Rishkar's Expertise

Rishkar's Expertise

Sorcery

Draw cards equal to the greatest power among creatures you control.

You may cast a card with converted mana cost 5 or less from your hand without paying its mana cost.

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Set Rarity
Aether Revolt (AER) Rare

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Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Rishkar's Expertise occurrence in decks from the last year

Commander / EDH:

All decks: 0.08%

Green: 0.68%

RG (Gruul): 1.37%

Golgari: 0.1%

Rishkar's Expertise Discussion

alechodgin23 on Tymna|Tana casual beatdown

2 days ago

Hey man cool deck. Definitely a +1 from me!

Speaking of card advantage, I'd recommend a lot more card draw. Unless I missed a card, you currently have 2 forms of card draw in the deck: Harmonize and Phyrexian Arena.

These are great cards and should definitely be run in your deck. This may seem odd, but card draw and ramp are the 2 most important aspects of EDH. The more card draw you have, the more consistent your deck will run game to game. Luckily for you, green and black have some great options!

I'd recommend Read the Bones, Ad Nauseam, Camaraderie, Shamanic Revelation, Rishkar's Expertise, Night's Whisper, and there are tons more to choose from.

One last thing...RAMP! Get rid of Tithe and put in some good ramp that's worth your time.

Cultivate, Farseek, Rampant Growth, Kodama's Reach, Harvest Season, Traverse the Outlands, and much much more.

I hope this helps!

Tzefick on Pattern Recognition #141 - Voltron

2 days ago

I completely agree on White being one of the best supplementary colors for a Voltron strategy, if not for anything else than their affinity for equipments, auras and not letting the opponent do anything on your turn.

I feel like you're not giving enough credit to Green and Black and too much credit to Blue. Mainly because blue-white (as the preference for at least 2 of the colors for your Commander) don't have that good Voltron commanders to blow the other colors completely out of the waters.


Green have ways to protect with Veil of Summer, Heroic Intervention, Autumn's Veil. Green can re-use the graveyard far better than you give them credit for. Which is not irrelevant if your plan goes awry and your Commander ends up dead or countered a lot. Or if all your equipment gets blown up with a Vandalblast.

Green also have a piece of the "my turn, I play, you don't!" with City of Solitude and Dosan the Falling Leaf.

Green has a lot of card draw available to them to substitute blue's card draw. And in certain situations their card draw is more efficient than blue, especially for Voltron. Hunter's Insight, Return of the Wildspeaker, Soul's Majesty, Rishkar's Expertise. If you choose the aura approach, there's the entirety of the Enchantress group that white also have some additions for.

Green also have a few enchantment affinities like white, with the likes of Sterling Grove, Ancestral Mask, Rofellos's Gift.

And how could I forget about the lovely interaction between trample and deathtouch - you're basically getting unblockable at that point. Hmm, it seems like black is more keen on giving it to creatures than green is.


Moving on to Black, there's a group of surprise cards that Voltron Commanders can take advantage of, like Hatred and Tainted Strike. And the ever-weird Endless Scream that's permanently applied firebreathing. Of course not to mention the best variety of tutors available in Commander.

One way to get past your opponent's defenses is if they don't have any. Black is certainly one of the better to provide in that aspect.

I'm quite certain I don't even do black justice here, but I'll refrain from bloating this response further. I just feel like the ranking is skewed disproportionately.

pmansmoney on Marisi Hatebears and Tokens

3 days ago

Hey hey dawg!

There are just so many ways you could go about this! I have no idea if I'm doing the right thing here but here are a few ideas

Return of the Wildspeaker --> out -- I just dont think this card is very good in general. You dont have a ton of big creatures and +3/+3 isn't that exciting. Would rather play Harmonize which is unconditional.

Austere Command --> maybeboard -- This could be wrong, but I was looking for cards to cut and felt like an expensive wrath wasn't exactly where your deck wanted to be.

Keeper of Fables --> maybeboard -- I mean I get it that you can potentially draw up to 3 cards a turn, but its just so meh.

Greater Auramancy --> Maybeboard -- I was considering this cuz I think there's potential for a strong enchantments theme. Opted for Sterling Grove instead because it also tutors but this is here just as a consideration.

Archon of Absolution --> maybeboard -- Its on theme but I don't think its taxing enough right? maybe I'm crazy and this is exactly what you want cuz you can trigger goad with your commander?? but its 4 mana as well idk I just took it out cuz its floor is very low.

Kinjalli's Sunwing --> out -- Not sure why this card was in here to begin with, I mean you aren't granting mass haste or anything and the whole idea is you're goading people so few people are gonna have blockers, plus plenty of your is evasive. I think Thalia, Heretic Cathar feels this role very well already.

Urabrask the Hidden --> maybeboard -- This card is sweet but its 5 mana.

Elspeth, Sun's Champion --> maybeboard -- Elspeth feels a little out of place.

Beast Whisperer --> maybeboard -- Not into this as a reliable form of card draw.

Soltari Champion --> out -- I get the idea, you're trying to trigger goad, but isn't this card just bad? a 3 mana unblockable with battlecry doesn't seem particularly playable.

Archangel of Tithes --> maybeboard -- it was hard for me to cut this but in the end the triple white and its low impact made decide to ditch it and keep Windborn Muse instead.

Gruul War Chant --> out -- This card is just way too low impact for 4 mana.

Privileged Position --> maybeboard -- this like Greater Auramancy was an idea if you went more enchantment heavy but I ended up feeling 5 mana was just too steep.

Sunblast Angel --> Maybeboard -- I get the idea cuz everyone is attacking and tapped but meh.

Dryad Sophisticate --> out -- I don't think unblockable 2/1 are good enough even if they do trigger marisi. I like the idea of playing evasive hatebears or something. Maybe I'm just way off base with this deck haha

Arcane Signet --> out -- you don't need this, you're in green! Plus I want to try and add Collector Ouphe!

The Great Henge --> maybeboard -- this card is sweet and super pwoerful but you got a bunch of dorky 2/2s and stuff this thing is gonna routinely cost you like 7 mana and at that point wouldn't you just play Zendikar Resurgent? (I didn't put zendikar resurgent in though but if you want an effect like henge, I think I'd go with resurgent)

Druids' Repository --> main -- Idk! this seems cool and fun!! All your creatures become mana dorks cuz they'll be attacking anyway! Seems p good! Also if you make a bunch of 1/1 tokens with Tempt with Vengeance and Sylvan Offering you make a bunch of mana when they attack!

Skullclamp --> main -- I think because stuff like Varchild, Betrayer of Kjeldor plus having a bunch of stuff that might end up dying this'll draw you a lot of cards. Plus if you play Tempt with Vengeance and Sylvan Offering its bonkers!!

Insurrection --> main -- Its a sweet win condition!!

Varchild, Betrayer of Kjeldor --> main -- in my view this exactly what you want to be doing!

ok wow this comment is getting long so I'm just gonna list the rest of the cards that I think should go in/out:

War's Toll -- in

Sterling Grove -- in

Sphere of Safety - in

Sylvan Offering - in

Enlightened Tutor - in

Harmonize - in

Goblin Spymaster - in

Tahngarth, First Mate - in (this one just seems fun :D totally get it if you decide not to)

Tempt with Vengeance - in

Teferi's Protection - in

Rishkar's Expertise - out

Throne of the God-Pharaoh - out

Grand Melee - maybe, for now I decided to just play war's toll but maybe neither are good enough

I've noticed you're not really doing the hatebear thing as much anymore? But if you decide to: Hushbringer and Collector Ouphe are rad!

Whew!! Can't wait to play against this in any shape or form! Hope at least some of these suggestions help!

kingtuf on GOOD beans

6 days ago

I'd say drop cards like Ghalta, Primal Hunger, Reclamation Sage, Springbloom Druid. Hexdrinker, Fertilid.. basically anything that's too tribal-adjacent for different options. I know Animar is your commander, but turning creatures like Reclamation Sage or Springbloom Druid into an instant speed option like Krosan Grip or Harrow respectively allows you to play more interactively. Since you're in blue colors now, throwing in a Counterspell or three would help keep your beaters safe from people who would rather see them dead... AEther Snap would be a pretty rough hit if it went uncountered! Also, card draw options that rely on a creature's power are very good in a deck like this. Rishkar's Expertise, Return of the Wildspeaker, Life's Legacy, Greater Good or Momentous Fall all turn your board state into card advantage or provide ways to turn a negative situation into a positive one. Finally (and I'm sure this is coming soon) but you would probably want to fix your mana base to accommodate Temur colors. Being able to cast your commander is always a nice part of the format. :) One other mana rock you may be interested in if it's not too expensive for you is Doubling Cube. I've always found it to be fun in hydras myself. Hope something I said here helps. I'll be around if you want to discuss the deck more!

ghostofsparta on Polukranos's Prison Break

1 week ago

Needs more Vigor. You can resolve Vigor's replacement effect before resolving Polukranos's, so it gains counters instead of losing them. Does wonders for your other creatures as well. It will be a removal magnet, though. You could lean into the +1/+1 counter theme more with Oran-Rief, the Vastwood, Pir, Imaginative Rascal, Ivy Lane Denizen, and/or Renata, Called to the Hunt. Armorcraft Judge can provide more draw power, as can Rishkar's Expertise. Or you could go wide with Feed the Pack or Korozda Guildmage.

NiftyCheshireCat on Catmander

2 weeks ago

Hey cPute,

I had Rancor in the deck before, that card puts in work! I actually really love it but I believe I ended up cutting it for one of the swords. Not sure what I would cut to make space for it though... Absolutely open to suggestions, like I said I love the card! However, all I can think of cutting would maybe be Eldrazi Conscription or something but I think I love that card too much to drop it, lmao something about that card in a cat deck always catches people off guard.

As for card draw those are all really good suggestions, I used to run Harmonize and Hunter's Insight but ended up cutting them. That may have been a bad idea considering I only have about six cards that draw me cards in the deck (closer to eight or 9 if you count repeatable/bounce-able tutors but still...). I do have more ways to generate card advantage without drawing (recursion/tokens/etc.) but that's really not the same. I should probably get at least Hunter's Insight and Rishkar's Expertise into this deck but again I'm just not sure what to cut to make room.

cPute on Catmander

2 weeks ago

One more card came to my mind - Chameleon Colossus - it is (technically) cat as well and if you have enough mana, it's nice beater. (I would use Rancor as well. It gives trample to your creature and it goes back to your hand when the creature dies).

Card draw is pain in Selesnya colors, but you may use:

I struggled a lot with card draw for example with this deck - Gruul, but after adding a lot of these spells, it got much better.

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