Thought-Knot Seer

Thought-Knot Seer

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.

Browse Alters View at Gatherer

Trade

Have (3) DudeMan1031 , metalmagic , gildan_bladeborn
Want (1) abby315

Printings View all

Set Rarity
Oath of the Gatewatch (OGW) Rare

Combos Browse all

Legality

Format Legality
2019-10-04 Legal
Duel Commander Legal
Heirloom Legal
Modern Legal
Tiny Leaders Legal
Pioneer Legal
Noble Legal
Vintage Legal
Commander / EDH Legal
Block Constructed Legal
Magic Duels Legal
Legacy Legal
Highlander Legal
1v1 Commander Legal
Unformat Legal
Oathbreaker Legal
Hero Legal
Leviathan Legal
Canadian Highlander Legal
Casual Legal
Frontier Legal

Thought-Knot Seer occurrence in decks from the last year

Modern:

All decks: 0.15%

Green: 0.64%

Commander / EDH:

All decks: 0.01%

Thought-Knot Seer Discussion

SynergyBuild on The Immortal Mr. Mittens

1 week ago
  • Laughs in the fact pretty much every deck other than blitz has maindeck enchantment removal *

Jund has discard, Maelstrom Pulse, Abrupt Decay (One of it wrecks this entire deck), Assassin's Trophy, etc. Azorius Control can counter it easily, resolve a Teferi, Time Raveler or Teferi, Hero of Dominaria, or even just deck you with a Jace, the Mind Sculptor ult.

Then Eldrazi's have Thought-Knot Seer (somehow always turn 2-3 smh, I hate that deck), Ugin, the Ineffable, All Is Dust, some have Karn Liberated, all of them have Blast Zone, which can't even be countered, and other meta decks don't even often care.

Ad Nauseam doesn't care, Dredge decks just Creeping Chill you after they dealt 15 damage in creatures pre-turn 4 (and runs sideboard Nature's Claims), blitz can kill you by then, Temur Reclamation has countermagic, better draw, and answers like Blast Zone, and the rest of the metagame just fits in with these.

Maybe like 3 years ago players didn't run enough enchantment removal, but as is every deck has the stuff, I love the list, and posted a couple Phyrexian Unlife ones around that time, but even just a few months later that deck was outdated and couldn't compete, and more and more cards have come out shutting down this strategy, as Abrupt Decay killed the blue-white counter versions and now Assassin's Trophy/Blast Zone put it in the grave, as the list spends so much to get the lock it needs a slow enough wincon the opponent can disrupt it and win.

As is I can really only see a Blood Moon variant to screw up some of the Blast Zones and the mana to cast Abrupt Decay and it's ilk. +1 on the list though, I do love the deck, I just don't think it's great in the metagame ;-;

aholder7 on Abzan

2 weeks ago

It sounds like you're building an abzan hatebears list. some old cards i recall going in the GW version would include some value generating cards like Voice of Resurgence and Blade Splicer. they played Ghost Quarter and Field of Ruin along side Leonin Arbiter. the way they dealt with it was Aether Vial which could be put to good use here (also was a great way to use Flickerwisp on an opponents turn). BW versions also played eldrazi like Thought-Knot Seer which provided some solid bodies and hate packaged into one card.

W_ubbles on Budget Yisan [cEDH]

2 weeks ago

How are you able to cast Thought-Knot Seer? I do not see any way for you to get that kind of mana (correct me if I am wrong). Also there are many other cheap utility lands that are pretty good. And I personally do not think you have enough lands. Also what is Somberwald Stag for? I see it in many Yisan decks but I just do not see the purpose. Especially since it is a 5 drop so why would you ever get Stag instead of Seedborn Muse?

Snowmen1 on Undying Retribution

3 weeks ago

While the aggro plan for the deck is something I think is really strong, what I like the most about it is that with the same draws, you can play in any number of ways with shocking efficiency. I will agree that playing in a midrange shell has some merit, I really think that staying low to the ground is the way to go. I say this because you will end up with a "neither here nor there" dichotomy to the deck with a higher curve. Retribution of the Ancients is a card that wants you to leave up mana, something that you can do when the deck is depleted from aggressively casting mostly one and two drops (as a side note, it also helps a lot with filling in the curve). I have had times where I had yawgmoth in hand and was able to cast it, but just leaving up mana for retribution of the ancients left me in a safer and more imposing position than casting it would. As another example to back this, when you have retribution and say three mana on turn three or four, casting a relatively high converted Mana cost card like Liliana of the Veil just leaves you not utilizing the card, and leaving your shields down for that turn in a way. This clashing really hurts the deck and detracts from the plan in my opinion, and I have done my best to minimize that by keeping the curve down and adjusting the numbers of a given cards based on my experience playing it. I can't really justify playing anything more than just a few discard spells in the mainboard if I were to go that route.

As for your point on the reletive power of the metagame: I have won games against pre-ban snow control and gruul midrange outgrinding them pretty easily just as an example. Matches against decks like mono red prowess have felt pretty easy as well. I don't really have any fear for any of the cards you mentioned, or at least I can think of a number of ways to combat these cards with the deck. I had a lot of concerns about playing against cards like the ones you mentioned, but in practice, I am often shocked with how well the deck just rolls over them. I still have concerns about facing a number of cards like Chalice of the Void, but most of these cards I have not even seen in testing, so I can't really say whether or not the deck handles them well.

I will say that eldrazi Tron seems like a bad matchup. Though I haven't faced the deck yet, having Chalice of the Void, ways to search for graveyard hate, and plenty of late game haymakers, it is easy to see how this deck can run into trouble there. Even Reality Smasher seems challenging because trample makes chump/reset loops really bad, and I can't machine gun the card down with retribution of the ancients without having to discard loads of cards. That being said, I don't think that going a rock route helps the situation much given the fact that the deck is notorious for topdecking those cards, and a Thought-Knot Seer would take an Liliana of the Veil out of hand anyways if I were to have it. Like I said, this last but is only speculation, and I will give you an update when I do get a chance to play that matchup.

CannedCanOpener on Existential Dread

2 months ago

redbarron12 I've thought about that, but two things keep me from cutting it. For one, as an Eldrazi deck the primary goal is beating people down, be it either commander damage or a lot of big attackers (especially if you attach it to something like Ulamog, the Ceaseless Hunger and start dealing heavy damage to their library as well). Secondly, it's got some synergy outside big beaters: attach it to something like Breaker of Armies if you want to make sure your other creatures can consistently hit face, Conduit of Ruin if you want to rack up that creature discount, Geode Golem if you want to keep some around for easy commander casting, Platinum Angel to make sure you can keep the Angel's advantage, or Thought-Knot Seer to be able to check and limit players' hands each turn. Naturally, the primary aspect is to get big oppressive beaters since that's the core of the deck, but it's got some more-synergistic uses as well. I do appreciate the input though, and if you have anything you'd suggest either in its place or in addition I'm always open to input!

TriusMalarky on Want to play modern for ...

2 months ago

Dedicated Budget Player here.

First, no fetches. Those are far too pricey. However, there are a variety of lands that you can use to play a budget deck, including and up to many 3-color combinations. I've even brewed some 4-color budget decks, although the mana starts getting weird around that many colors.

Second, you have to look for archetypes that don't rest on specific unique cards. For instance, go ahead and buy Pushes, Bolts and Paths, but you never want to buy cards like Thought-Knot Seer unless you absolutely want to use them for quite a while.

Third, many cards have budget alternatives that are 90% as good. For instance, Duress or Inquisition of Kozilek are great replacements for Thoughtseize. Now, this means you won't be using the absolute best cards in the format, but that opens you up for many solid homebrews.

I recommend running a homebrew 100%. While building an already meta-proven deck can get you wins, I find that it's easier to do well if you yourself go through the process of building the deck. You have to know what you're doing, but if you do, it's worth it.

Now, a quick glance at the metagame tells me a couple things:

  • Any form of stompy is great. Brew with Obosh, the Preypiercer in mind. Smash face hard, and do it fast.

  • Maindecking combo hate is solid. Thalia, Guardian of Thraben isn't too pricey but it stomps on a handful of meta decks, from Burn to Bogles to Storm.

  • Effective removal is pretty good, but make sure it hits a solid amount of meta cards.

Bloodfrenzy on Desolation Twin Populate

3 months ago

Swilliam you're right. There's nothing to populate early game if the blisterpod doesn't die so i'll try to add more early token generators. I'm taking out Thought-Knot Seer and replacing him with Matter Reshaper or maybe something for more tokens. Ancient Stirrings is a great idea

ZendikariWol on Amulet Rainbow Reef

3 months ago

All right. Ingot Chewer is genius. It's an absolute shoe-in. It'll get boarded in against SnowBlade, Amulet Titan, Tron, and Urza. Might even run a couple mainboard! Now, creature decks like Dredge, Jund, RG neo-Jund, Burn, and Humans?

I definitely should be packing some removal, and I think Lightning Bolt is probably the pick here, right?? What does Dismember pick off that I can't just bolt? Thought-Knot Seer? Goyf? Vengevine? Oh, Urza... that's a relevant target.

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