Think Twice

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Innistrad Common
Time Spiral Common

Combos Browse all

Think Twice

Instant

Draw a card.

Flashback (2)(Blue) (You may play this card from your graveyard for its flashback cost. Then remove it from the game.)

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Think Twice Discussion

KongMing on The NO Deck

4 days ago

Yeah, I feel you on the timing front. My Ertai deck doesn't get really effective until then, either. The thing that helps get started strong the most is consistency of the mana base (or lots of low-cost tutors), which it looks like you already have. As is stands, your mana acceleration is non-existant, so you can't play CMC 5 cards before Turn 5, period. You've got a lot of the 3-drop enchantments that can slow opponents down early game, which is really good.

I'd recommend more effects that encourage opponents to attack other players. As it stands, Esper Wizards don't do well in two-player games against aggro decks. There just aren't many ways to slow creature heavy decks down by Turn 4 without bringing their attention onto you. They are out there, you just might have to be creative or look at some more cards outside of Wizard tribal.

Speaking of tribal, The Bones To Build Your Tribal Deck has some cards that you might add in order to increase the effectiveness of Wizard tribal.

The ability to start counterspelling ASAP will help early-game advantage. Lightning Greaves and Swiftfoot Boots can help accelerate Ertai.

Think Twice is weak, and can be replaced with better draw or scry effects like Brainstorm or Crystal Ball.

mtgplayer100 on Becoming one with Control...on a budget

4 days ago

As for the mana base, some dual lands would do work here, like Glacial Fortress, Sulfur Falls and Mystic Monastery.

As for removal, Pacifism could just be Blessed Alliance or Lightning Helix, both of which are better. Cancel is just a worse Void Shatter or Disallow. Mana Leak is probably the best option available.

Some card advantage would probably also be good here, like Think Twice. Also, Dramatic Reversal dosen't really make sense to me, since you're only using to untap creatures, and if your looking to preserve your lifetotal, you got removal to help doing that.

Soulfire Grand Master looks like it could do some serious work here. Ojutai's Command is also an option.

Abres_Tenelles on Chain Burning

1 week ago

Love the concept! Do you think any spells with flashback like Lava Dart, Think Twice etc. would help your strategy out? Or retrace cards, like Flame Jab or Oona's Grace too?

TheDuggernaught on WBU Modern Control

1 week ago

For Draw-Go, the best cards I can suggest are Esper Charm, Think Twice, White Sun's Zenith, Cryptic Command, Supreme Verdict, Spellsnare, Snapcaster Mage, Torrential Gearhulk, Celestial Colonnade, Logic Knot, Sphinx's Revelation, Elspeth, Sun's Champion, and Sorin, Grim Nemesis. Most of these are not auto-includes by any stretch. But are cards I would at least keep in mind.

SlimJim83 on Budget Dimir Control

1 week ago

Great suggestions, all of them. I sort of forgot about this deck because I was working on my UW control deck. I've learned some lessons from building that one and I'll implement them in this.

So... I have a couple Ob Nixlis and AEtherling cards that don't have any use right now. They're definitely going on here, probably in lieu of Silumgar and a couple Ashioks. The draw is getting an overhaul, as well, per your suggestions and what I have on hand, like Think Twice and Serum Visions. I also have a playset of Victim of Night which will replace Last Gasp.

In short, I'll be implementing most if not all of your suggestions. I have most of the cards and what I lack I'm planning on getting anyways. I appreciate the feedback. Like I said, I sort of forgot about this deck, and I'm all to happy to dust it off and put a little more work into it. Cheers!

RingweMakil on Budget Dimir Control

1 week ago

I wouldn't suggest her anyway, she's horrible with countermagic :P

4 Ashiok, Nightmare Weaver is surely too much. Drawing too many is bad; the card does nothing against a lot of decks such as Affinity/Infect/Burn. Why not play something like a Jace, Architect of Thought, Ob Nixilis Reignited, or Tamiyo, the Moon Sage to have win conditions that you can play in addition to Ashiok, but still get value/CA/more removal?

If we're doing Dragonlord Silumgar, you've got to do Crux of Fate. Flavour win + doesn't kill your own guy + cheaper than Finale. 4 mana is ideal for a sweeper, of course, but barring that owing to budget - though MM17 reprints should help with Damnation - Crux is the closest we can go.

Consider Fatal Push, Far / Away, and Geth's Verdict as replacements for the removal you have now; particularly Curse of Chains and Last Gasp. Instant speed edicts are very powerful, and Push is an obvious not-too-expensive upgrade over the Gasp. Murderous Cut, Hero's Downfall and Dismember are also not particularly expensive, and are all better than Doom Blade.

Consider Deprive for countermagic. It's a tempo loss, I'll grant you, but it's unconditional. Alternatively, just play Countersquall or Negate. I'm just not sold on Rune Snag, is all, but I could be very wrong, and perhaps the card has performed really well for you? Some small number of 3 mana countermagic like Disallow and Dissipate might not be the worst either. Yes, I like Dissolve, but scry 1 is not as important as exile or Stifle against Eldrazi, planeswalkers, etc.

Think Twice over some number of Telling Time and Divination. Instant speed, allowing you to hold up countermagic; 2 for 1, resilient to countermagic - def. seems like an upgrade over your current card draw spells. Also with regard to card draw, Jace's Ingenuity is a better restock spell than Divination. Instant speed draw 3 is quite good, and it is also sadly the best non Ancestral Vision option in the format. Further consider Shadow of Doubt. The card is backbreaking if you time it right, and worst case scenario, it replaces itself.

You don't want to scoop to resolved walkers, nor do you want to scoop to artifacts/enchantments; Hero's Downfall can take care of the former, while Engineered Explosives with a manabase of fetches and shocks is the best Dimir can do for the latter in Modern. That said, Ratchet Bomb can do a reasonable Explosives imitation a good deal of the time. Also definitely consider Extirpate in the board. It's not as expensive as Surgical Extraction but in a draw-go shell is arguably more powerful. It is also one of your only few ways to interact with graveyard based strategies since you don't have much direct exile or Kalitas, Traitor of Ghet. While the traitor I would recommend absolutely, I understand he is perhaps too expensive for what you have in mind.

Last, but not least, AEtherling. A lot of Modern decks concede to a resolved Aetherling.

With regard to the manabase, consider Sunken Hollow, Creeping Tar Pit, Temple of Deceit and Darkslick Shores as potential replacements for Evolving Wilds. Tar Pit is the only non-budget suggestion in that list, with the other lands being fairly cheap, and powerful in their effects. You should also be able to accommodate no small number of Ghost Quarter, which may shore up the Eldra/Tron matchup and give you better play against manlands from Raging Ravine to Celestial Colonnade to Inkmoth Nexus, and utility lands in the form of Gavony Township, Academy Ruins, etc.

I've been tinkering with Dimir in Modern for over a year now, and have perhaps spent a touch more time on the archetype than perhaps is healthy. :D I'm sorry about how long that was, but hopefully this is helpful!

BilboBaggins on Little Shop of Horrors

1 week ago

ej133 Thanks for your input, I appreciate you taking the time to make suggestions.

I will try to justify the reasoning behind my choices.

Pieces of the Puzzle, in most cases gives me 3 Thing in the Ice  Flip and/or Docent of Perfection  Flip triggers on the turn in which it is cast. It also gives me specific selection, as I run a lot of removal. I had both Think Twice and Thought Scour in early iterations of this build, but they both just didn't provide enough utility for what I'm trying to accomplish here.

I like Telling Time, and I might play test a little bit with it. Vapor Snag is just so versatile, as it allows me to bounce and recycle my Snapcaster Mage, save my own win cons, or bounce and counter my opponent's.

Path to Exile is obviously a premier piece of removal, but sometimes I don't want to give my opponent that mana advantage. The Paths are in here specifically as a Meta call for things like Eldrazi, etc.

Once again, I really appreciate the input. Thanks for the insight. I will definitely give Telling Time a shot!

Cheers

ej133 on Little Shop of Horrors

1 week ago

Hello,

I'm an Esper player too and I really like what you're doing here, but we have to agree that Pieces of the Puzzle sucks.

My suggestions would be:

  • Thought Scour. Mills 2 cards and gets you a draw in a instant speed. Couldn't get better.
  • Think Twice. I run 4 of in my Esper. and I have to say, this card is bonkers. I mean, Esper is mostly a draw-go deck, and sometimes your opponents don't play anything worth countering and/or spending a removal on, so you can use this turn to draw a card at the end step. It's so much value. This card has an extremely overlooked potential. Same goes for Telling Time.
  • I don't really think you need so many Vapor Snags, but I believe an extra Path to Exile would be nice.
  • Is 21 lands running fine for you? I don't know, I'd feel more confortable around 22 or 23.

Anyhow, I loved your list. Sweet esper build. Keep it up!

+1

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