|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
Playing less than 4 Path to Exiles is a big mistake in Modern. Removal is just so so good, and counterspells are so bad in Modern.
Without removal, you die an easily preventable death to a Scavenging Ooze (eats your persist creatures forever), an Inkmoth Nexus that they made 10/10 with Arcbound Ravager, Splinter Twin, a Death's Shadow, a Spell Queller with combo piece locked under, a Meddling Mage on Solemnity, a Wurmcoil Engine, a Thought-Knot Seer, a Young Pyromancer. I'm just listing one from each deck, showing that almost every top deck has amazing Path targets, whereas mainboard Dispel is all but useless except vs control and midrange (many decks literally have 0 instants MB).
ZorrosRage on Tax Af
4 days ago
I don't really like the mana base you have and not sure black splash is worth just the 1 card. Maybe the below
Remove-4Tidehollow Sculler-1Swamp-4Caves of Koilos-1Kitchen Finks
Find room in side3xKitchen Finks
1 week ago
No Oblivion Stone? And as per the last post on your other deck, you do not need anything that gives trample. Emrakul, the Aeons Torn has flying, Ulamog, the Ceaseless Hunger puts your opponent on a clock even if it does not do damage, Kozilek, the Great Distortion has menace.both versions of Ulamog blow up potential blockers on cast. Karn Liberated, and Ugin, the Spirit Dragon can both blow away blockers. There should be no need to give creatures trample with how clean you can keep the board.
As far as cuts, I think it largely depends on how interactive you want the deck to be. I personally like decks that are highly interactive (I play a lot of midrange and control). As such, I would likely want to include 4x Thought-Knot Seer. This would then mean that I would want to run Firespout over Kozilek's Return as it does more damage, and I would not want the graveyard trigger on Kozilek's Return as it would then kill my Thought-Knot Seers. I would also want to run Kozilek, the Great Distortion. Modern has a lot of cards at the 1, 2, and 3 cmc slots. As such, I would look to have as many cards at those cmcs as I can. Therefore, I would probably want to make sure I am playing Prophetic Prism as the deck is otherwise a little light on 2 drops. I would also want to play Sundering Titans and World Breakers to also interact with my opponent's mana base. The down side to the overall list I just outlined is that there are some very common creatures in modern that have 5 toughness that Firespout might have a difficult time killing that Kozilek's Return might be more adept at.
But again, that is how I would want to design the deck. I would likely only include Kozilek, the Great Distortion, and World Breaker as my only Eldrazi. You seem to like your Eldrazi. This changes the deck a fair bit as you would not want to run Thought-Knot Seers so you could then instead run Kozilek's Return to generate as much value as possible from playing those big Eldrazi. In this case, I would likely cut 1x Ulamog, the Infinite Gyre, 1x Emrakul, the Promised End, 1x Kozilek, Butcher of Truth, 4x Relic of Progenitus, 3x Firespout, 1x Walking Ballista, 2x Thought-Knot Seer, 4x Prophetic Prism, 2x Sundering Titan, and maybe 1 Wurmcoil Engine. I would then add 1 more World Breaker and 2x Oblivion Stone.
1 week ago
Although there are a number of awesome cards in modern to fight for the four drop spot, I would have to agree that Phyrexian Obliterator is the best. I play Siege Rhino and love the card, but no one fears it like they do Phyrexian Obliterator. Thought-Knot Seer is great - a Thoughtseize on a stick... but once it hits the board, it is a 4/4 creature that now is a liability when it dies. As stated above, it would get more play if not for the four black mana requirement.
With regard to the mana base, you really only ever need one green mana available unless you sideboard in Obstinate Baloth. A full set of Twilight Mire may not be bad, and don't be afraid to add a few more swamps.
My thought would be something like this:
1x Marsh Flats
I have been known to be wrong once or twice in my life, so keep that in mind with regard to this land base suggestion.
I love the deck regardless.
2 weeks ago
Thought-Knot Seer is definitely a contender for the best 4-drop, and Bloodbraid Elf made it onto the Modern banlist.
On another topic, are you sure you want no forests at all? Seems like Blood Moon could hurt you a lot this way. Maybe it would an option to include one in the sideboard at least?
4 weeks ago
The manabase isn't so good, indeed. It's understandable when you join Modern: the price of Fetches and Shocks is high.
I'd advise you to go UW for now, taking your time to play and master the deck, and see if you're willing to make it a 3-colored one. Instead of Lingering Souls, I would play Phantasmal Image (copy Drogskol Captain and have fun) and Path to Exile (a bit pricey but still arguably the best removal in the format).
I don't see how Opt helps you here. It's more for combo decks that really want to insure the maximum quality of their draws and go off asap.
The counterspell package is good, really comes down to what you prefer.
Idk about Vapor Snag. I truly like the card but I'm always playing it as a 1-of because: A. It's usually not that backbreaking for your opponent and B. It's horrible vs Ponza (Thragtusk and Obstinate Baloth), vs Eldrazi (Thought-Knot Seer says hello), vs DnT, vs Spirit, and probably a lot more I can't think of right now. It's a really good tempo card and the life loss is free value, but to me it's so depending on what's on the table that you can't run more than 1.
Just my opinion! :)
on U Tron
1 month ago
Tolaria West tends to be a trap. If you have enough blue mana to transmute it, then you're not holding up counter magic. If you need the blue, it's a tapland. Also, I've never cared for Gemstone Caverns. I understand the early game ramp, but the fact that you have to exile a card just to get a little extra ramp in a TRON deck is hurting yourself. You most likely don't need two Academy Ruins. Since you are playing Sundering Titan I'd recommend adding in Minamo, School at Water's Edge and Oboro, Palace in the Clouds. These are blue sources that Sundering Titan can't hit. Lastly, because you are a tron deck, I'd recommend taking out a land or two. My blue tron deck only plays 23, and I haven't had many problems.
Personally, I've switched from Platinum Angel to Platinum Emperion. Granted, the one extra mana is relevant, but Platinum Angel can be hit by a lot of removal. Dismember, double Lightning Bolt (happens more often than you think), ect. Also, with Platinum Angel, your opponent can still bring you to zero or less life, and just try to wait until they find a way to remove it. This is a personal preference, but one that I've had success with.
Trinisphere and Ratchet Bomb are odd choices mainboard here. I understand the thought, but they slow down your main theme of countering until you get to big stuff. I would suggest taking them out or moving them to the sideboard.
Solemn Simulacrum is one that I never cared to see in my list. His land search rarely was wanted, the chump blocker I never truly needed, however I understand why you might like him here. He's another one that I didn't have success with. I switched him with Thought-Knot Seer and have had some MAJOR success with.
Based on your list, four Treasure Mage is A LOT. I'd recommend going down to a two/two split with Fabricate. So that you can still hit the board wipe stuff you need. Especially once you build a sideboard. Usually blue tron decks have a lot of artifacts in the sideboard.
How has two Mindslaver's worked for you? I went down to one mainboard and one sideboard, and eventually took the one out of the sideboard because I never wanted to see two. By the time the game goes that long you shouldn't have to be worrying about making sure you have two. Especially with Academy Ruins to get it back if you needed to use it earlier than you wanted (a well placed Mindslaver has won me many games by taking out every threat in their hand, or using what is in their hand against them).
Epiphany at the Drownyard never worked well for me. Other lists like it, but that's more of a preference thing. If it works for you, by all means keep it. However, if you haven't had good results, maybe look at other options.
Here is my list that describes the reasons for the cards, plus a sideboard that you can take as a base. If you have any questions on cards or concepts I'd be glad to help.
Also, here's a link to the top competitive blue tron decks that are made on tapped out. If you're looking for ideas and different perspectives.
1 month ago
Dissolve, Counterspell, Dismiss, Bant Charm is a personal favorite, especially when it protects your finishers and stops the Torpor Orb menace and its creature counterparts, Cancel, Broken Concentration, Draining Whelk pairs nicely with restoration angel and Eldrazi displacer, Dream Fracture, Faerie Trickery is good in a faerie-less meta, Familiar's Ruse can put a blink target back into your hand so its not a downside per-say, Hinder, Render Silent, Rewind, Scatter to the Winds, Spell Swindle , Void Shatter are cheaper alternatives. If you're looking for cool or niche cards, or cards that you don't know/remember use Scryfall, its basically Gatherer but better that's where I found a lot of these.
My first couple of cuts would be Gilded Lotus (you're in green, you can ramp for the mana you need if you put in more basics with cards like Explosive Vegetation and Blighted Woodland) so cutting a bunch of the non fetch able lands would be where I would cut, so the scry lands and cards like Port Town (but not the pain lands, those work with your Eldrazi displacer since you don't have Wastes, which I recommend for you 2 regardless, you can fetch for them while the pain lands can provide you with fixing and colorless mana) and if you do add those basics ignore my other suggestion about taking out either farhaven or solemn. Minion Reflector, Fabricate, and Enlightened Tutor to help put the combo together, Birthing Pod and Felidar Guardian are absolutely nuts regardless of your win con, you can go from a 2 drop into a 6 drop in a turn! If you're keeping Brago then you really don't need Momentary Blink, Ghostly Flicker, or Eerie Interlude, you could put either more creatures (or counterspells, which is my suggestion) If you want to keep vorinclex you will need that birthing pod and felidar, I would also say you would need either Mirari's Wake or some way to discard it reliably and cheat it back into play with karmic guide and figure out some way to protect it, namely with counterspells, but if you want to control the table there are better ways, like with Thought-Knot Seer to remove answers as you build your board state and gain an ally with its LTB trigger. Avenger of zendikar is a fantastic late game threat but obviously you need to get more lands in play, so that's the other reason I say add more basics, its pretty inopportune to use another threat to power another threat in this specific capacity, its alright with sun titan since he can also attack to get you a fetch from your grave instead of needing to enter play.
Roon is a toolbox deck, so you need to focus on either progressing your board state rapidly as you accrue more value than all of your other opponents and/or stopping your opponents from having their board states, so for combo your finishers would be locking out the table with dead-eye, and/or creating an infinite army with reveilark, karmic guide and minion reflector, you already have mystic snake, and you already know how to go make infinite mana with karmic guide and reveilark. Later down the road I would recommend using that dead-eye with Thought-Knot Seer to take away your opponents answers.
Hopefully this gives you more than what you needed, but I would need to know how you would like to finish your games in order for me to help make other cuts, do you want to stomp your opponents into submission? Or would you like to combo out while their pants are down? Or would you like a bit of both, because each of these are possible, I just need to know what direction you would like to take this control build.