Thaumatic Compass

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Spires of Orazca

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ixalan (XLN) Rare
Promo Set (000) None

Combos Browse all

Thaumatic Compass

Artifact

, : Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.

At the beginning of your end step, if you control seven or more lands, transform Thaumatic Compass.

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Thaumatic Compass Discussion

multimedia on UR Karn

2 days ago

Hey, great concept. Consider taking more advantage of Karn if you're building around him?

Consider more artifacts and Sai, Master Thopterist? Artifacts to consider are: Traveler's Amulet, Thaumatic Compass  Flip, Fountain of Renewal, Sorcerous Spyglass, Sentinel Totem and Orazca Relic. More artifacts are not just good with Karn's constructs, but also Zahid and Tezzeret since you want three artifacts in play when you play Tezzeret to -0 to draw two cards. Totem is good right now in Standard because Golgari is focused on abusing the graveyard. The graveyard is essentially another hand for your Golgari opponent. Totem can stop this nonsense.

Consider this artifact base with Sai/Karn/Tezzeret/Zahid:

  • 3-4x Sai
  • 2x Zahid
  • 4x Karn
  • 2x Tezzeret

Artifacts

  • 4x Amulet
  • 3x Fountain
  • 2x Totem (more in the sideboard)
  • 4x Map
  • 3x Compass
  • 1x Spyglass (more in the sideboard)
  • 2x Relic

Chamber Sentry who is a construct also has a lot of potential with Chromatic Lantern with a strategy around Karn.

Good luck with your deck.


Rabidleopard on Touched by an Angel

1 week ago

Here's a my Boros Angel Tribal deck Gisela's Angel Tribe. A few cards I'd add would be Savage Beating because more combat, Swords to Plowshares probably the best piece of removal ever printed, Teferi's Protection as a panic button, The Immortal Sun because it the most overloaded card ever, any of the following for ramp Thaumatic Compass, Land Tax, Weathered Wayfarer, Solemn Simulacrum, Burnished Hart, if games at your meta are going long Emeria, The Sky Ruin can be amazing. Thalia's Lancers is a 4/4 first striker that tutors a legendary card to your hand.

griffstick on Pseudo EDH staples

1 week ago

I love Praetor's Grasp, it's my favorite combo killer. Stripping it right from the deck befor they get to it. Or getting the best card from their deck for your deck.

I also love Vicious Shadows this one is a really bad time for anyone with a large hand size. And remember its any creature. And then any player. So good love this one.

Homeward Path this is more of a metta call. As everyone has blue steal your stuff

Thaumatic Compass  Flip ensures lands drops. And then turns into a very useful land that acts a lot like a Maze of Ith

BlueBat93 on Atraxa Walkers

1 week ago

Very cool Superfriends Deck, I will definitely take some of the cards you have in here (most notably Catastrophe, Terminus, Cleansing Nova, Everflowing Chalice and Thaumatic Compass in consideration for my iteration of Atraxa, Praetors' Voice.

You might want to consider Pir, Imaginative Rascal, Shalai, Voice of Plenty, Djeru, With Eyes Open and Oath of Gideon for yours. I want to see my fellow Superfriends bretheren wipe some ass on Muddstah's channel, so keep up this amazing deck and keep us posted!

Daddy1ong1egs13 on H: Black and blue commander ...

1 week ago

I can also throw in some group hug stuff that I upgraded the Kynaios deck with if thats what you're interested in as well. Cards like; Krosan Grip, Thaumatic Compass, Ghirapur Orrery, and Mirari's Wake. As well as mixing and matching any of the c17 or Kynaios and Tiro cards. let me know if you're interested. :]

Argy on Chromatic Jodah

1 week ago

I playtested this against my Dragons.

It kept board wiping me with Settle the Wreckage, but I never attack with Lathliss, Dragon Queen, so that I can refill my board, which I did thrice.

Eventually I got five Dragons on the field.

A 4/4 got removed from combat by Spires of Orazca, Chamber Sentry killed another 5/5, Zetalpa, Primal Dawn blocked and killed a second 5/5, and one 2/2 remained unblocked.

By that stage I had enough mana to pay for Lathliss Dragon Queen's ability to pump the Power of my 2/2 up by 9, making it do 11 damage.

I had gotten 4 damage in earlier in the game with Dismissive Pyromancer, leaving this deck on 5.

Next go I played Shock and Lightning Strike and it was all over.

I deliberately made the mistake of attacking with most of my Creatures into Settle the Wreckage. Earlier in the game 6 damage had been prevented with Root Snare.

Jodah, Archmage Eternal got killed earlier with Lightning Strike, before he could do any damage or block.

The Gateway Plaza and Rupture Spire both slowed this deck down too much. The turn they were played actually put you two turns behind because you had to pay PLUS they entered tapped.

Jodah, Archmage Eternal really feels more like a Commander card than a Standard card.

He is cheap enough to make recasting no problem.

His ability would let you get away with playing HUGE spells for peanuts.

He's really not suited to Standard, in my opinion.

Working out your mana base a bit more MIGHT speed this deck up a little. I could probably do it, but I'm tired and don't really feel like it.


There are some problems with the plays you've set out.

T1: Land

T2: Land, Thaumatic Compass  Flip

This can't happen if the first land pays for the second land, and the second land comes in tapped, which is what happened on my test.

T3: Land, Root Snare on opponents turn.

With only three copies of Root Snare in the deck you are more likely to see it in the late game, rather than on Turn 3.

T4: Land, Thran Temporal Gateway, Chromatic Lantern

This play can't happen. You only have four lands at this stage. Thran Temporal Gateway costs and Chromatic Lantern coats , which would require seven mana.

T5: Land, Jodah eternal, activate Thran Temporal Gateway for Zacama, Primal Calamity.

This play can't happen either. Thran Temporal Gateway costs to activate, and Jodah eternal coats to cast, which would require eight mana.

If you played Chromatic Lantern on Turn 4 you would have access to only six mana, but you couldn't also have played Thran Temporal Gateway that turn.


This deck sort of has too much going on.

I do like the Ramp into Zetalpa, Primal Dawn. I believe there is a place for that card in Standard, but it would probably be in a shell with early mana dorks.

The ratio of Creatures to Artifacts feels way off here.

23 cards in this deck are non-creature spells, but they are all concerned with fixing mana, or stopping damage. That is only going to delay the Opponent and help you Ramp so much.

You have no spot removal which meant that all I had to do to protect my main win con, Lathliss, Dragon Queen, was just not attack with her.


Sorry to be the bearer of bad tidings.

I don't really think this deck is viable in Standard.

At the very least it would need a Sideboard with stuff like Dive Down, to protect Zetalpa, Primal Dawn from Vraska's Contempt (which most decks play).

If you change it and want me to take another look, tag me in these comments.

I used to offer a lot of deck help, but I have really cut that back these days.

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