Telepathy

Telepathy

Enchantment

Your opponents play with their hands revealed.

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Trade

Have (2) orzhov_is_relatively_okay819 , Azdranax
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Printings View all

Set Rarity
2010 Core Set (M10) Uncommon
Tenth Edition (10E) Uncommon
Ninth Edition (9ED) Uncommon
Ninth Edition Foreign Black Border (9EDFBB) Uncommon
Eighth Edition (8ED) Uncommon
Seventh Edition (7ED) Uncommon
Urza's Saga (USG) Uncommon

Combos Browse all

Legality

Format Legality
Block Constructed Legal
Duel Commander Legal
Penny Dreadful Legal
Vintage Legal
Casual Legal
Highlander Legal
1v1 Commander Legal
Canadian Highlander Legal
Modern Legal
Oathbreaker Legal
2019-10-04 Legal
Unformat Legal
Magic Duels Legal
Noble Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Leviathan Legal

Telepathy occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Telepathy Discussion

SteelSentry on What are your favorite underused, ...

2 weeks ago

Telepathy and Need for Speed. They're only one mana, and both feel bad to waste enchantment removal on. I put Telepathy in every deck I can, and Need for Speed in everything outside of Boros, and are frequently one of the best cards on my side of the field. Plus, Need for Speed is literally the best card in my Korvold, Fae-Cursed King lands deck.

Grind on Surveillance

3 weeks ago

cool deck!
have you considered Mnemonic Betrayal? i think this card is great value.
also the name of your deck would make me want to run Telepathy even though it is not as good as gitaxian probe.
and Retreat to Coralhelm is another way to see your topdeck after your draw step.
cheers and keep having fun!

Tzefick on Windriddle Sphinx

1 month ago

I immediately also went to the knowledge part of this card; getting to know your opponents' every draw is powerful (PS: I didn't notice at first it said each player plays with top card revealed, that does put a slight damper on the knowledge advantage). While you could just play Telepathy and know their hand, this card is also an evasive attacker and blocker that is moderately hard to kill. Because you can play cards off the top of the library and not just cast, you can also use it to choke people out of land drops by playing their lands - and since the activation is generic mana you can at the very least always use those lands for something.

I'm not sure if it's overpowered as Funkydiscogod claims, as it is a 6 CMC, but it is definitely powerful.

jboss1642 on Nek Wheels

1 month ago

Things I'd cut: Frost Marsh just a tap land, not worth it

Spire of Industry not enough artifact to turn it on early and you don't really need it late

Diabolic Tutor too slow, you'll be drawing so many cards anyway

Karn's Temporal Sundering also slow and expensive, you'd need upwards of 10 mana to make this thing worth it

Folio of Fancies nonbo with much of the discard stuff, and mill is not the way this deck wins so why let your opponents keep extra cards?

Breathstealer's Crypt just feels not very impactful, basically an overpriced Telepathy

Exquisite Blood same deal, you don't really need lifegain and at 5 mana youd rather play nek himself

Psychosis Crawler this one's a hot take, but in a deck dedicated to making your opponents draw, he is looking for the opposite. Also 5 mana is neks spot.

Niv-Mizzet, Parun casting cost is fucking rough, but this is a maybe cuz he is really strong

Psychic Corrosion same deal as folio about this not being a mill deck

Sangromancer you don't need much life gain

Spark Double not sure what you're copying, an extra nek is nice but doesn't seem like that huge of a difference, nothing else seems worth it.

Torbran, Thane of Red Fell triple red is tough and he doesn't really change the clock that much. This is more a matter of preference though

Mission Briefing you're almost certainly using this for a wheel but why not just run another wheel and not have to pay an extra UU?

Before I say what I'd add specifically, in general I think you need a little more speed, a few more lands and a lot more interaction. 2 counters, 2 spot removal, and 3 board wipes does not feel like enough, especially for a relatvely slow deck that doesn't combo out. I would add a mix of 4-5 spot removal and counter spells and 4 more lands before even looking at any of the cards below.

Cards I would add:

Another land or two in addition to the above. Your commander is 5 mana after all and your average CMC is over 3. Average CMC times 10 or 11 is my baseline for lands

Curiosity stellar, cheap card draw

Nightscape Familiar effectively a mana dork, helps with the speed

Whirlpool Warrior another wheel

Archfiend of Ifnir pet card, turns wheels into board wipes

Vision Skeins fun card, works perfectly with your strategy

Ponder consistency

AwesomeJMS5 on Sen triplets [first deck build]

2 months ago

Hey, I've got to start by saying that if this is your first deck, I think you've done a pretty good job so far, from what I can tell. I was quite terrible at building for my first few attempts at creating a deck. Anyway, as for some suggestions, I'll start by reiterating what Vash13 said: Lands are important. I run an average of 36 lands in my Commander decks, because running out of mana and steam is never a good thing. Though, I will say that your mana rocks are looking quite good...

Anyway, I don't know if you have a specific angle for your deck, as I normally do when I build some, but if you are leaning into stealing other people's stuff with Sen Triples' ability, then I have a few ideas. Telepathy is an interesting card that, especially in 4-player games, can really push things into your favor. Get that out turn 1, and you'll never be caught off-guard again. My brother has a Sen Triplets deck, and I can't tell you how many times he'd won with Approach of the Second Sun, it is quite a good card. As for control, Narset, Parter of Veils slows your opponents down, and can help dig into something you need. Teferi, Time Raveler is also a good form of control, being able to bounce scary things and protect your turns.

As for a few other ideas, Hero's Downfall and Swords to Plowshares are excellent removal, and Flusterstorm and Render Silent or both excellent counterspells. I hope these suggestions help, and good luck with your deck and deck-building.

Skillville on No Fun Zone

2 months ago

esparta15 I LOVE Telepathy and have been trying to fit it into a deck but it keeps coming out for other ideas lol. May put it in my Hippo deck though rather than this one.

rdean14 on Card creation challenge

3 months ago

TypicalTimmy, so if it's revealed, that's to all players, like Telepathy, Vendilion Clique, and Zur's Weirding, but Jace, the Mind Sculptor, Thoughtseize, Duress, and Gitaxian Probe are just "look at" effects, so only you'd know the information.


Priest's Familiar

Creature - Cat

Lifelink

When Priest's Familiar enters the battlefield, you may remove any number of counters from target permanent or player.

Embalm

2/1


I'd like to see the four-color level up commander

crucif3r on Provocative before it was cool

4 months ago

Imho, Emry seems a bid underwhelming , because you don't have a quick way to recurse needed enchantments from your grave ( besides Hall of Heliod's Generosity, which does the job, but is also slow and hinders you to draw new cards).I would strongly recommend to add Replenish for high value plays.

You may want to consider Cloudstone Curio for infinite token combo, paired with Time Sieve this could be (almost) instant lethal damage to opponents. You need your commander and a zero mana creature like Ornithopter to achieve this combo for an (almost) instant win.

Other enchantments I like are Psychic Surgery (good against those enemy tutors), Land Tax, Telepathy, for ramping and making tokens while being cheap to cast.

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