|Commander / EDH||Legal|
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|Oath of the Gatewatch (OGW)||Rare|
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Creature — Eldrazi
( represents colourless mana.)
When Thought-Knot Seer enters the battlefield, target opponent reveals his or her hand. You choose a nonland card from it and exile that card.
When Thought-Knot Seer leaves the battlefield, target opponent draws a card.
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Thought-Knot Seer Discussion
1 day ago
Luckily, D&T/Hatebears isn't in the top ten decks, it isn't a real part of the meta with less than a percent of the meta, and your "Heaven on the roam. (Weenie hatebears)" isn't exactly a tuned varient of hatebears either. Your deck also it isn't weenie, but that is beside the point.
Also, "no original content"? I mean, if you are saying everyone plays the exact same hatebears deck, I'd implore you to check that statement, because Death & Taxes has some of the most varients that are still powered enough to see play.
Look at the normal mono-white hatebears builds.
There are some with just Aether Vial, Leonin Arbiter, Blade Splicer, Thalia, Guardian of Thraben, and Flickerwisp as the main core cards of the deck, with Path to Exile, and Restoration Angel, etc. Some of these run Eldrazi Displacer and Thought-Knot Seer with Eldrazi Temple and Shefet Dunes for an eldrazi package.
Some of the eldrazi and taxes decks are W/B (Which I find is one of the most common varients), while others want to run Blood Moon/Magus of the Moon and run W/R. Other W/R varients use Lightning Bolt and Simian Spirit Guide to pump out extra damage or a larger threat earlier on. Plenty of these builds run Chalice of the Void, and plenty don't.
One of my favorite varients of hatebears splashes blue. This one runs a tribal theme with Drogskol Captain and goes for a spirit tribal instead of Flickerwisps and Blade Splicer beatdown. It uses spirits because of the power given by Rattlechains with Mausoleum Wanderer and Spell Queller. Of course it runs a full playset of Selfless Spirit and a pair of Cavern of Souls with a single Moorland Haunt to provide extra value. With a full set of Path to Exile, 3-4 Thalia, Guardian of Thraben, 4 of Aether Vial, and the playset of Leonin Arbiter the deck is a hatebear deck to be sure, and I love having W/U for sideboards, because it can run Meddling Mage, Kira, Great Glass-Spinner, Negate, and Detention Sphere.
Of course, these are just the two and one color lists, there was a bant one I went against, with Spell Quellers and Collected Company for some of the coolest plays I've seen, and a four color list (GWUB) with human tribal, making it seem like a 5-color humans list, but it ran the set of Leonin Arbiter, and it ran green for Gaddock Teeg, so though it ran Champion of the Parish and enough humans to warrant Cavern of Souls, it wasn't straight human tribal.
All of these lists are playable in the current meta, and none of these are top tier, let alone in the top ten decks, in fact hatebears hasn't been in the top ten for a long time if ever. If you claim you don't think any originality can exist in these decks, you are dead wrong, and if you claim you don't want a deck in the meta, then hatebears is perfect for you. Okay?
3 weeks ago
I will concede that lightning bolt will kill humans if no Thalia's Lieutenant is afoot.
However after various humans the following are the most played creatures in modern, in this order: Scavenging Ooze, Tarmogoyf, Birds of Paradise, Tireless Tracker, Tasigur, the Golden Fang, Gurmag Angler, Thought-Knot Seer, Bloodghast, Hollow One, Reality Smasher, Ulamog, the Ceaseless Hunger, Arcbound Ravager, Etched Champion, Flamewake Phoenix, Ornithopter, Signal Pest, Vault Skirge, Memnite, Steel Overseer, Courser of Kruphix, Goblin Guide, Matter Reshaper, Wurmcoil Engine, Master of Etherium...etc.
So out of those 24 creatures it can kill, like what? 9 of them? and a not insignificant amount of these cards are just enablers like Birds of Paradise, Goblin Guide, or various cheapo artifacts - yeah its great if you can remove them before the opponent is established.
But there is one thing that is even better, if the same spell you could use to kill these enablers would also hit the power cards they let the opponent play. Since in that case, the card actually does something if you topdeck it later.
Oh yeah it can go to face, tell that to Wurmcoil Engine...
Wouldn't Path to Exile do the job better? ...i mean do the job at all. If it can't remove relevant creatures its not a removal spell - if its very conditional its a bad removal spell.
4 weeks ago
DankStompy ArchonBlue Cast Down is simply the worse option. Dank I don't know what meta you are playing in and it might be the right choice for you but Cast Down is in no way strictly better than Fatal Push. Push is and continues to be a format defining card and if we take a closer look at the top played creatures in modern (As per MTGGoldfish):
Of the above only Street Wraith cannot be pushed and even then no one is hard casting a Street Wraith in modern. In fact the first instance of non-pushable creatures comes at number 22 in Gurmag Angler and number 23 in Hollow One and then the only other card in the top 50 in this group is Primeval Titan at number 42.
Revolt is incredibly easy to trigger with an ideal manabase of fetches and shocks, I've never had an issue triggering revolt in modern. The debate here largely comes down to efficiency, Push answers turn one Goblin Guide and a quick affinity start immediately, Cast Down simply can't, maybe there is room as a one-of but not in favor of Push, but more so in a role similar to Terminate or Murderous Cut. The speed of modern though demands push, and will continue to for a very long time, one mana removal is just more efficient, and anything that can't be pushed can be Path to Exile.
Also Esper Charm is sneakily the best card in this deck, its removal, discard, and card draw wrapped into one, it does everything control wants with added flexibility. With the fetch-shock manabase its relatively easy to set up as well without being difficult to cast.
1 month ago
Ok so currently I am running
3x Forked Bolt
I played a tournament last Saturday, did bad the first round against RG Eldrazi (didn't see that one coming!) from one of my friends. Any suggestions to beat that?
1 month ago
Most, if not all GX tron lists, run 3x Thragtusk + 3x Thought-Knot Seer in their sideboard. So doing "nothing" until 6 mana doesn't describe the situation accurately in many cases.
And to put it bluntly, even a Geist of Saint Traft on turn 3 is not an assured victory, since it can easily face Spatial Contortion cast in response, or it can be easily stonewalled by any creature the deck plays. Moreover, you would need to finish the tron deck before turn 6, which is problematic since, geist deals 6 damage, so if you are not a jeskai list that runs Lightning Bolt you are in trouble.
And we were just discussing on of the most temp-ish control finishers.
Of course there are more than enough aggressive deck that are able to deal with tron, but claiming that running Damping Sphere solves every problematic tron matchup is just delusional.
1 month ago
Onyx77, I agree, Wurmcoil Engine is a great card, and works really well with what the deck is doing a lot of the time. I had experimented with in an earlier version than what is presented currently, and it's very likely that it will come in again, but I've been toying around with 2 Thought-Knot Seer in the main as a more controlling angle in the early game, and I want to see how that fits in.
Thanks for the suggestion!
1 month ago
rockleemyhero I'm down to trade my lands, but much like you, I would need to trade for other fetches/shocks, (especially in BGx or UW but I'm not super picky).
If we're not doing lands, and just Tezz/Legion/Rest (roughly $35 of value by my count), I am interested in 3x Treetop Village and 4x Lingering Souls for sure...and then the rest would probably just be value-based. Particularly Garruk Relentless Flip (yours is Innistrad though), Gideon of the Trials, and Waste Not, with a Thought-Knot Seer to make the value roughly equal -- but if you've got sentimental attachment to any of those, feel free to renegotiate (: I'm pretty chill.
1 month ago
1# - Don't use basic mountains. Blood Moon makes every nonbasic into plains, thus you should run Plains & swamps + your non-basics. Otherwise you will leave yourself wide open to that enchantment. And it will deny you from casting Unburial Rites from the graveyard (while making Lingering Souls into something like Krenko's Command). Fetch lands help you as they can act can get you to your basics if you get them on the field before blood moon
2# - If you want the ability to reanimate non-artifact creatures, there are candidates that are a lot stronger, like Iona, Shield of Emeria, Griselbrand, Jin-Gitaxias, Core Augur. And for reanimating artifact creatures, there are better reanimation spells like Trash for Treasure
3# - You MUST have some way to answer graveyard hate. Luckily there are plenty of option in mardu colors, that accomplish this, i mean cards like Wear / Tear
4# Lightning bolt is not a removal spell. Sure sometimes it can kill creatures. But we are living in the world of Thought-Knot Seer, Hollow One, Gurmag Angler & Thing in the Ice Flip (these days Tarmogoyfdoesn't stand out that much) - thus lightning bolt is good for "bolting the bird" but not much else. You play white, PLEASE play the best 1 cmc removal spell, Path to Exile
5# If you don't get anything of discarding cards, i would advise against running 4x Cathartic Reunion, as they require you to discard 2 (which can be a problem if the game goes long), and if it gets countered you can get into a lot of trouble (if you discarded something important (like a reanimation spell), because you needed to pay the cost, to discard something you wanted to reanimate), play more Tormenting Voice - and i would add 1x Reverberate in place of 1 of those loot spells, as it can mean twice the cards drawn, or can act as a counterspell, if you copy the opponent's counterspell with it.
6# Run more than 4x reanimation spells! Those are your win conditions, if you don't get to them you are like a fish on land.