See the Unwritten

Legality

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

Printings View all

Set Rarity
Khans of Tarkir (KTK) Mythic Rare

Combos Browse all

See the Unwritten

Sorcery

Reveal the top eight cards of your library. You may put a creature card from among them onto the battlefield. Put the rest into your graveyard.

Ferocious — If you control a creature with power 4 or greater, you may put two creature cards onto the battlefield instead of one.

See the Unwritten Discussion

Enral on Xenaroid™: FDA Approved

3 weeks ago

DivineKhaos Hi, the cards you mentioned were definitely in the deck once but were ultimately cut as I made more refinements. Scourge is definitely great but the problem I've always encountered was that there is a 50% chance I won't get his extra combat trigger because I have the highest life total (which isn't uncommon since I'm usually the once that smash face). The rest of the creatures you mentioned were in contention for other creatures in my deck and was cut as they didn't make as much of an impact as I want to. I'm actually reconsidering Siege Behemoth . For sorceries like See the Unwritten , I try not to run anything above 4cmc as my curve is already high and those 6cmc spells are reserved for creatures only since there are multiple ways to cheat them into play. Tooth and nail was an exception as it is a game ender or can cheat up to 20cmc worth of creatures from my hand into play.

dbpunk on Why isn't Aetherworks Marvel played ...

1 month ago

Honestly another thing based on TypicalTimmy's reply is that those cards (top deckers) also is that they don't always rely on as much set up as Aetherworks Marvel . See the Unwritten only requires that the cards go into the graveyard at the end after casting it for 6, and you can potentially get two or more additional creatures. Sunbird's Invocation only really requires that you cast spells, with the power of the free stuff being higher based on what you cast.

Aetherworks Marvel needs energy, things going to graveyards and good spells on top to go all out.

Free stuff off the top isn't bad in edh, in fact I think it's generally good to be able to dig into your deck and pull out stuff when it's paired with other things in a deck (for example, pairing See the Unwritten in a recursion heavy deck is great). However, half the time a seemingly great card isnt played much, it's mostly because the setup and how long it takes makes it less great compared to other options.

TypicalTimmy on Why isn't Aetherworks Marvel played ...

1 month ago

Thanks everyone for the fast replies. I guess I was just confused because I play with Sunbird's Invocation and other top-deck sort of effects such as Xenagos, the Reveler and See the Unwritten . But I can understand how each of these are not exactly able to be compared to AM, as AM does require more input.

Sunbird is great in my deck because I run a high average CMC (4.45) and so casting a 6-drop usually means I'll have another 5-drop or 6-drop behind it.

Xenagos is easy to pull off if you set him up right, though I've had times where he completely faulters out. You need him almost exclusively in a Zoo-Stompy deck to function at 100%.

As for See the Unwritten , I only cast it when I can copy it via Howl of the Horde , Reverberate , Fork , etc. Again, that only works in Zoo-Stompy.

Guess I'm too set in the ways of Gruul to have considered how this kind of an effect might function outside of it. Lol.

henrypan321 on Mayael's Stomp Squad

1 month ago

Thank you for the suggestion! Defense of the Heart is definitely a nice card. Didn't know there was a printing with the modern frame! I'll do some testing.

Though lately I've been thinking of removing cards that need survive for a turn to be useful like Elvish Piper and Quicksilver Amulet since they draw a lot of hate. Piper in particular pretty much always dies before I could do anything with her. I was thinking something like See the Unwritten , Tooth and Nail , or Summoning Trap as replacements.

enpc on Deck Archetype: Big Mana

1 month ago

I have to disagree with this, sorry. Using spells like See the Unwritten / Tooth and Nail to cheat out creatures isn't what I would call big mana at all. If anything it's closer in concept to a reanimator deck than anything else.

From my perspective (an most of the people I have spoken to in the past), big mana would refer to a deck which focuses on generating a lot of mana to sink into powerful spells using a lot of mass ramp cards and mana dooubling effects. So building a deck that runs Zendikar Resurgent , Mana Reflection , Doubling Cube , Mirari's Wake all in conjunction with cards like Turnabout , Early Harvest , High Tide , etc. to sink the mana into big, generally X costed spells that have a huge impact on the board (some of these are spells like Comet Storm , Exsanguinate , Villainous Wealth ).

TypicalTimmy on Deck Archetype: Big Mana

1 month ago

I was watching THIS episode if Game Knights / Command Zone about budget decks, and at the 40:00 mark they begin talking about a budget deck Archetype called "Big Mana", in which you cheap out gigantic spells way before you normally would be able to. Thus includes both spells with insanely high CMC such as Aminatou's Augury or difficult to cast spells because of color requirements such as Conflux .

This different from traditional ramp because you are not focusing on land drops and mana acceleration so much as finding ways to cheat spells into play.

For example, a See the Unwritten could land you an Ulamog, the Ceaseless Hunger , especially if you put it on top of your library .

It's more about generating the biggest and most absolute value from your mana to put yourself much farther ahead than where you should reasonably be.

As for the definition, it could be alog the lines of:

  • Big Mana: A deck, primarily seen in EDH, where the player focuses on spells with very high and difficult mana costs with means to cheat these spells into play well ahead of curve. It focuses on tempo and ramp to achieve this goal.

TypicalTimmy on Personalized User Spellbooks

3 months ago

I pulled this idea off of BMHKain's profile. Hope that's okay mate! :D

The premise is simple: We design our own User Spellbooks!

EDIT: Cleaning up a bit :)

For those who need a little refreshing, a "Spellbook" is something WOTC is attempting to do for certain Planeswalkers. Jace and Gideon currently each have one. These are collections of specific cards that key toward the attributes of that Planeswalker within their color(s).

Each Spellbook contains 8 cards - of which 7x instants / sorceries / artifacts / enchantments. We have yet to see if creatures are included.

If you'd like to create a Planeswalker card that is a reflection of yourself, your motivations, interests, hobbies, whatever please feel free to do so. However, that is really more so something for the Custom Cards Forum. Otherwise, please feel free to pick a Planeswalker that speaks to you and use them to run your Spellbook! We understand not all color combinations have Planeswalkers associated to them, and some might not fit your vibe. If you can find a Legendary Creature, please feel free to use that too :)

Tips on what spells to select:

  • How you enjoy playing MTG
  • How you personally feel IRL
  • Cards that speak to you on a personal level
  • Cards that you just think are super awesome / weird / unique
  • Cards that you enjoy to build around

As for the colors, I would say try to think of what color combination fits you best. Do you love to control the board and as such find Azorius or Jeskai fits your personality? Are you a relatively calm person, but you love to have titanic and explosive plays in Selesnya? Do you have an unsettling rage in your heart and want to watch the world burn under Rakdos' ire? Perhaps you just love big fluffy animals and want to go mono-green!

This is YOUR Spellbook! There is no right or wrong answer; Only your personal feelings and attachments to the game. With that said, have fun! :)


TypicalTimmy's Spellbook:

I love big, stupid spells. High-cost trap cards that most people wouldn't be caught dead with. I love playing fringe decks and making things work. I find, in my core, Gruul is the most fun. I get the speed of red, but the titanic plays of green. :)

  • 1.) See the Unwritten - One of my most beloved cards in the whole game. Seriously, you're telling me for I get to cheat out two gigantic creatures?? WHAT YES

  • 2.) Predator's Rapport - Ever see a player gain over 2,000,000 life in a single game of Magic? If not, it's because you haven't played me. I use to run a seriously overpowered ramp deck where I was able to double the number of counters on Heroes' Bane 18x. Yes. Eighteen times. That's a Power / Toughness of 1,048,576 / 1,048,576. Cast this spell and that's 2,097,152 life.

  • 3.) Gruul Charm - I feel like this spell is dramatically underrated. Let's be honest here; Most games don't see a lot of flyers. So an Instant that prevents basically the entire boardstate from being able to block is outrageously powerful. In EDH, this is a great card that ensures victory. It is absolutely a staple in my aggro arsenal and catches many players off guard.

  • 4.) Rolling Thunder - I love massive plays. This also means I love having insane amounts of mana. And what better use to put that mana to than to burn the entire battlefield to the ground! The thing I love about Rolling Thunder is I can specifically designate how much damage I need to go where, and just how many "wheres" are entirely up to me. It allows me to finetune my resources, take down the biggest threats, and dismantle key pieces of combos or synergy. It's a really good sweeper that specifically targets what you need it to target. Yes there are red spells that blow up everything, but sometimes you don't need to do that. A lot of red spells also damage your own creatures, which is never okay. Rolling Thunder allows me complete control, which is what I want when I am going into a blind frenzy, lol.

  • 5.) Ruination - Because I don't need friends. Best way to lock players out of the game is to set them back to square one. Not only do I get to save hundreds of dollars by going all basics, I also get to utterly and entirely destroy every single opponent I am up against. How this card is not seen more often is beyond me. I guess people enjoy having friends, huh? Lol

  • 6.) Howl of the Horde - Honestly, the only thing better than casting big, stupid spells is being able to cast a second one for free. And you know what's better than that?! CASTING A THIRD ONE FOR FREE BECAUSE I ATTACKED YOU! Now, on it's face this may not seem all that impressive... but when you HOTH a See the Unwritten and cheat out 6x creatures, or when you HOTH Predator's Rapport and gain so much life it's basically an alternate wincon, it's just a great feeling. Additionally, I can shave 3 mana off of my Rolling Thunder and just triple the damage output in general. The utility behind this card is amazing and I love it.

  • 7.) Savage Beating - Hey man, I heard you like to attack. So we put some more attack in your attack so you can attack while you attack. Do you love to deal tremendous damage? DO YOU LOVE BURNING MANA?! Then boy howdy do I have a spell for you! This is an Aggro's wet dream! All of those attack triggers suddenly kick into overdrive. All of my Dragons suddenly are dealing 16 damage each! Oh, and don't even get me started on the crap Savage Ventmaw can pull off with this! What, you thought I didn't have a way to pay for all my jank ;) Silly you :p

  • 8.) Xenagos, the Reveler - Obviously my choice to run my Spellbook, if I had to choose one. Can you tell? :)

TypicalTimmy on Card creation challenge

3 months ago

One of my favorite spells use Ferocious; See the Unwritten . In fact, I have a Modern deck that cheats out Dragons by comboing off Howl of the Horde with it. I attack with Savage Ventmaw , tap 3 lands and filter through the top 24 cards and cheat out up to 6 more Dragons! And, coincidentally, it is in Jund ;)


Embrace the Tempest

Sorcery

As an additional cost to cast this spell, sacrifice a creature.

Search your library for a Dragon creature, reveal it and put it onto the battlefield. Shuffle your library.

Ferocious - If you control a creature with power 4 or greater, the Dragon you bring into play gains +2/+0 and haste until end of turn.

The Tempest raged; The populace wept; Sarkhan grinned; And Tarkir roared.


Wildcard but it must be from your favorite Plane.

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See the Unwritten occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%