Select for Inspection

Legality

Format Legality
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Kaladesh Common

Combos Browse all

Select for Inspection

Instant

Return target tapped creature to it's owner's hand. Scry 1.

View at Gatherer Browse Alters

Price & Acquistion Set Price Alerts

Cardhoarder (MTGO)

0.01 TIX $0.02 Foil

Ebay

Have (1) hosshughes
Want (1) Myris

Recent Decks

Load more

Select for Inspection Discussion

Hyperalgialysis on Need help with Nissa Ramp

1 month ago

Make the deck bant and run as many ramp cards as you can. Nissa's Renewal Corrupted Grafstone etc. Toss in like 3 Descend upon the Sinful and 3 Baral's Expertise. The ramp should be enough to let you hard cast nissa for 8 and activate the ability. The board wipes will help you survibe long enough to do so. Blessed Alliance Select for Inspection and Primal Druid can buy you time to get your plan going. The druid will also help you ramp when it dies.

AllhydeNoJekyll on Chancellor Palpatine

1 month ago

Themes Blue/White Good Stuff UWgud Stax Your things cost less, theirs cost more. ETB Mill Pillowfort

Cards to cut or just don't do enough Slow Motion, Stormscape Familiar, Select for Inspection (too Specific), Etherium Sculptor (Not justifiable), Mindshrieker, Burnished Hart (Look, we all love this stupid Elk, but he sits at a slot where you need to have around that much mana up for counter spells. You really only want to be spending that type of mana to reduce your costs or increase opponents costs or stop them from attacking you. Else, counterspells. Two mana ramp is what you are looking for, ideally, not six spread over two turns), Jace's Archivist(I like this card a lot, and I think it's great with things like Thousand-Year Elixir, but realistically you want to be sculpting the perfect control hand all game rather than tossing it away.), Rhystic Study(Great card, but not $8 great. Mostly priced based on popularity. Budget choice for you, you don't need it). Temple Bell (Fun card, but too beneficial for your opponents. Don't spend mana to speed other's race, that's the opposite goal of the deck.), Cataclysm (I don't see why you have this other than as a combo with As Foretold.), Entrapment Maneuver, Hindering Touch, Leave in the Dust, Sleep(Only beneficial against creature decks), Psychic Spiral(You have to devote yourself to wheel for this card to work well, and wheel arguably doesn't help your deck.), Sunder(This combos only with As Foretold), Isperia, Supreme Judge (Costs six, his only creature decks, they don't have to attack you, there is better card draw.), Sphinx of Magosi, Silent Sentinel (Requires attack and arguably not enough enchantments).

You have a pretty decent Stax and 'Don't touch me there' package going on here, but not a whole lot of direction other than that. Some mill, some land destruction, but no real win-cons. If you want to have a serious mill win con, you can take out a little of your protection package and focus it on ETB effects and pair with a card like Altar of the Brood. Is that enough justification? I don't know, but ETB effects can be very strong and already seem like a small sub-theme. You would have to make more serious cuts for it. You definitely need to upgrade your mill-win con to be more flexible if you intend on winning that way. Sitting down at the average CMDR table of at least sum(4) means that you have hundreds of cards to whittle away. Some suggestions:Aforementioned Altar of the Brood, only for considerationSands of Delirium, Memory Erosion, Jace's Erasure, Sphinx's Tutelage, Increasing Confusion, Hinder/Spell Crumple + Tunnel Vision is a particular jank combo favorite of mine. Really you want stuff that hits early and doesn't require any further effort so you can pillowfort yourself, or are huge sinks for the late game push.

If you are looking to remove some pillowfort and upgrade your stax package, check out Brago, King Eternal, Paradox Engine, Static Orb, Tangle Wire, Torpor Orb, Smokestack, Trinisphere, Thorn of Amethyst, Meekstone, Clock of Omens (This is especially useful), Dovin Baan, Inspiring Statuary.

Also, you should take out all land destruction since you don't have a real way to take advantage of it. Even with a couple of your reductions, the green player/ Mizzix player will get on board faster and annihilate you out of spite.

Also, the deck only has mill as its win-con thus far, which is tenuous at best even in the most refined EDH decks. I suggest you put some of the not-so-flashy-feels-bad-win-cons in this deck such as Approach of the Second Sun, Azor's Elocutors, Laboratory Maniac, etc.

Also, after above edits, you only have three board clears by my count. Even if I'm off, you want around 7-10 for a deck of this style that covers a multitude of fronts. Most board-wipes are just creature based, but you should include ones like Akroma's Vengeance, Consulate Crackdown, Planar Cleansing, Nevinyrral's Disk. Things that can be instant speed are also great like Rout and Evacuation.

This deck really wants to hold up its mana for counterspells, so Vedalken Orrery is a must have to avoid wasting mana, also BoNkErS with As Foretold. Consider Quicken as well.

Your land base needs a pretty big update as well. You should really only be running 10 or less of each basic for a dual colored deck, though not as important for three and up decks. But, you have quite a few double-symbol costs that your cost reduction can't affect.Fixing lands Coastal Tower, Meandering River, Evolving Wilds, Terramorphic Expanse, Azorius Guildgate, Sejiri Refuge, Tranquil Cove, Prairie Stream, Exotic Orchard.

Utility lands Tolaria West, Halimar Depths, Arcane Lighthouse, Command Beacon, Homeward Path, Myriad Landscape, Buried Ruin, Terrain Generator, Mirrorpool, Mage-Ring Network, Encroaching Wastes.

Hope this helps! :)

Hyperalgialysis on Creatureless 5-C Reclamation

1 month ago

He is probably referring to like mardu vehichles, golgari delirium or dimir zombies. They tend to hit very hard very quickly. Your deck can handle them somewhat as is but tossing in some Shock, Galvanic Bombardment, Select for Inspection and other low cost spells would be enough to buy time to get rolling. The best way to make sure your deck is top notch is to search for mtg top 8 standard on google and check out the deck lists. I also recommend looking up the most commonly played cards in standard. These 2 resources will help you smooth your deck out and help you be sure you can answer most things you come across. I do it for standard and modern and it helps a ton if you homebrew your deck. Back to the point, a pretty common standard deck at my lgs is the golgari delirium most versions drop a Scrapheap Scrounger or Grim Flayer turn 2. This is commonly followed by a Rishkar, Peema Renegade or Tireless Tracker turn 3 and a Mindwrack Demon turn 4. Given your lack of early game defense turn 3 you would take at least 3, turn 4 another 6 damage and turn 5 another 10. Granted you might fog some of that damage away but you might not get it in time. Some of the versions of it can hit very hard turns 2,3,4 and wont need much to finish you off after. The mardu decks can hit for 3 turn 2, and then 10 turn 3 if they are using the enchantment that pumps the vehichles and that 7/11 vehichle. Not to mention they could have hit the nerd ape and made it 12 turn 3. I imagine the one drops I listed should be enough to get you through until you can start to combo off some. Look up the brain in a jar decks too. They might provide an idea in which direction to take your deck moving forward.

Hyperalgialysis on U/R Crazy, It'll Never Work 2.0

1 month ago

Mercurial Geists will work better for you than Curator of Mysteries drop Cryptic Serpent for 2 Sphinx of the Final Word toss in some counterspells for the sideboard like Negate and Remove Soul. Glimmer of Genius is much stronger for your deck than Hieroglyphic Illumination but since you are running Fevered Visions you may want to cut down on the draw and put in 2 more copies and run more bounce effects like Baral's Expertise and Select for Inspection. Your deck is far from bad, but it looks like you are trying to go 2 different directions. If you want to win with creatures, run more prowess and pump spells. If you want to control the board run the 4 Fevered Visions with some burn and bounce effects. In either case a few Turn Aside will protect your stuff from removal and be worthy of main deck inclusion. Dont forget Rise from the Tides either. It is a game ender and if you wait long enough to cast you can keep up mana for a counter to protect your army. Summary Dismissal and Unsubstantiate are both very useful as well since they don't counter. Good luck

Argy on C&C Control

1 month ago

I think you need one more land. 26 is good for Control, so you don't miss your early drops.

I like Glimmer of Genius better than Hieroglyphic Illumination because Scry 2 along with Draw 2 is just perfect.

I'd remove Select for Inspection and Skywhaler's Shot for 2x Declaration in Stone. The card is great for wiping away Tokens or getting rid of Indestructible Creatures like gods or Ulamog, the Ceaseless Hunger.

I like Cataclysmic Gearhulk better than Fumigate. It leaves you with at least one big Creature, while getting rid of most of their good stuff.

HunterCS on Mono Blue Brains Amonket

1 month ago

Select for Inspection seems pretty good against aggressive decks. I could definitely see running a few, or at least in the side depending on how fast the local meta is.

Load more