Thirst for Knowledge

Legality

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

Printings View all

Set Rarity
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.

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MMA

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HOP

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Thirst for Knowledge Discussion

FancyTuesday on Flashing Your Way To Victory

1 week ago

For starters, if you're playing blue and want cards you play Consecrated Sphinx. Your commander's only text could be "every time there's a sphinx destroy it" and you'd still run Consecrated Sphinx, it's that good.

Thirst for Knowledge and Compulsive Research are your best value straight draw spells in the vein of Divination and Brilliant Plan.

If you're running Leonin Abunas you can straight upgrade to Padeem, Consul of Innovation or run both if you really find the effect helpful. Spellskite has a similar function and can be flashed in.

Bident of Thassa and Thopter Spy Network are both worthy of consideration if you like Thieving Magpie.

This deck is pretty light on recursion. I find Memory Jar is an absolute monster, but I dunno if Junk Diver and Hanna are gonna cut it. Something to consider if you ever find yourself running more cards that could bring it or the cards it pitches back from the graveyard.

lightslayer247 on Breya, First Project

1 week ago

I would keep Lantern and Sphere. Lantern is too good especially since the deck is 4 colors, and sphere also serves as card draw, they may cost additional mana but they are perfect fixing. Honestly, I would include all of them, but if it was talismans or lantern and sphere, I would pick lantern and sphere any day. Another great draw spell for this deck would be Thirst for Knowledge.

Polybius on Mairsill

2 weeks ago

Very cool deck! Since your goal is to keep it casual I'll suggest cards that are upgrades to stuff you already have, that way you can do what you've been doing just a bit faster/more consistently.

Mana Ramp:At the moment I see 7 sources of artifact ramp in your deck. I'd highly recommend increasing that to the 10-12 range, it will drastically speed up your deck.

Consider Adding:- Prismatic Lens- Fellwar Stone- Mind Stone- Rakdos Signet- Izzet Signet- Dimir Signet- Coldsteel Heart- Sphere of the Suns

Consider Removing:- Commander's Sphere- Darksteel Ingot- Worn Powerstone

Card Draw:The 6 card draw spells you have here are fine but I'd recommend adding at least 5 more, specifically card spells that help you discard into your graveyard or fill up your hand on the cheap.

Consider Adding:- Thirst for Knowledge- Careful Study- Phyrexian Arena- Read the Bones- Night's Whisper- Dig Through Time- Chart a Course - Tormenting Voice- Preordain- Brainstorm- Ponder

Consider Removing:- Winds of Rebuke- Tragic Lesson - Essence Flux- Fervor- Rolling Thunder- Unstable Obelisk- Treasure Cruise- Conjurer's Closet

Land:If you up your mana rock count to the 10-12 range, you can drop your land count down to 32-34 and have no issues.

The best way to go about improving your landbase is focusing on adding lands that enter untapped and can give you multiple colors.

Are just a few examples of lands you should consider adding in place of slower, enter tapped lands.

That's just the basic rundown of how to improve the core of your deck and make it a bit more consistent. Hopefully those ideas help!

Polybius on Pretend I Can Win

2 weeks ago

I'm assuming your goal is to combo off with Marisil ASAP, so here's my suggestions:

  1. Focus on whatever combo is quickest to help streamline your strategy. Combo decks work best when they have one specific, achievable goal.

  2. Drop high CMC cards like Prismatic Geoscope or Flayer of the Hatebound and add in more reliable, low CMC cards.

  3. I'd add Lightning Greaves to help protect Marisil.

  4. Bounce spells like Capsize and Chain of Vapor to help deal with annoying permanents.

  5. Card draw like Mystic Remora, Frantic Search, Thirst for Knowledge, Preordain, Ponder, Necropotence, Phyrexian Arena, etc.

  6. More mana rocks will help you get off to a faster start as well Sol Ring, Fellwar Stone, Mind Stone, Prismatic Lens, Dimir Signet and Izzet Signet should all be here. If you run more mana rocks you can cut your land count down to 32-33 with no problems.

These are the most obvious ways I can see to improve your deck. Hopefully some of those ideas help!

Scathain on Now You See Me

3 weeks ago

Illusionist's Bracers would greatly help out your commander's ability. Also, consider Training Grounds. You could also seriously use a Sol Ring and probably a Thran Dynamo to help accelerate your ability to use Oona. You also might want to consider Notorious Throng and Stinkdrinker Bandit to take advantage of the fact that you are creating a bunch of flying faerie rogues which are presumably attacking, especially the latter.

I'm not sure whether Wydwen, the Biting Gale is quite worth it in your deck, unless I'm missing something, so I'd consider dropping it.

Catalog also seems a bit weak without madness or graveyard recursion. Consider Glimmer of Genius, Hieroglyphic Illumination, Thieves' Fortune, or Thirst for Knowledge instead.

Violet Pall is a bit too much mana for what you are getting even in a faerie deck. Consider Reckless Spite, Malicious Affliction, Eyeblight's Ending, or Doom Blade instead.

bumcheeks on $1 cards challenge

1 month ago

Honor-Worn Shaku and Thirst for Knowledge are both over 1 dollar

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