Telepathy

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Telepathy

Enchantment

Your opponents play with their hands revealed.

Basshunter on Cool/Unique EDH Cards

2 months ago

Should you add Telepathy ?

SteelSentry on top cards of each color

1 year ago

Partly a list of the best, partly a list of pet cards

Mother of Runes, Swords to Plowshares (I know Giver is usually better but mom protecting herself, or threatening to, has come up surprisingly often in my games)

Telepathy, Dramatic Reversal

Tainted Strike, Tainted AEther

Goblin Welder, Greater Gargadon

Crop Rotation, Constant Mists

SaberTech on EDH - Kill 1 opponent …

1 year ago

One of the first few Commander decks that I ever made was a Glissa, the Traitor deck that could keep recycling Mindslaver with the help of Forbidden Orchard. Give the opponent a token with the Orchard so that they always had a creature you could run into Glissa to get Mindslaver back.

I'm personally not a fan of Telepathy, despite being the one who mentioned it. Like I said, I find that it often slows games down and I don't like that. It's also a card in the deck that doesn't really affect the board state at all if you are behind. What it does do is not let the sneaky opponents hide just how close they are to comboing off.

Glasses of Urza is a similar sort of card but since it only lets you see the opponent's hand it's better for letting you barter information. It also doesn't slow the game down as much since opponents will still be taking risks due to not knowing if opponents have removal or counters in hand. Still, most people would rather run something like Gitaxian Probe if they want a chance to peek at someone's hand and get some sort of additional benefit.

I do like that playing politics is a part of Commander gameplay. It helps distinguish the format from others and it can give players who are behind a potential avenue to still feel relevant in the game. A person who is new to the game and doesn't have much of a card collection yet can just play a cheap deck with a bunch of clones, steal spells, and disruptive instants so that they can take advantage of the strong spells other player are playing and cut deals to help stay in the game.

SaberTech on EDH - Kill 1 opponent …

1 year ago

I can understand that situation. I've been there plenty of times myself.

How good would you say the people you play with are at threat assessment? That's probably one of the biggest learning curves to multiplayer games, and it often just requires time and experience. It's annoying to know that you need to take down the player who has been sculpting their hand and dropping the occasional potential combo piece only to get sideswiped by someone else who thinks that you are scarier because you have a few notable creatures out.

There's a card I hate to mention because I think it seriously slows games to a crawl until it is removed, but Telepathy is one of those cards you can use to help force into the open the plans of those people who like to hide their game plan in their hand. Other effects that force an opponent to reveal their hand also help. Even if it is an effect that only lets you look at an opponent's hand, you can use that information to barter and politic with your other opponents.

"Do you really want to destroy my mana rock? I know that Player C is holding something worse in their hand."

"You look like you want to cast something big. I know that Player D has a counterspell in their hand. You may want to wait a bit."

"You might want to leave mana open for a response to Player B. They have a card that will screw you over if you don't."

Spoon-feed little bits of info to try to keep them hesitant and slow their game play. You can be a bit vague and choose not to give up important details if need be, but never outright lie. That sort of table-talk approach requires opponents believing what you tell them and lying even once can seriously undermine that.

estoner on Doubling Cube instead of Mulligans

1 year ago

A doubling cube also incidentally buffs underpowered cards like Telepathy and Peek and fixes the problem of Stax going to time. Instead of casting Armageddon and your opponent forcing you to attack for ten turns with your 2/1, now you cast Armageddon and your 2/1 and you offer a double with the doubling cube, so your opponent scoops immediately to prevent losing more points.

LandoLRodriguez on Talrand No-kens

1 year ago

lcarl3035 Thanks for your suggestions! While I do intend to make drakes every game, none of the token generators in this deck make creatures that share a type. While there is a little bit of wizard synergy, there's probably not enough to merit including much else in the way of tribal stuff.

I had considered adding Dark Depths as something of an alternate win-con, but I think I might already be running too few Islands in favor of utility lands that tap for colorless. So I don't think I want to add another land that doesn't even do that most of the time right now. Marit is enormous and terrifying, but is often just a Path to Exile away from being a waste of resources.

Telepathy is an interesting idea. That'll go in the maybeboard and might find a slot after I put the deck together and actually play it a little bit.

As will Decanter of Endless Water if I want to change my mana up or decide I want another "No Max Hand" effect. Probably worth the more than Thought Vessel to be able to make .

lcarl3035 on Talrand No-kens

1 year ago

If you are going for drake token creation, I'd suggest Kindred Discovery, Coat of Arms, and/or Vanquisher's Banner.

Also with the token strategy you might as well put in Dark Depths and Thespian's Stage or Mirage Mirror to make a 20/20 Avatar on turn 4-5.

Telepathy works wonders in mono-blue decks

Finally, I can't help but notice you said that you hate discarding to hand size, and the newer Decanter of Endless Water will produce mana and prevent just that!

wallisface on Mono Blue Control

1 year ago

As you’ve already eluded to, the sideboard reads more like cards you wanted to fit into your deck, as opposed to being anything helpful towards shoring-up bad matchups. Specifically, i can’t see any reason for any of Cryptic Command, Kraken's Eye, Lone Revenant, Spellskite, Stubborn Denial, Swan Song, or Telepathy. It just feels like a collection of other needless counterspells… you want to be running flexible cards that deal with decks that threaten you - like Damping Sphere for Tron/Storm, graveyard hate for Murktide/Dredge, Engineered Explosives for Rhinos/HammerTime, etc. The exact cards you’ll need will be entirely meta dependant, but if you know what you’re likely to face i can give you some suggestions.

I think 20 lands is fine with 20 cantrips, but what you’re building doesn’t lean well into a control archetype - your creature quantity and spell selection lends into wanting to play a fast tempo based game. There’s nothing wrong with that, but it does suggest that you should dial-back a bit on your quantity of counterspells. Personally i’d say to just run Counterspell and not any of the other counterspells.

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