Strategic Planning

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Hour of Devastation (HOU) Common
Commander 2013 (C13) Uncommon
Masters Edition III (ME3) Common
Portal Three Kingdoms (PTK) Uncommon

Combos Browse all

Related Questions

Strategic Planning

Sorcery

Look at the top three cards of your library. Put one of them into your hand and the rest into your graveyard.

Price & Acquistion Set Price Alerts

HOU

C13

ME3

Ebay

Recent Decks

Load more

Strategic Planning Discussion

Unicornsareevil on 4c Tokens

4 days ago

Is it really worth splashing black and going four colours for The Scarab God? I'd add Strategic Planning because it helps grab vital cards (especially if your in four colours) and dumps any leftovers into your grave where you can embalm/eternalize them. I'm not sure what Vizier of Many Faces is meant to copy since everything else in the deck is either legendary or not really worth copying for four mana. Vizier of the Anointed and Embalmer's Tools could be quite useful in this sort of deck and i'd look at adding in some curve toppers like Glyph Keeper or Angel of Sanctions to fetch and ramp into. (You could probably remove green as well which would make the deck cheaper and more consistent.)

JTetris11 on U/R Riddle Drake (Ixalan Standard $30 Budget Deck)

4 days ago

SpremePhantasm I think Cryptic Serpent looks awesome but at most 3 copies, probably just 2 right? and Unsummon has been like stinking awesome since it is such a strong tempo play. Since I am playing the Firebrand Archers I kind of want to play my spells rather than just having them in the graveyard. Same with Riddleform. So I don't think Strategic Planning is where I want to be, especially at sorcery speed. Cathartic Reunion could be awesome, not sure how to cut for that though. Maybe cut the Censors? Thoughts from anyone are appreciated!

ShpoK on Gluttonous Gift

1 week ago

Love the Idea of a The Locust God!!!. How about playing Chart A Course instead of Strategic Planning? It draws two cards for the same mana, and as you've probably didn't attack lets you discard. So In an Ideal scenario make two tokens and get the Fish in the grave :)

I still don't like the Gate :D and plan to try out Primal Amulet  Flip. It makes your instants and sorceries cheaper and after transformation forks a spell. Will report back.

n0bunga on SSStylish Storm

1 week ago

Oh, N4kk1 and I've seen Strategic Planning used in a few builds for their MB slot. Have you tinkered with it?

Hobbez9186 on Gluttonous Gift

1 week ago

So Gate to the Afterlife has come up a lot and my final thoughts on it after a lot of games is that I still like to have one around. It's true that getting it online for it's second ability is pretty slow, but not impossible. I'd say maybe 5% of games at best. So why keep it? Well, the fact that it has the second ability at all got it on the list, but the first ability hasn't come up in conversation and it turns out that is actually not a bad effect to have on the field. In games where I don't have the optimal opening hand with all of the things (1 Swallower, 1 Reunion, 1 Sanity, 1 Madcap, 3 land) I do end up with a few of the Bloodwater Entity on the battlefield because they are a decent threat in the air. Whether you hit Gate with Madcap or just cast it that first ability lets you loot when they die. That part actually has been pretty relevant as it usually gets to loot 3-5 cards a game when I've had it out early. Again, not incredible, but not completely dead.

As I type this, I've had another epiphany.

Mirage Mirror.

This actually is way more flexible for the same cmc, I literally just had this major "ah ha!" moment when going through this thought line in my head: "I already dug through all of the artifacts in Standard right now and Gate was the only one that had flexible uses and it literally pulls out the main win condition if you stall out and can't find it oh my god I completely overlooked that stupid mirror."

Let me list some things that it can do here in the order they flew by just now:

  • Turn into a second copy of Fraying Sanity before each end step that your opponent dumps a bunch of cards.
  • Turn into a second copy of Bloodwater Entity or Enigma Drake to attack for a bunch more damage.
  • Turn into a second copy of something juicy from your opponent's board and use it against them.
  • How funny would it be if you were playing in a Gift mirror and you use the mirror to copy their Gift?

But does it work on Sanity like that? It probably doesn't because it isn't attached to the opponent. Ok, scratch that first one off, but the other things are right. Or does it? If it's a copy does it share that property as well? Or is it unattached from either player and do nothing? I'm going to look into that.

Ok, so pending the results of that little tangent I think the Mirror is a solid replacement for the Gate. So much so I may consider actually having two? Dunno.

Compelling Argument I use differently depending on what I have/don't have. I'd definitely say that the best early game digging tools are Cathartic Reunion (more-so when you already have the fish in your hand to discard) and Strategic Planning (more-so when you have everything but the fish). If all I have are Arguments then I'd absolutely just use the cycling. This means I probably won't get set up fast enough to use it as a win condition but it'll still help me get there faster. If I have a Madcap Experiment and Fraying Sanity in hand but only Argument and no Reunion or Planning then I'd 100% use it to mill myself and hope that a fish drops in there, but I'd be ok with a Gearhulk and could work with a Drake or Entity as well. I'm torn when I don't have a Sanity yet, but I'd still probably do it if that was all I had. A deep Scry of 3 or more would be sweet to help in those situations but I'm unaware of a good option for that, especially since it would have to be for one mana to do on your first turn to really be worth it and not effect the tempo of the deck.

Abandoned Sarcophagus is a neat card, but I don't like it in this build without a lot more cycling. The huge problem with it for me is that any time I cast Fateful Showdown to cycle my hand, Compelling Argument myself to dig for a fish, or dump cards to Combustible Gearhulk anything with cycling would just be exiled instead of going to the graveyard. If I ran it here I'd have to remove all of those things to get the value out of it. That said, it is very "build-aroundable" and I did that with a mono-blue Sphinx Tribal deck of all things that is actually really sweet. I play it on MTGO because it was cheap as hell (less than 3TIX for the whole thing). It's great because you pretty much always cycle cards before playing them so you always have a nice full hand. It also can be problematic for your opponent because they have to keep track of what is in your graveyard because pretty much everything in there is basically also in your hand. Again, like the card a lot, but can't fit it in here the way I'm set up. (Not that you were suggesting I add it, I just wanted to get that out in case it ever came up)

Commit / Memory is a fun card. I like where you are going with it against big Dinosaurs, though sometimes just Argument on it's own to mill them away still works, especially if you have Sanity on them as well you are bound to drop things they wanted to play. Before rotation I had a few builds that were similar in design to this but without the Madcap/Artifact condition. They used a lot of these cards to cycle through the deck very quickly and get out as many copies of Fevered Visions as possible. I could have all four of them out in 8 or 9 turns, it was hilarious. The Memory part of that card was in there to keep myself from getting decked because with sooooo much draw and recycling entire hands it was impossible not to run out of cards in 11 or 12 turns. Like literally impossible. Shuffling it all back in and starting over was critical, plus any Wheel of Fortune effect that makes your opponent draw a new hand is always funny. Sometimes it helps them more than it hurts them, but that look on their face when you cast it, the eye roll in particular, makes it worth it.

I think that addresses everything, thank you Soulus101, ShpoK, and only_the_finest for all the continued inquiries and suggestions. Building and sharing is probably the most rewarding part of this game. It's truly exciting when other people play your decks or run similar combos and come back to talk about it. Much appreciation, thanks again :)

gorywin on UB Gift Combo (semi-budget)

1 week ago

I think if u go full combo u might just play Strategic Planning and Trophy Mage to ensure u can hit a Gate and win on T5, cutting the midrage part of the deck (the Vizzier and the gearhulks)

SpremePhantasm on U/R Riddle Drake (Ixalan Standard $30 Budget Deck)

1 week ago

How to you think about Cryptic Serphen? Instead of Running 4 Unsummon, I run 2-3 Cathartic Reunion because they fill the Graveyard extremely fast, sometime I also add 2-4 Strategic Planning as well to fill.

Anbu on U/B Control

1 week ago

MoistSteakplant Great ideas! I will implement all expect removing a Champion of Wits. I believe a play set of those is vital ESPECIALLY with the removal of all of the Strategic Planning. Thank you very much!

Load more