Swarm Intelligence

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Hour of Devastation (HOU) Rare

Combos Browse all

Swarm Intelligence

Enchantment

Whenever you cast an instant or sorcery spell, you may copy that spell. You may choose new targets for the copy.

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Swarm Intelligence Discussion

hkhssweiss on Making a Mess with Kess!

4 days ago

Sinken

Yeah for Kess there would be a couple cards you can cut. High CMC instants or sorceries are fine as you can at least cast them later on with Kess, but other high CMC spells I would cut.

Here are some possible cuts I would consider:

Hope that helps :)

SenatorDickWeed on Knowledge and Power: Niv-Mizzet's Mania

1 week ago

Ravenrose first of, that 32 land count looks pretty scary to me. I run 36 in my Arjun deck (with 7 mana rocks) and even that is sometimes cutting it close. Seeing that you aim to cast a plethora of mid to high costed instants and sorceries, i'd suggest you use Metallurgic Summonings. Your spells give you an additional body to attack with or in the worst case a chump blocker. Experience learns me that this card can be very clutch. If you're interested in any more instant/sorcery triggers that produce usefull bodies, i'd like to suggest Young Pyromancer, Docent of Perfection  Flip and Talrand, Sky Summoner. furthermore, the scry trigger on Jace's Sanctum can be very helpfull. now for the actual instant and sorceries. Ponder is one of my favorites and most used cards. The option to shuffle your deck if you can't find anything usefull has really helped me in the past. Mystical Tutor is a bit more expensive but it will find you whatever you need when you,re in trouble. Bonus Round, Swarm Intelligence, Melek, Izzet Paragon and my fovorite Primal Amulet  Flip are absolute beasts when it comes to copying your cards, which can be very powerfull in the right deck. Will Kenrith and Rowan Kenrith have insane synergy together although they're a bit pricey. You're not running that many sorceries, but if you did Hypersonic Dragon is a very sollid card to include. Little can trips like Gitaxian Probe, Quicken, Impulse and Anticipate are quite usefull as well. I'd also suggest to add atleast one more spell that can really beef your hand (and a permanent that gives you no maximum hand size like Spellbook or Reliquary Tower) such as: Blue Sun's Zenith, Pull from Tomorrow, Mind Spring, Stroke of Genius or maybe a wheel effect if you want to possibly hurt your opponents as well. Windfall and Jace's Archivist fit this role very well. Lastly I'll name several other powerfull or usefull cards i forgot about. Psychic Corrosion and Sphinx's Tutelage for mill power, Mindmoil or even my trusty commander if you really like chaos (Teferi's Puzzle Box is an option if you want everyone else to join the madness), Laboratory Maniac is a really nice fail-save (Especialy if you want to secure your Niv-Mizzet, the Firemind/Curiosity combo), regular old Counterspell is always usefull, Counterflux is situation but can stop someone's stupid combo, Chaos Warp, Reality Shift, Pongify are Rapid Hybridization the best removal cards for izzet decks, i like Arcane Denial because it gives your opponent something back, Evacuation can save your beasts as well as fuck over any token decks, cards like Day's Undoing might save you if all goes south, ofcourse any mana rocks are always a welcome addition to a deck. And i guess that's all the suggestions and tips i can think of right now. I know it's a lot, but i live for Izzet decks and any time i get the chance to work on a new one my brain goes into overdrive. I understand what a spellslinger deck needs to dominate and i love to spread that knowledge. I hope i helped, have fun with the power of Izzet!

hkhssweiss on BMH: The Inverted Brainchild (Melek Superstorm)

2 weeks ago

Take out all the high cost CMC spells and keep only the efficiently costed ones. You don't need cards like:

You also have two copies of Ponder in your list. After cutting those cards you should have about 100 cards. You were running too many additional redundant effects. Hope that helps.

Jaypay1994 on Jeleva, Nephalia's Scourge

1 month ago

As a fellow jeleva player, i think what the deck wants is more access to haste. Urabrask is cool, but costly and doesn't normally come out before Jeleva. Dragon Tempest, Swiftfoot Boots, Hanweir Battlements, Flamekin Village, Break Through the Line, and Hall of the Bandit Lord are all great options that are cheap. You want to make sure you can curve into Jeleva perfectly. Get a ramp spell and a haste source immediately and suddenly you're in business.

another suggestion i might add is to consider ways to remove Jeleva yourself. I personally run five boardwipes to give me a better chance at clearing the board and giving me the opportunity to recast Jeleva for more value later on or next turn. also consider sacrifice outlets as a good, reliable way to get rid of Jeleva. High Market is great but consider Ashnod's Altar, Phyrexian Altar, and other sac outlets to consistently remove her.

Additionally, i'm not crazy about some of the creature you have in the deck. The more creatures there are, the better chance you have of whiffing on a Jeleva cast. I'd focus it down to a couple creatures that will help your deck excel. Galvanoth is great to cheat out your spells, but you could probably cut down on some creatures in exchange for more utility pieces for your deck. Swarm Intelligence is a powerhouse card that could easily replace a creature. Silent-Blade Oni is a great "Gotcha!" card that with let you sneak in to steal a card (since no one ever blocks Jeleva, and she naturally has flying.) Wildfire Eternal is an absolute must have for the deck. Being able to cheat out multiple spells in a turn between Jeleva and Wildfire Eternal is back-breaking for the opposition.

Finally, consider more ramp! There are a lot of great ramps spells to add. The Talismans, Fellwar Stone, and others will make the deck more consistent in making the deck function more quickly and getting Jeleva out on turn 2 or three is an awesome feeling.

These are all my opinions, but i hope they help. :)

mgc974 on Win condition

1 month ago

Cyberseb you win with value ! With Myojin of Seeing Winds you draw tons of cards, with Myojin of Night's Reach every opponents discard his hand, with Tidespout Tyrant if you draw enough cards, you can clean the board every turn. (look at this stax version of cEDH channel

With Jodah I think you have to choose between the way of "spellsliging" or "creature". Than, you don't need to have a combo to kill all your opponents, just find some stax effects, some way to remove their permanents every turn. In my deck, i run a spellslinging (and less competitive) theme. With sunbirds invocation, Swarm Intelligence, Paradox Engine, Vial Smasher the Fierce, Omniscience. I run 10 wrath, Enter the Infinite with some Time Reversal effects.

Magmastorm on Izzet a draw go deck? Yes. Yes it is.

1 month ago

Swarm Intelligence is good, but it gets blown out of the water by Thousand-Year Storm. I would advise that you add it, as though your first spell won't make a copy, you seem to have enough cheap spells to precede an extra turn spell or similar bomb.

Of course, Expropriate would improve the deck, but it is both expensive and downright rude. As it is, the deck seems very solid.

SynergyBuild on BMH: The Inverted Brainchild (Melek Superstorm)

2 months ago

Really, unless you can win instantly after casting Enter the Infinite (Lotus Petal into Rite of Flame into Desperate Ritual into Seething Song into Mana Crypt into Mana Vault into Sol Ring into Zealous Conscripts+Kiki-Jiki, Mirror Breaker, etc.) don't run it.

Leyline of Anticipation, Metallurgic Summonings, Omniscience, Stolen Strategy, Sunbird's Invocation, Swarm Intelligence, Mirari, Sentinel Tower, Swiftfoot Boots, Vedalken Orrery, Arcane Melee, Enhanced Surveillance, Jace's Sanctum, The Mirari Conjecture, Traumatize, Rise from the Tides, Crystal Shard, Expedition Map, Erratic Portal, Mana Cylix, Beacon Bolt, Stolen Identity, Laboratory Maniac, Melek, Izzet Paragon, Nivix Guildmage, Galvanoth, Echo Mage, Archaeomancer, Battle Hymn, and Fury Storm need to go, they don't do nearly enough.

Up next on the chopping board are every extra turn spell and every 'copy' effect, whether copying a creature/permanent or spell. It needs to go. Past in Flames is about all like that that is necessary. I feel Inner Fire is particularly bad... there are more cards to consider dropping think Jace's Sanctum, the Electromancer and Baral, but for now, their okay.

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