Think Twice

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Legality

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

Think Twice

Instant

Draw a card.

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

wallisface on

1 year ago

Some thoughts:

  • cards that only gain life are very weak/useless in magic. Lifegain is already one of the absolute weakest strategies, so including cards that only gain life us normally a bad idea. In that vein, i’d suggest ditching Diamond Mare (there’s a million better creatures to run instead) as well as Radiant Fountain (your deck requires a lot of blue-pips, and you’re better off running all-islands for Tempest Djinn).

  • Divination is going to trip you up because its sorcery speed means you won’t have the mana available to interact with your opponent during their turn. Think Twice would be better, or really just anything at instant-speed.

  • Mana Leak will serve you better those clumsy 3-mana counterspells

Dead_Blue_ on Magic: The Countering

1 year ago

Counterspell is now legal

Impulse or Consider over Think Twice

Tarmogoyf is like 10$ if you ever felt like adding some or perhaps Murktide Regent

Dead_Blue_ on Murky Waters

1 year ago

I read your whole comment and appreciate the time you took for the write up. I really don’t want this to be a Dimir deck but I am planning to replace a few graves with Misty Rainforests

You’re not wrong in your assessments, having played Control as a secondary deck for years now I’m very familiar with almost all the cards you mentioned.

The thing you said about top decks, is why I used to have Think Twice in this deck over Consider… this deck pretty much never wants to go to top deck mode

Anyway instead of breaking down the pros and cons of the many viable cards you listed here’s where my head is at. I know Cryptic Command is too slow, I have barely ever cast it in any match up. I’ve been using it as a middle ground between the 4th copies of Dismember and Archmage's Charm I’m just not sure which I need the 4th copy of more since both have been all stars, what is your opinion?

Next on the table is Snapcaster Mage, it’s such a legacy card that it feels bad to want to cut it but I’ve seriously been thinking of dropping it in favor of 2x more Consider. What are your thoughts? Only thing that concerns me is cutting snap makes Unlicensed Hearse worst.

I think Unmoored Ego does need a sideboard slot, probably in place of Iymrith, Desert Doom which is only there for testing & flavor right now …do you think Surgical Extraction might be a better choice?

Degaine on Why is Mulldrifter not a fish??

1 year ago

"This style of dimir" is like 3 decks combined together: Alchemy, Angler-delver and UB Control. I can believe that you can mill yourself out with alchemy, AC, preordains and mulldrifters pretty easily.

  • If you want to play angler-delver - swap mulldrifters for delvers, add brainstorms for alchemy, change preordains for ponders.
  • Alchemy plays only augurs and anglers. Or at least play one Stream of Thought
  • UB control would cut alchemy and throw more spells or non-selfmill CA. Black rose could be helpful.

I would cut main justice for Arms of Hadar. Maybe not repeatable but kills all bully creatures and they can't even protect themselves. Imo AC is not that great of a card. In alchemy it is fine, but even only one bog and this card just feels sad. In the same slot you can use Behold the Multiverse, Think Twice and Pop Quiz - this last one is weird, cause it can ramp you&gains you life and provide reasonable threat later. I takes 5-6 slots in SB, but after little testing, I am very surprised how good this CA is.

wallisface on

1 year ago

I’m going to add here a description of what a control decks purpose is about, as hopefully this helps with your deckbuilding decisions.

The primary goal of a control is to win by having more resources in-hand than the opponent, while ensuring the opponent can’t do anything too dangerous on-board. In this vein:

  • you need ways to increase your hand size, to get ahead of your opponent in cards - so you need ways to draw 2-or-more cards (or, a card that draws as-well-as disrupts, in one package) Current control decks typically do this vua 4x Archmage's Charm and 2x Memory Deluge. But other options include Into the Story, Think Twice, Expressive Iteration, Cryptic Command, etc. Without a way to get more cards than an opponent, a control deck will run out of resources, and then lose to top-decks.

  • you need a way to finish the game that also provides incremental value. Control decks want creatures that 2-for-1, so that they maintain their resource advantage - so their creatures are things like Snapcaster Mage, Solitude, a cycled Shark Typhoon, or failing that manlands like Celestial Colonnade. If the creatures you use don’t provide you resource advantage, then they’re more likely to hurt your plans than help you.

  • lands are super important. You need to be able to cast resources from your hand to gain & maintain your advantage. A control deck that can’t play a land everyturn for the first 4-5 turns of the game, will very-often lose. Because a Control deck often has a near-full hand, there’s often no-such-thing as drawing “too many” lands, while drawing too-few is disastrous.

  • So, in summary, every-single-card in your deck that isn’t a land, either needs to provide some form of resource-advantage, or trade 1-for-1 with an opponents card (i.e Counterspell, Prismatic Ending etc).

Taking the above points and comparing them to your current build:

  • Deflecting Palm, Boros Reckoner, Hover Barrier, Ugin's Conjurant and Basri Ket are all bad choices as they offer you no form of resource advantage (and some of these, like the Conjurant, are just terrible in general).

  • Your selection of counterspells leave a lot to be desired. Too many if them have very specific targets on what they can counter, which isn’t ideal as it means your “resources” may sometimes be useless. A lot of these also cost a LOT more mana than what they should, considering their average effects.

  • you don’t have enough ways to gain resource-advantage.

  • your land count is waaay too low.

  • you have no “finisher” card that actually wants to be in this deck.

heckproof on Draw-Go No

1 year ago

@Ragescoop Gosh, man, don't remind me Think Twice exists or I'll have to play it, even if it's bad XD

I'd probably consider Fire / Ice before Think Twice in the 2-drop cantrip slot though

Degaine on UB-dreadge-Delve

2 years ago

I would never play Otherworldly Gaze, it wastes one card and gives you only a little bit bigger gy.

From things you mentioned - you are not fast enough. Well, if you can not make your deck faster, then you need to slow your opponent down. Put more destroy&sacrifice effects (Diabolic Edict, Chainer's Edict) or mass removal like Pestilence, Crypt Rats, Evincar's Justice, Suffocating Fumes with an actual card draw spells like Accumulated Knowledge (it is dead against decks with bojuka), Think Twice, Behold the Multiverse or Deep Analysis.

Good creatures - Delver of Secrets  Flip (very aggressive), Augur of Bolas (good against aggro decks), it is slow but it fills gy - The Modern Age  Flip

Other things - at this moment I would cut like 5 lands and you can swap some of them with Evolving Wilds or Ash Barrens (additional cards that can fill gy) cause you have so many cantrips. The same as I would cut imps. It is more for gy focused decks, UB is not.

lagotripha on help me improve my deck

2 years ago

Its such a shame that Curse of Misfortunes can't see the back side of that card.

II'd look at the dice factory archetype (Everflowing Chalice+Coretapper backed by a bunch of counters matter stuff) as the best chance of paying 7 mana and proliferating in modern, backed by some x cost control.

Its never been competitive, but I think its your best bet for 'pay 7 mana quick, then delay for 3 turns'.

Lock pieces to avoid dying might break any budget though.

Secondary option is defender tribal tools - combo lines with their incredible ramp makes it unlikely this'll be the wincon that goes off, but you could do it.

I gave a little thought to animating sinner's to get counters onto it via ozolith, but can't think of anything that'll stick reliably - Starfield of Nyx isn't enough on its own.

Dennick + Secrets of the Dead might make for a nice U/W 'graveyard spells' control list with Think Twice and whatnot, but once again, stalling to 7 mana is hard.

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