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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 |
Freeform | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Thirst for Meaning
Instant
Draw three cards. Then discard two cards unless you discard an enchantment card.


![Tameshi, Reality Architect feature for Tameshi's Castle [Final Form]](http://static.tappedout.net/mtg-cards-2/kamigawa-neon-dynasty/tameshi-reality-architect/femme_fatale-tameshi-reality-architect-neo-16433523130.png)

WItC on
Budget Beginner Teaching Decks (#5 Blue)
4 weeks ago
Thank you Bookrook for the idea. I definitely want to update the deck going forward.
I'm not so sure about Thirst for Meaning. My main issue is the CMC. 3 CMC is more than usual for a impulse draw effect. Not sure I would want it to replace the Moment of Truth, which seems more typical for this role. Blue is in a pretty good power spot now. If it needed to slow down, then the replacement would be a good choice.
Thank you though for the suggestion.
Bookrook on
Budget Beginner Teaching Decks (#5 Blue)
1 month ago
Thirst for Meaning would work nicely.
Shaffe_House on
Araumi of the Dead Tide
3 years ago
Instant/Sorceries/Artifact/Enchantment
Enablers:
Ancient Excavation, Dihada's Ploy, Fact or Fiction, Frantic Search, Forbidden Alchemy, Otherworldly Gaze, Thirst for Knowledge, Thirst for Meaning, Winds of Rebuke, You Find the Villains' Lair, Careful Study, Funeral Rites, Notion Rain, Ransack the Lab, Perpetual Timepiece
Reanimation:
Dread Return, Incarnation Technique, Living Death, Necromantic Selection, Victimize
Ramp:
Fellwar Stone, Mind Stone, Skyclave Relic, Sol Ring, Worn Powerstone, Songs of the Damned
Other:
Discontinuity, Siphon Insight, Songs of the Damned, Bone Shards, Tortured Existence
TriusMalarky on Thought Flare and Niv Mizzet …
4 years ago
Thirst for Meaning and Thirst for Knowledge are both incredibly good cards, and if I know EDH I assume you're running at least a couple mana rocks and one or two enchantments you thought were cool. They also only cost 3 mana, which is great.
Additionally, Frantic Search is great to dig really fast, especially if you have a land that taps for multiple mana. Faithless Looting is just great, Brainstorm is a no-brainer, and there's a couple affordable wheels in Windfall , Wheel of Misfortune and Day's Undoing .
Sorin_Markov_1947 on
4 years ago
A couple of deck philosophy problems with this deck.
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Why so many counterspells? If you're going for a control mill plan, you'll want either white for boardwipes or black for solid removal.
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66 cards? Believe me, I used to have this problem a lot. Finding the last few cards to take out when deckbuilding is a huge problem for me because they all seem so useful! The argument that persuaded me to always have the strength to cut something was this. You have 66 cards. Logically, some cards are going to be weaker than others. You have a strongest card and a weakest card. Why are you letting yourself draw your weakest (66th best) card when you could have drawn anything else in your deck that's just better? The same logic applies to anything outside of your 60 best cards. You just have to find which are the 60 strongest.
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There are a lot of 1x and 2x cards in here. Consistency is a very big part of building a deck. That's why >60 card decks are considered bad, and it's why you want as many copies of your good cards as possible. Similar argument to the >60 card argument. Why draw your weaker cards when you could've used that space in the deck for your stronger cards?
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22 lands. Most 60-card decks run 24, higher for decks with lots of high CMC cards and lower for more aggro decks with low-cost spells. 24 is about right for this deck, more like 28 if you have the 6 extra nonland cards. I don't do the math on this one, but people who have say that 22 lands isn't enough to consistently make a deck of average average CMC work.
Okay, now on to specific cards. I think there are a lot of cards that don't fit with your gameplan here, so I'll just focus on what I think you should be trying to do. You said this is a turbo mill deck, so let's focus on milling as much as possible. Didn't Say Please is a good one to give you a little bit of control (usually you'll use this to stop a crab from dying). More Maddening Cacophony is probably good, as it's just better than Merfolk Secretkeeper (which I don't think is good enough for the deck) and one of the best straight mill spells around. Vantress Gargoyle is good to have not for the mill but for the utility as a blocker and alternate win (unlikely). If you're really centered around Teferi's Tutelage (which is not a bad idea, it's strong mill), have more card draw. Frantic Inventory is a good one, as are Thirst for Meaning and Opt , which you already have. Fabled Passage is strictly better than Evolving Wilds if you have them. I crafted the full playset because I use them in so many decks.
Spell_Slam on
ramses overdark
4 years ago
Dragon Shadow is great evasion and can be great removal against certain decks with lots of 6+ drops.
Freed from the Real will turn Ramses into a machine gun.
Nimbus Naiad is decent value for you, being able to use it as removal that gives you a 2/2 flyer back, or just pumping your own creatures. Ramses can win with Commander damage pretty quickly with this.
Thirst for Meaning is great card draw for this deck.
I that with all your protective enchantments and countermagic, you don't need relatively narrow cards like Turn Aside.
Floodtide Serpent, while flavourful, seems like a pretty bad card, since you have so few ways of actually taking advantage of its ability (an occasional expensive cantrip).
You could also trim on some of the more useless cantrip enchantments, I think. Once you find a recurring aura, Ramses is pretty set to go off.
Murphy77 on
5 years ago
I would focus on the draw-and-mill trifecta of Psychic Corrosion, Sphinx's Tutelage and Teferi's Tutelage, backed up by Fraying Sanity. Yes, Ruin Crab and Merfolk Secretkeeper can do a lot of damage, specially if you can start to flicker the Secretkeeper. Keep Safe, Befuddle and Opt may just give you enough card draw to seal the game. I would also consider Hydrolash and cards like Thirst for Meaning
Murphy77 on
5 years ago
I would focus on the draw-and-mill trifecta of Psychic Corrosion, Sphinx's Tutelage and Teferi's Tutelage, backed up by Fraying Sanity. Yes, Ruin Crab and Merfolk Secretkeeper can do a lot of damage, specially if you can start to flicker the Secretkeeper. Keep Safe, Befuddle and Opt may just give you enough card draw to seal the game. I would also consider Hydrolash and cards like Thirst for Meaning
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