Thirst for Knowledge

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2018 (C18) Uncommon
Modern Masters (MMA) Uncommon
Duel Decks: Elspeth vs. Tezzeret (DDF) Uncommon
Planechase (HOP) Uncommon
Mirrodin (MRD) Uncommon
Promo Set (000) None

Combos Browse all

Thirst for Knowledge

Instant

Draw three cards. Then discard two cards unless you discard an artifact card.

Price & Acquistion Set Price Alerts

C18

MMA

DDF

Ebay

Thirst for Knowledge Discussion

JBJ on Krark-Clan Breyaworks

4 days ago

Tezzeret, Agent of Bolas might help you dig for cards and provide another wincing. He may be unnecessary though. Tezzeret the Seeker would be another KCI, which is important to the deck somewhat.

Workshop Assistant is another junk diver effect too.

Higher volume of potential pieces increases the likelihood of going off.

The deck doesn't need too many colour pips, so you could cut some of the mana-fixing rocks, even though there are only good ones here.

I don't think you need jitte, you may want greaves—especially if you run the Kuldotha Forgemaster .

Play the deck and let me know, but I don't think you need the Thirst for Knowledge . The deck may want a Hurkyl's Recall to assist going off. Target your self to get more triggers off cast and ETB effects.

If you want to go full eggs, you should have a look at Whir of Invention , Second Sunrise , Faith's Reward , Clock of Omens , Reshape , Codex Shredder and other "eggs" effects.

Randomsome1 on Brudiclad

2 weeks ago

Cards Missing From Initial Build

Goblin Welder Jhoira, Weatherlight Captain Thopter Engineer Thopter Squadron Blade of Selves Coldsteel Heart Commander's Sphere Retrofitter Foundry Vedalken Orrery Treasure Map  Flip Fire Diamond Sky Diamond Thirst for Knowledge Gamble

Ideas

More Removal/Wipes Blasphemous Act - Staple Release the Gremlins - Gives more tokens Rapid Hybridization, Pongify - Staples and can give yourself a 3/3 token Meteor Golem - High CMC, but can destroy Enchantments which is a huge weakness of the deck.

Master Transmuter - Cheats out your big artifacts, but kind expensive.

Curse of Opulence - A weird staple for this deck, but I think you can figure out why.

Pirate's Pillage/Pirate's Prize - Draw and tokens, maybe

Thoughts

Think about how fast you can make tokens. Does it make Purphoros, God of the Forge worth it?

Check through what effects require set up and make sure you don't have too many compared to stand alone cards. Even though Krark-Clan Ironworks does ramp, I wouldn't count it as ramp because it requires set up. Same goes for Storm the Vault  Flip (But you have 36 actual lands which is totally fine)

Your curving out around 4, so 2 drop ramp spells are much more important than the other higher ramp spells. Iron Myr, Fire Diamond, Sky Diamond, Silver Myr, Coldsteel Heart fit the best imo.

Gamble, Mystical Tutor, Fabricate, maybe Hoarding Dragon (?) - Combos in decks are strong and fun, but really hard to pull of without a descent amount of tutors and/or redundancy. Ignoring combos, each tutor can search out a key cards.

Final Fortune - Speaking of combos. Great combo with Isochron Scepter and Sundial of the Infinite, but you should either cut this or add more tutors to make getting it a bit more consistent.

Dramatic Reversal - I don't think you have enough mana rock/dorks to get to infinite mana, and without that it's kind of a waste of a card.

These combos in general don't really synergize with the goal of the deck (infinite mana more than infinite turns) like an infinite token combo would. I think there is a combo with Scrap Trawler and Hangarback Walker that I vaguely remember that you might want to try to find.

Darksteel Colossus/Blightsteel Colossus are super strong, but don't really fit. If you can find more targets for Mimic Vat and Prototype Portal then maybe, but those 4 cards stick out.

Cuts (IMO)

Everflowing Chalice - I always go colored mana over colorless if it costs the same, even if artifacts don't need it. It has potential to ramp you a bit more late game, but you usually don't need the ramp at that point.

Inspired Sphinx - 6 mana for a draw 3, maybe 4, and a hefty costed mana sink doesn't seem worth it to me.

Mycosynth Lattice - I might be missing something, but it seems a little narrow sited. It works a little with Darksteel Forge and Combos well with Hellkite Tyrant, but if the deck makes a bunch of tokens you don't need it to win with the Hellkite.

Panharmonicon - Same as Mycosynth Lattice. I might be missing something but there isn't a lot of ETBs to abuse this. I'm only counting 1 card that works: Thopter Spy Network

Lands

Cut Phyrexia's Core -Negligible effect unless you have a consistent way to abuse LTB triggers.

Caldera Lake - There are far better lands.

Swiftwater Cliffs - Its fine if you want to stay budget.

Reliquary Tower - I don't see a way for you to draw a bunch of cards and overflow your hand, so this isn't really needed.

Add City of Brass Reflecting Pool Mana Confluence - All staples in multicolored decks. Spire of Industry too for artifact decks, but is super cheap.

Izzet Guildgate and Highland Lake - Better, and cheaper, than Caldera Lake if you want to stay budget

Scalding Tarn - Obvious include if you want to spend the money.

Evolving Wilds/Terramorphic Expanse - Color fixing

Myriad Landscape is a 2 land fetch and taps for mana.

Overall, good base. It has potential to go from 0 - 100 and kill everyone out of nowhere.

Bchong on Ultimate Control

2 weeks ago

Decent deck but you seem to have an incorrect deck building mentality...the graveyard is a beautiful place that also exists as your hand away from your hand. cards like Memory's Journey or Noxious Revival have the potential for graveyard interaction with your opponent but Reclaim doesn't which make me think that you are using these cards to pull things out of your graveyard. In fact you would rather be dumping cards into your graveyard instead which is why Hermit Druid is ridiculous; cards like Reanimate Dead are very simple and easy to use cards that work well with it. you should consider putting in cards like Protean Hulk. It is regarded as one of the most broken cards in the game as it is a unpunishable wincon unlike cards like Doomsday. Sultai is the color where you mess around with your graveyard you have little to no ability to pull things straight out of it (cheat out) onto the battlefield, but you have a lot of cards that are anti synergistic with the colors you are playing with.

This lackluster combo Mindcrank + Duskmantle Guildmage

a couple of cards are going to be too mana intensive to use Grave Betrayal Future Sight Mikaeus, the Unhallowed Teferi, Mage of Zhalfir Duskmantle Guildmage. some of these have obvious combo potential but the thing is that they are way to expensive to ever play normally. you have to cheat it out with some graveyard shenanigans. it also makes your deck overall more resilient towards interaction because you can always bring the cards back.

you need to be running every single green mana dork that you can. They are basically the best source of mana acceleration there is. Mystic Remora Chain of Vapor Dark Ritual upgrade your 3cmc kill spells there are better 2 cmc versions. and run some more removal that stops your meta

and to be honest why the hell are you even trying to play control. You already have the most expensive cards that you need to start consistently comboing off at turns 4,5,6. You really don't need to bother because you can out race most decks given that you add in all of the 1 cmc mana dorks

why are you running:

Helm of Awakening : you aren't running storm and this deck doesn't seem to cast more than a couple of cards a turn. this is specifically a card that you need to win with the turn you play it.

Liliana Vess: just play Dark Petition liliana is just a 5cmc paperweight and i don't think you really want to +1 or ult and you -2 doesn't straight up tutor.

Laboratory Maniac: where is you combo? you have no way to infinitely mill yourself and then draw or Doomsday

Teferi, Mage of Zhalfir: why? its just expensive and annoying just run a counterspell or something

Villainous Wealth: is this just for memes? the likelihood that you hit an infinite combo piece is pretty small and you don't have a way to make infinite mana.

Seedborn Muse: is this just for value? mana so that you can interact? if so then just add interaction like a counterspell or something

Cryptic Command: expensive meme counterspell; use Swan Song Mental Misstep Delay or just a regular Counterspell

Thirst for Knowledge: why this? just play like Frantic Search this card is really for Doomsday or artifact decks

Dig Through Time: how are you getting cards into your graveyard? this card needs self mill to be effective. you are better off running like ramp to just play your commander

Isochron Scepter: just run Dramatic Reversal

Sultai Banner: Fellwar Stone or Commander's Sphere

StompingYeti on Thrasios Combo

2 weeks ago

Ever thought 'bout swapping Arcane Denial for Delay? AD gives your opponent one extra card beside which is bad, especially against stax, so it's around a 8-10% chance that the person draws more hate ore worse tax elements. In my Experience Delay does nearly the same but with far less risk. I also would recommend Winds of Rebuke as a good spot removal which provides a nice utility against top deck tutors Ever thought about Plunge into Darkness or Tainted Pact over Thirst for Knowledge, pseudo tutor for more consistency if a combo piece is missing and to tighten your amc because of ad naus, same goes for Dismember, Fatal Push would be a little less flexible, but with Fetchies it works fine.

mfG Tobi

Artatras on First Dmir/Grave deck help

1 month ago

Hi!

I'm happy you are building a Lazav deck because he is such a fun commander to play with, although he's a very atypical graveyard-themed general. I personally think you shouldn't see him as a classic reanimator engine, but instead more as a voltron deck.

I do agree with TheAmazingSteve and DrukenReaps on the Blade of Selves + Phage the Untouchable nonbo. In addition to that, I wouldn't include Blightsteel Colossus either. The colossus can't stay in the graveyard due to its last clause, so you would have to copy it with Lazav at instant speed as soon as it hits the graveyard, with the shuffle trigger still on the stack. This means it would cost you , plus any other mana you need to put the Colossus in the bin with a spell or ability like Entomb or Frantic Search. Even if you are planning to hard-cast the Colossus instead of copying it, is probably too much for the Dimir colours since we aren't that good at ramping.

I would cut the entire surveil package and replace it with loot spells like Frantic Search and Thirst for Knowledge, or graveyard tutors like Buried Alive. Looting is better than surveilling and self-milling because you have more control over your discards. If you already have a creature in hand, you can draw three and then choose to discard that creature. With surveil and self-mill, you increase randomness.

Also, I would not include reanimation spells like Reanimate and Sheoldred, the Whispering One. The thing with Lazav is that he doesn't support reanimation very well, because his ability doesn't allow you to save any mana. For this reason, I would not include big creatures like the Eldrazis or Jin-Gitaxias, Core Augur. Instead, it would be nice to focus on cheap creatures with high stats and bad ETB effects, because those won't trigger when you copy them with you commander. I'm thinking about Hunted Horror, Eater of Days and especially Phyrexian Dreadnought, hands-down the best card for a Lazav deck. Another auto-include in any Lazav deck is Invisible Stalker, because it can offer evasion and protection to our commander.

A sweet combo you can include is Crackdown Construct + Ornithopter. When you have both in the graveyard, you pay and turn Lazav into the Construct. Then pay to turn him into the Ornithopter. The Lazav-Construct ability triggers, since you activated an ability (Lazav's), and your commander gets +1/+1 until the end of turn. In response, you pay again to transform him into the Ornithopter and he gets another +1/+1. You can do this trick as many times as you like putting each trigger on the stack, and at the end of the day Lazav will finally become a flying Ornithopter but with an infinite amount of +1/+1 buffs until the end of turn.

Apart from that, I would increase the amount of lands to at least 35/36 because you need as much mana as possible to activate your commander's ability multiple times in the same turns and hold up counterspells at the same time.

A final note: you can't play Norn's Annex in a Dimir deck. Although it has phyrexian mana in its cost, its colour identity is still white.

I hope I have helped you with your deck. Let me know if you have any doubts. If you want, you can take a look at my Primer for Lazav. It is more on the competitive side, but I think you can find some ideas. I will link it down below. Cheers!

"The Many-Faced God" - [[Primer]]

wonderboyrox on I Brought a Sword to a Magic Fight

2 months ago

I've got to be honest.. I WANT to like this brew. There is a special place in my heart for out-of-the-box type decks. I have plenty of my own. I want to like it, but.. I can't.

The fact of the matter is, what you're attempting to do here is a spin-off variation of a Tron Deck. Nothing wrong with that. Except if you look more closely at what makes a Tron deck work, it isn't "just" the tron lands.. but the MANY ways they have of maintaining consistency with GETTING those lands. Whether it be: Ancient Stirrings, Sylvan Scrying, Gifts Ungiven, Expedition Map, Realms Uncharted, Thirst for Knowledge, or anything else. But your variant build relies strictly on either getting an Expedition Map, OR the EXACT Tron lands you need by Turn 3.

The harsh reality is that the deck is just too slow. You only have two creatures in the entire deck that you can drop before turn 3. That's an issue when you have zero mana ramp (outside of Tron lands, which you can only drop 1/turn), and 11 spells in the current decklist that are 4cmc or higher. That's a pretty hefty top end curve, and again, at the decks BEST, you will have Tron lands active by Turn 3. It's not a deal breaker, if you can guarantee those lands out by Turn 3, but if you can't, you will lose far more often than you will win.

wallisface on Artifact Combo

2 months ago

Traverse the Ulvenwald seems waay too hard to get off reliably without Thirst for Knowledge help. Personally i’d drop the Traverse entirely - stirrings and evolution should get the job done on their own.

Also Welding Jar feels like a bad card in this deck, as the only artifact you actually care about protecting is the pili-pala. It feels like a never-used sideboard option at best. I’d sooner replace the jars with 2 more lands (20 feels light)

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