Thought Vessel

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Pauper Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2015 (C15) Common

Combos Browse all

Thought Vessel

Artifact

You have no maximum hand size.

: Add to your mana pool.

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C15

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Thought Vessel Discussion

multimedia on Grand Arbiter

6 hours ago

Hey, this looks good, 106 cards though. If you're playing this deck competitively I suggest decreasing the avg. CMC to 2.5 or lower. This will also help with the low amount of lands.

How has 32x total lands been playing? I see you're not playing any of Mana Vault, Mana Crypt, Mox Diamond, Chrome Mox, Azorius Signet? These rocks let you get away with playing a low amount of lands without them more land is needed, 36x lands to make up for this. If because of budget reasons then Azorius Signet, Thought Vessel and Fellwar Stone are fine two drop rocks to go along with Mind Stone, Talisman of Progress and Sol Ring. I suggest making two drop or less rocks the priority because Grand Arbiter is a four drop. Getting to consitently play him turn three with one of these rocks is good.

Cards to consider cutting to make 100 cards:

  • Curse of Exhaustion
  • Dovescape
  • Steal Enchantment
  • Swift Silence
  • Frozen AEther
  • Martyr's Bond

Show

Good luck with your deck.


AliasGreg on Arahbo's Kitted-Out Kitties

1 day ago

Hello there,

I suggest :

Greater Good

Life's Legacy

Berserk

Skullclamp

Reliquary Tower

Thought Vessel

Leonin Arbiter has been really good for me, yes it affects you aswell, but YOU decide if you play him or not. If you have some sacrifice outlets as the first cards I mentionned, you can simply buff him to draw 5 cards. When you drop this turn 2, you can ruin your opponents hand if they planned their turn 3 Cultivate.

Here is my list:

I might try Rhonas to put pressure after wraths. Flash and Haste are useful for that.

andbartwo on Zedruu, the Junk Dealer

1 week ago

The only reason I do not have Reliquary Tower or Thought Vessel is that I am trying to keep the price down. Definitely adding Statecraft!

Kaleo42 on Purphorous, God of Goblins

1 week ago

Ok had some time to review. The main thing that stands out to me is a lack of ramp. Obviously Mana Vault and Mana Crypt come to mind, but at a more reasonable price we have cards like Fire Diamond, Thought Vessel, Coldsteel Heart, and Fellwar Stone. The point being to play your commander asap which should always be before turn 4 unless counter magic is blocking you. Pyretic Ritual and Desperate Ritual are good too but you would want to run things like Reforge the Soul and at the higher end Wheel of Fortune to replace those cards from your hand.

Combat Celebrant also goes infinite with Kiki-Jiki, Mirror Breaker.

Norin the Wary and Genesis Chamber are great cards to look at. I'll drop my girlfriend's Norin the Wary deck here as it has a lot of good cards to consider for what you are doing here.


Laura's Norin

Commander / EDH Kaleo42

11 VIEWS | IN 1 FOLDER


Suns_Champion on Zedruu, the Junk Dealer

1 week ago

Humble Defector is a must have! Card draw that automatically gives itself away!

Akroan Horse will make you tokens along with the card draw and life!

Bazaar Trader will start giving stuff away before your commander hits the field!

Paradox Haze is one I've never seen until today, but it doubles the amount of life and cards for you every turn!

With all the cards you'll draw, you'll need a Reliquary Tower and Thought Vessel!

Good luck and have fun! Hope some of these help!

-Champ

TaegukTheWise on Roon, Mayor of Value Town

1 week ago

How the deck plays is that it locks out scarier opponents with its value control creatures and makes allies with Roon's blink ability with the subtheme of hyper-ramp. Eventually the deck seeks to close out the game with said value creatures using Cathars' Crusade, Call for Unity, and Meadowboon due to the deck's huge capacity for low power value creatures. The other threats like Trostani's Summoner, and Avenger of Zendikar are more for go wide strategies and being fantastic closers on their own, that and they combo well with Cathars' Crusade. You can also steal your opponent's finishers with Gilded Drake, along with something similar to the kiki-jiki combo with Minion Reflector as detailed in one of my updates.

The deck is primarily value, bant doesn't have very many offensive ETB options outside of the ones mentioned in my list and Armada Wurm, let alone LTB.. So you have to compensate somehow and be a little more creative. Besides, the low power on my creatures means that Reveillark becomes more and more relevant outside of being a combo piece for said minion reflector.

Roon can be a build around commander, but typically you're building a concept around him, not a playstyle. Value is a concept, its not like Aggro, or Control, but is a lot more like Tempo-Midrange since whatever you draw is good, but it stalls your opponents. The only niche pick in my deck is the Stonehorn Dignitary since it only stalls combat. Now that I look at the deck, I find that my deck isn't built around Roon, but that Roon makes the plan move forward. He isn't like Krenko, Mob Boss where if you just stop him with Song of the Dryads you effectively removed the deck, he's more like the guy that pulls the lever on the machine and can walk away.

I don't know if you have a decklist for your Roon deck on here Hellfiend, but I think that you might be lacking other enablers or not abusing that ally making potential that Roon has if he keeps getting removed like that (at least that's my impression). Look at it this way, Roon is an enabler not the game plan, if they waste removal on Roon, then its one less removal spell to be used on your finishers as long as you have other enablers, otherwise that removal is even more useful when they stop Roon. Unless you are playing actual competitive EDH, then I don't know what to say about that.

I guess this deck is competitive in the casual sense versus try hard. I also never asked for the higher competitive percentage, but I'm not saying I don't want it, I very much like the fact that people consider this to be a competitive list. My deck wants to be fun and somewhat interactive (or at least that's how I intended to build this one anyway). I can also most certainly look at Ixidron, the more I think about it seems like a better and better option. I even have one on hand, however I'm probably not doing the elesh norn thing, enemy graveyard shenanigans and all that...

I find Thought Vessel to be not too very effective in my deck since it likes to interact with the graveyard, even Reliquary Tower is looking to be on the chopping block. I also have enough colorless sources as is for Eldrazi Displacer and Thought-Knot Seer. I have Ashnod's Altar to dodge exile removal or to help with mana in a pinch, and enable my infinite combo with minion reflector.

I hope this clears some things up Hellfiend.

Tremblayk19 on Lord Of The Flies

1 week ago

Hey Drex25000!

So first things first, Thought Vessel is not modern legal.

As for the deck, it looks like you've got a lot going on, it's hard to go from an edh deck with many different engines and game-plans down to a sixty card deck. It involves determining which is the best and how it can be refined to contend in a different meta game.

That said the key component is The Locust God. I consider your deck to be primarily a combo deck. The biggest problem you are going to face is that you really need to get the God on the battlefield and at 6 Mana that is going to be tough.

Second, you've got your combo pieces. The article you linked mentions many. You've got pieces for two infinite combos in here, Merfolk Looter if used with Intruder Alarm let's you draw your whole deck netting you that many flying 1/1s if you have Locust God out. Also Dire Undercurrents does the same on it's own. I like all of these pieces.

The next thing will be consistency. With combo decks you're going to want some filtering, or cantrips, so I would suggest some number of Opt or Serum Visions. Then, as I said before getting your Locust God into play. I'm unsure of the best way to do this. Ramping would probably be the best budget option but in blue and red your choices are limited.

Finally, a good two color Mana base is important for consistency as well. Some number of two-color lands would go a long way. Unfortunately these can be quite expensive but cards like Shivan Reef are a fine substitute for the more expensive lands.

Hope that helps, I think there are some good bones here!

Profet93 on Terrific Talrand

2 weeks ago

Archetype of Imagination - Costs too much, your drakes will fly. Other creatures should be for USEFUL utility or defense.

Dragon's Eye Savants - Very weak effect. If you really like to know their hand, Telepathy does that much better (don't recommend either)

Galecaster Colossus - Has some synergy with some wizards. It costs too much, even with potential synergy. You could replace this with an expensive counterspell or just more ramp/card draw.

Graceful Adept - See Reliquary Tower, Venser's Journal and Thought Vessel for a better replacement.

Mistfire Adept - Costs too much for what it does.

Paragon of Gathering Mists - Anthem affects are ok. They are usually considered "win more", meaning, if you are winning (have an advantageous board state filled with drakes/creatures), then they will help you "win more." If someone wrathed while you were tapped out and you draw this, then it will be effectively useless. You want to limit the number of "dead" cards in EDH.

Shorecrasher Elemental - No real way to abuse it (unless I'm missing something?). Replace with a 3 CMC counterspell, draw or bounce effect.

Simic Fluxmage - You are not playing simic, don;t use this card. Very weak effect with little to no synergy

Simic Manipulator - See above

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