching Evolution: too many +1/+1 counter decks have felt compelled to include Doubling Season when they don't really need a lot of it features; this is a fair yet aggressively costed alternative, thumbs up

Immolating Gyre: interesting one-sided wipe for spellslinger decks, although those don't care as much about creatures in the first place

Joe_Ken_ on What are the most abusive ...

2 weeks ago

I feel like Rhystic Study , Mystic Remora , and Smothering Tithe all fit in the same category of being very good and a little abusable in edh since it is a multiplayer format and you can get so much value off of them if they are left alone for 1-2 turn rotations.

DuTogira on What are the best cards ...

2 weeks ago

1) Mana Crypt. it's a free 2 mana and if your deck can't win before the life loss starts to matter, you have a bigger deckbuilding issue.
2) Toss up between Rhystic Study and Mystic Remora, because they're consistent value engines that require an answer. Cards like Ad Nauseam fall more into the tutor category, and wheels aren't always good.
3) Command Tower wins because it lets you play the game. The ABUR dual lands are a close second because of how consistently they can be fetched, but even they can't hold a candle to Command Tower in a deck with more than 2 colors.
4) Empyrically, the best wincon is currently fish consult because it's the wincon that the highest winrate decks in the meta use. More accurately though, the best wincon is the one that your deck can get off the most consistently.
5) This is a trick question. The best removal is the one that most appropriately handles an immediate threat. This is why blue is so oppressive in commander: it's the only color with consistent access to good counter-spells (a form of removal). Similarly, black and white between them give the best creature/artifact/enchant removal. My answer will be: Esper is the best removal.
6) Cyclonic Rift. Nothing but a counter-spell saves against a rift.

Which one is best? Lands. They let you play the game. If you don't agree with this, build a deck using only lands that enter tapped and another using only lands that enter untapped (they can have all the same other cards). You can feel just how much of a difference land quality makes.

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