Thought Reflection

Thought Reflection


If you would draw a card, draw two cards instead.

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Printings View all

Set Rarity
Commander 2015 (C15) Rare
Shadowmoor (SHM) Rare

Combos Browse all


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

Thought Reflection occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Thought Reflection Discussion

BlackLotusIsBad on Unrielle Value with Rielle, the Everwise

1 month ago

BlackoutX, thank you so much for taking the time to make these suggestions! To answer some of your questions, while I am going for a relatively budget build, I already had a Dockside Extortionist just lying around from the Jeskai Pre-Con of last year. In addition, a friend gave me a Cyclonic Rift as a gift this year. The reason that I am running Wayfarer's Bauble is because Izzet doesn't have good access to land based ramp, and I think although Mitch from the Commander's Quarters has been raving about it, it is criminally underplayed, and a steal for the price it's at. In addition, Jeweled Amulet helps me get Rielle, the Everwise out on turn 2, which is very helpful to the deck. In my experience, I have found Jeweled Amulet to be very underrated, and quite budget friendly.

Thought Reflection is in here just to represent the new card, Teferi's Ageless Insight, and Nezahal, Primal Tide is here because it's card draw, and if I have nothing do to, on every player's turn, I can activate that ability and draw lots of cards. Personally, I found Magus of the Wheel to be too slow because you have to wait a full turn rotation, and then activate it. For Psychic Corrosion, I found that to be a little to "cute" especially since I share a meta with people who play Meren of Clan Nel Toth EDH decks. For Baral's Expertise, I think you're really on to something! I think I might just put this in the deck because it's frickin awesome! I still have to decide, but I love it! For Dreamscape Artist, I had the same problems with it as I did with Magus of the Wheel. In addition, I would have to activate on the turn after playing Rielle, the Everwise, and take a turn off, which I don't really want to do. For Goblin Engineer, I don't have many artifacts that I REALLY want except for maybe Bag of Holding. Anyways, thank you so, so much for the advice! While we're talking about this, I just saw the AWESOME new Teferi, and I fell in love with it! Does anyone have any suggestions on whether I should put it in or not?

BlackoutX on Unrielle Value with Rielle, the Everwise

1 month ago

Dockside Extortionist and Cyclonic Rift are amazing cards but if your going for budget it is by no means worth the 30$+/card. Wayfarer's Bauble and Jeweled Amulet are slow, you might as well just spend a bit more to get to get Arcane Signet since its far better. Pentad Prism is pretty good as far as ramp is concerned (better for 3+ color decks tho).

Thought Reflection is to slow in U/R and odd of getting dockside/sol ring are to low to justify it, same is true with Nezahal, Primal Tide.

Magus of the Wheel is good, red can even get multiple uses with cards like Underworld Breach. Psychic Corrosion is decent in budget, Baral's Expertise is a pseudo rift and can even hit artifacts, it can be incredibly useful to have this in a full hand. Dreamscape Artist is a Harrow on a stick in blue, with your commander in play you can also use it to cycle a card if you have nothing better. Goblin Engineer is a decent budget tutor and can be abused with some resurrect cards.

There is a lot that could be optimized for a budget CEDH build but since this is already quite a bit I'll stop here.

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.


  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show


Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.


Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)


Caerwyn on Damia draw interactions

2 months ago

Moved this over to Rules Q&A For you.

Rowen does interact with Damia, Sage of Stone, and the result is as you thought; but you arrived at that conclusion using the wrong set of rules. Rowen is not an effect that modifies the number of cards you draw--modifications are replacement effects that change how many cards you draw for that draw instance.

Rowen is a triggered ability--rather than modifying how you draw cards, its ability goes on the stack and has to resolve.

Compare the language between Thought Reflection and Rowen. Thought Reflection uses "If you would . . . instead" which is the language for a replacement effect; Rowen uses "whenever" which is a signal for a triggered ability.

So, let's say your hand is empty. Here is what happens:

You'll reveal the first card you draw, if it is a land, Rowen will be triggered. You'll then draw 7 cards as part of Damia's ability resolving. Then, if the revealed card was a land and Rowen was triggered, you'll draw another card when Rowen's triggered ability resolves.

K34 on Damia draw interactions

2 months ago

Does Rowen interact with Damia, Sage of Stone in a way that could potentially allow her to draw 8 cards if the first was a land? It seems like it works, if i understand the rules correctly.

From her gatherer page: Effects can modify the number of cards you’ll draw. For example, if you have four cards in your hand and control Thought Reflection (“If you would draw a card, draw two cards instead.”), you’ll draw six cards.

Chompythebeast on Damia of Singleton

2 months ago

Force of Will, Force of Negation—oh yeah.

Wild Pair seems like it might also be good, if perhaps a little slow. Dual Nature is kinda similar, but hits everyone. There's also Lurking Predators, which is kinda similar.

Lands: Flooded Grove, Sunken Ruins, and Twilight Mire are good in 3 color, and you appear to have an abundance of basics you could hew from. I also like Reflecting Pool and Exotic Orchard in 3 color+. Also good are Prismatic Vista and Fabled Passage, even if you don't wanna bother with the etb tapped Evolving Wilds and Terramorphic Expanse. Path of Ancestry and Opulent Palace are also worth considering, if you can get over their tappedness. Could also consider the omnipresent Vesuva and Thespian's Stage for other people's good lands or for your Cabal. I also rather like Alchemist's Refuge in these colors, and Ancient Tomb in general, which is also kinda thematic with your Gorgon general. Also Temple of the False God. And Nykthos, Shrine to Nyx might be super good with all your blue dudes. That means you could also run Deserted Temple (and run with a mini temple theme) for your Cabal and Nythos, as well as potentially your copylands. Finally, Strip Mine never hurts, unless you want to maintain more basics.

I'm not seeing Sol Ring! Fellwar Stone is also good, though I'm not sure you need another. Also, Mana Crypt, but yeah.

You've got Demonic Tutor, might as well run the superior Vampiric Tutor as well.

Genesis Wave might also be good, again, if a bit mana-heavy. In the same vein: Omniscience. Card's an obvious bomb with your general, I wouldn't shy away from it. You could also combo out with Null Profusion and/or Recycle, but that might be a line too far. Or maybe not, it's not exactly "infinite" per se! I encourage you to run em, go big on the Janktown Express.

Thassa's Oracle might be something of a win-con for you, and it's not bad with all your blue dudes either way.

Villainous Wealth from the new set is kinda cool, but maybe not entirely necessary.

Kydele, Chosen of Kruphix is a neat mana source, especially when you compare her to something like Thran Dynamo. Might be worth considering.

Alhammarret's Archive—again, maybe a little slow, but 14 cards every turn? Thought Reflection, too. Could be game-enders, especially if you're running Omniscience.

Abundance is also kinda neat for your draws–can guarantee no lands if you don't want em. Might be a little underwhelming, but might be a bomb, I'm not sure.

Burgeoning is almost must-run with this general, also, now that I think about it. You'd be way ahead of everyone all the time with it and your general.

Alright, that's all I can come up with at the moment, but I reckon that's a good amount of adds to consider for you already 104 card deck. A few of these I feel like you really should work in there. I'll take a look at potential cuts a little later!

Kogarashi on Are game actions which have ...

3 months ago

Barring rulings to come out when Unpredictable Cyclone is officially released, Tylord2894 is correct.

Unpredictable Cyclone and Thought Reflection both involve replacement effects. Reflection modifies any card-drawing event, and Cyclone modifies card draws caused by cycling abilities of nonland cards. If you cycle a nonland card, then the card-drawing event will be affected by both replacement effects, and as the affected player you would get to choose which order to apply them in.

If you apply Thought Reflection first, the single card draw becomes two. Then Unpredictable Cyclone modifies both card draws (because they are still caused by a nonland card cycle; the source hasn't changed), resulting in the two free spells as anticipated.

If you apply the Cyclone's effect first, though, the card draw is replaced by a non-card-drawing event, and Thought Reflection will not have anything to modify, so you would only get one free spell.

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