Think Twice

Think Twice

Instant

Draw a card.

Flashback (You may cast this card from your graveyard for its flashback cost, then exile it.)

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Trade

Have (2) Smokingclays , TheAnnihilator
Want (1) Swager101

Printings View all

Set Rarity
Commander 2019 (C19) Common
Ultimate Masters (UMA) Common
Innistrad (ISD) Common
Time Spiral (TSP) Common

Combos Browse all

Legality

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

Think Twice occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Blue: 0.15%

Think Twice Discussion

the7thDOF on Elsha, Infinite turns

3 days ago

Hi, I hope you are my friend and not a Clever Impersonator of him hacking his account. I’ve done a Frantic Search in your deck, but didn’t find the Elsha of the Infinite turns combo. Maybe the Orcish Librarian ate some pieces already?

Let me know if you want to do a Brainstorm session with me and do a Deep Analysis of the cards you chose, so you Think Twice about this combo of yours.

I would Cancel my plans for a Young Pyromancer like you and share my Chemister's Insight if that helps Increasing Devotion you have for this Devil's Play that we call Magic: the Gathering

I'm no Niv-Mizzet, Parun, you can count on me ;)

¡¡ Sun Titan !!

hungry000 on WhAT, BUdGET ConTROL? (Esper Control Ft. Snow)

1 week ago

Heya, hows it going. So in my experience, I've found that a control deck is made up of 3 general parts: Removal, Card Advantage, and Win Condition. Looking at your deck, it seems like you're loaded up on removal and less so on card advantage.

Let me give you a little lesson on control (a very opinionated one, mind you) since I feel like it. No matter what, a control deck's greatest strength is its ability to get ahead on cards. When you see a hardline control deck win, it isn't by a thin margin; either they're at a high life total with cards in hand, or they're at a low life total with a clear board and cards in hand. Either way, they have cards in their hand.

Now, the reason you see Esper control decks that play a myriad of one-for-one removal spells and cantrips like Opt which don't really generate card advantage on their own is Snapcaster Mage. Snap turns cantrips into card advantage and removal spells into 2-for-1s, which is a form of card advantage. If Snap didn't exist, I guarantee you pure control decks would opt for a higher density of sweepers and cards that otherwise generate value on their own, like Think Twice. Not having access to Snap makes your one-for-one removal spells far less valuable in the grand scheme of the game, since the most you will ever get out of them is a single card.

Of course, that's not to say that dealing with threats one-for-one is bad, but in general you want to 1+X-for-1 whenever you can get away with it.

So let's come back to your deck. You have a lot of removal, but without Snap your only real card advantage is two Kaya's Guile, two Esper Charm, and two Day of Judgment. I would suggest cutting Street Wraith, which doesn't really do much for the deck since it doesn't impact the board or make card advantage, for something like Omen of the Sea or just more Esper Charm if you think your mana can support it. I'd also cut a Logic Knot for a third Day of Judgment.

As far as other details go, I'd play two more On Thin Ice over Condemn. Maybe cut the single Path and play Condemn there instead, just to lower the cost a little. I also think you should rework your mana base for more white and less black, since your white splash seems to be dominant here.

hungry000 on BBC (Budget Blue Control)

1 week ago

Jackfrost23 Hey thanks! I didn't know I had a fan base lol. I'll take a look!

Flooremoji I have a somewhat superficial understanding of control since I don't play it too often, but to my knowledge, when you don't need to counter something you would rather be drawing cards. So my logic was that when you leave up mana for a counterspell on turn two but end up not having to counter anything, you would rather spend your mana on a two mana draw spell than a one mana draw spell, since that means more draw/dig power. I can definitely see Opt subbing in to fill out a turn 3 curve, though.

To be honest, I'm thinking of cutting Telling Time for Think Twice. I've recently gotten a bit more experience with building control decks and I really like having the absolute card advantage. idk though.

Icbrgr on Fact or Fiction deck Idea ...

1 month ago

I'm still brewing on my end.... but I figured I would share my discovery that Rune Snag/Logic Knot are pretty great to include in a shell/spellpackage when working with FoF...Think Twice is also good when pursuing combos.

If anyone is actually looking to be competitive with FoF though This card has potential to be bonkers... I checked/searched MTG Top8 just to see what the spikey players do with it and it seems dingusdingo was on the right track with FoF seeing most play/success in a simic shell with Ice-Fang Coatl, Uro, Titan of Nature's Wrath, and Wilderness Reclamation.... which seems pretty neat with none of them running Snapcaster Mage.

SideBae on Sidisi Mill

2 months ago
  1. You should try running Ponder and Preordain -- they belong in any blue deck, including this one. They may not look like much, but they're banned in Modern for a reason. In that vein, I usually don't recommend Brainstorm for decks not playing fetches, but I think it's fine here since your general can mill off the cards you put back.

  2. Dorks. I notice you're not running any one-drop mana-dorks. You should run some. It's hard to beat the rate of ramp they provide, and late game you can Victimize or Dread Return some or do whatever you want with them. Seriously, they're absurd. Consider at least four of the following: Llanowar Elves, Fyndhorn Elves, Arbor Elf, Deathrite Shaman, Elves of Deep Shadow and/or Birds of Paradise.

  3. Similar to dorks, Utopia Sprawl and Wild Growth are good methods of ramping. It's worth noting that since they're not creatures they won't trigger your general, but if you're running Arbor Elf they may be worth including anyway. Carpet of Flowers is good, but it's rocketed up in price so IDK if it's worth it rn.

  4. You may want to run Thassa's Oracle over Laboratory Maniac. It's less mana and doesn't need to still be alive when its ETB trigger resolves.

  5. There're some pieces of permanent-based disruption you might find helpful. You're not running much in the way of artifacts with activated abilities, and if you choose to run dorks you can cut Golgari Signet. That would let you run things like Collector Ouphe or, if you really wanted, Null Rod. Narset, Parter of Veils is a great card, especially if you run Windfall (which I think you should even if you don't run Narset, Parter of Veils). Depending on your meta, Ashiok, Dream Render can be a powerhouse.

  6. Counter magic is good, too. Drown in the Loch is a current favorite of mine, but just things like Counterspell or Swan Song are powerful in their own right. Negate and Veil of Summer are good, too.

  7. Since I've never played this specific build, IDK how long you spend with a full graveyard. If it's more than one or two turns in the course of an average game, consider Splendid Reclamation. If you can return four or five lands with it, that's a big swing your next turn.

  8. Deep Analysis seems like a good card, since you can cast it even if you mill it. Think Twice is similar and an instant, but I still think it's worse than Deep Analysis.

  9. Doom Whisperer seems like a fine creature to run.

  10. Lim-Dul's Vault is a good instant speed tutor.

Right. That's all I got.

Good luck

Grubbernaut on Has Using the Graveyard as ...

3 months ago

Short answer: Yes.

However, as usual, there's more to it. Delve is too good overall; Escape isn't explicitly too good, but Uro definitely is. I think the focus should be more incidental; things like Scavenging Ooze and things that put cards from your yard on top (except maybe Mystic Sanctuary) are cool interactions that aren't broken. However, turning cards into free cards or free mana is problematic.

I think there's a way to make delve, flashback, and most things appropriately-powered... but it's too tempting for WotC to not make pushed graveyard cards. Think Twice is probably what the power level should've been for flashback but Faithless Looting is the menace everyone will remember.

Uro is the most egregious graveyard card in a little while, though, especially as it relates to Pioneer. If it's better than Gurmag Angler, Houston, we have a problem.

sazhuy on Magic: The Countering

3 months ago

Glimpse of Freedom might be better for the deck than Think Twice as you don't have any other need the graveyard for anything else and they cost the same overall but it would allow for you to use it in your graveyard more often.

Lanzo493 on Help improving my deck

4 months ago

Yes, Dcku, that is true, but you won't be able to kill anyone with infinite copies of Reverberate that copy each other unless you have a Ral, Storm Conduit out. Cards like Guttersnipe only count when a spell is cast, not copied. Only Ral can win with infinite Reverberate .

However, if we're talking about flashbacking Increasing Vengeance it's different. If you get just one copy of that card, it's future copies can copy itself and copy something else (like Comet Storm or Think Twice ). It'll go infinite with whatever you want.

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