Talent of the Telepath


Format Legality
Pre-release Legal
1v1 Commander Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Magic Origins Rare

Combos Browse all

Talent of the Telepath


Target opponent reveals the top seven cards of his or her library. You may cast an instant or sorcery card from among them without paying its mana cost. Then that player puts the rest into his or her graveyard.

Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, you may cast up to two revealed instant and/or sorcery cards instead of one.

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Talent of the Telepath Discussion

Gamered on Nicol Bolas, the chaotic maelstrom dragon

1 week ago

I think that i will modify the deck a bit:

Nekusar, the Mindrazer removed, in Galvanoth.

Blood Tyrant out, in Melek, Izzet Paragon.

Doomfall out, in Increasing Vengeance.

Whispering Madness out, in Talent of the Telepath

metallurgic summoning is still here, but i don't know if it's necessary. 30 instant and sorceries should be fine, or not?Saucealicious

Ziembski on The Meta has gone Mizzix

2 weeks ago

If you have Narset in your playgroup, and it is running sorcs and instants (I guess thats why you run Talent of the Telepath), I suggest adding copyspells (best of which are Reiterate and Wild Ricochet, but Increasing Vengeance and Reverberate with Fork are fine too due to mana cost).

Also, if you want to break Narset, see cards like Denying Wind and Extract, which can simply remove combo pieces from library. Also Grinning Totem

NixTheThird on The Meta has gone Mizzix

2 weeks ago

Epic Experiment has been in previous versions, but I cut it as a sacrifice to the deity of consistency and prevent to whiffing on my many other x spells. I also do not run (almost) any deck manipulation, so there is (almost)no way for me to set it up for value.

Notably, I do run Talent of the Telepath, which is similar, but that is a meta call against a Narset who does run deck manipulation. And I very much look forward to stealing/exiling her game breaking cards.

Also, can't run Mystical Tutor for cost reasons.

Arkyllar on Strong Control Mill

1 month ago

sliversftw and PickleNutz, that was really helpful! Thanks : D

Reading all of this I decide to build two different mill decks, one mono-blue and one black-blue, it will take some time for me to build card (actually a lot ot time : P ) but now I will have a great decks ready to be built after your comments, I really appreciate your comments!

First I will try with mono blue and Hedron Crab and would think If I put more creatures or not.

I will definitely include Jace Beleren, Snapcaster Mage and this combo with Fraying Sanity and then I decide what to add.

However, I will think about staying with Startled Awake and Talent of the Telepath

TheRedGoat on You shall be punished for your sins.

1 month ago

Okay, so something may be up with my computer, so this will be a bit more blunt/short than I'd like.

Blood Artist really does need more creatures so nevermind that suggestion.

Marchesa, the Black Rose herself could work as the commander, but you'd have to drastically change the theme of the deck or at least the cards involved. Mark of Mutiny for instance is not worth it with Crosis at the helm, but it would with Marchesa. Slave of Bolas however should be viable in either deck under the envy/pride sections. Probably for one of the life total exchange spells.

Nekusar, as much as you would obviously hate to have him lead the deck, could be viable in the 99 as a functional card that is slightly on theme. You wouldn't have to build around him at all.

If you were to look for more synergies with Crosis, then simple Talent of the Telepath or Grave Upheaval type effects should be enough (again under the envy/pride sections), but if you go to add cards that make those more functional, ie milling effects, then I would stick to targeted mill if you don't want to punish everybody for the sins of the one (so no Mindcranks basically).

iglasty on budget dimir control

1 month ago

Talent of the Telepath isn't legal in this format, but otherwise this is a pretty good deck construction. I'd recommend adding a few 1 drop spells like Fatal Push, Dead Weight, or Pacification Array to speed the deck up a little.

MagicalHacker on To the locker wit' ye!

2 months ago

Okay so, correct me if I'm wrong, but it seems that the point of this deck is to use your opponent's best cards against them by first milling them then stealing them from the graveyard.

So in terms of cards that mill, I wouldn't actually use too many, because we want room for abusing those cards in the graveyard. I would say like 21ish? Here are the ones that you have that I think you should keep:

These along with Life's Finale, Jace, Memory Adept, Phenax, God of Deception, Undead Alchemist, Nemesis of Reason, Mirko Vosk, Mind Drinker, Trepanation Blade, Keening Stone, Sword of Body and Mind, Mind Grind, Mindcrank, Duskmantle Guildmage (these two are good because of the combo with Bloodchief Ascension, not on their own, obviously), Startled Awake  Flip, and Talent of the Telepath puts you right on target of 21. It's a solid mill package, so I'd drop Dismal Failure, Psychic Strike, Ashiok, Nightmare Weaver, Liliana of the Veil (I know it seems great, but I really think that a deck like this needs more focus on the goal), and Necromaster Dragon.

Next, the abuse! This is one of the most untapped aspects of many mill decks, and it saddens me. What we need is an array of ways to get effects from opponents' graveyards, but the cards that we have unfortunately usually limit themselves to what card type they can get out of graveyards, such as artifacts, creatures, or instants/sorceries. According to EDHREC.com, the average deck runs 24 creatures, 12 artifacts, and 18 instants + sorceries. Based on those numbers, we should see at least 9 creature-stealing cards, at least 5 artifact stealing cards, and at least 7 instant/sorcery stealing cards, since we probably want 21 of these as well. For the artifact stealing cards, there are only two, and they are Geth, Lord of the Vault and Beacon of Unrest, so lets include 3 tutors to get these two cards as well. Those can be Demonic Tutor, Brainspoil, and Beseech the Queen. Next, the creature ones! I would say the best 9 are Reanimate, Animate Dead, Coffin Queen, Necromancy, Chainer, Dementia Master, Extract from Darkness, Ashen Powder, Sepulchral Primordial, and Nezumi Graverobber. Lastly, the instant/sorceries can be gotten via Memory Plunder, Spelltwine, Wrexial, the Risen Deep, Chancellor of the Spires, and Diluvian Primordial, so let's include Ethereal Usher and Netherborn Phalanx to be able to tutor for Memory Plunder if the commander isn't able to do what we need to do and Geth, Lord of the Vault otherwise. These tutors are really going to make sure you get what is best, as opposed to lots of cards like Jace's Mindseeker that get you a random card. What we want is assurance that the card we are getting is going to be impactful.

In short, for the aikido aspect, I suggest dropping Jace's Mindseeker, Phyrexian Metamorph, Puppeteer Clique, Gruesome Encore, Rise from the Grave, and Soul Ransom in order to add Beacon of Unrest, Demonic Tutor, Brainspoil, Beseech the Queen, Reanimate, Animate Dead, Necromancy, Nezumi Graverobber, Coffin Queen, Chainer, Dementia Master, Ashen Powder, Memory Plunder, Ethereal Usher, and Netherborn Phalanx.

That concludes the 43 cards I think you should absolutely run (21 mill, 21 reanimate, Bloodchief Ascension). That gives you 20 slots to put in whatever you would like after you put in the 37 manabase cards, but I think you will probably want about 7 ramp, 7 draw, and 7 spot removal (maybe fit a Laboratory Maniac as mentioned earlier), but I think you got those handled!

And yes, those two cards you mentioned aren't going to work, not necessarily because they're weak, but because they're too expensive when there are better options for cheaper.

spotmarkedx on Talrand, Sky Summoner

3 months ago

Knowledge Exploitation? No rogues for the prowl cost, but casting a sorcery and then searching your opponent's library for their best instant/sorcery is nice even without it giving two drakes. Talent of the Telepath might also work if an opponent has enough spell density.

Diluvian Primordial for the free drakes and spells that come with it.

Mind's Dilation is random, but even if it doesn't hit sorceries or instants, can move your board state forward using your opponent's decks (which seems to be a subtheme of your deck)

Sphinx-Bone Wand or Metallurgic Summonings for additional win conditions

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