Thoughtseize

Thoughtseize

Sorcery

Target player reveals his or her hand. You choose a nonland card from it. That player discards that card. You lose 2 life.

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Printings View all

Set Rarity
Iconic Masters (IMA) Rare
Masterpiece Series: Amonkhet Invocations (AKHMPS) None
Theros (THS) Rare
Lorwyn (LRW) Rare

Combos Browse all

Legality

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

Thoughtseize occurrence in decks from the last year

Modern:

All decks: 0.69%

Black: 12.87%

Rakdos: 2.91%

Golgari: 3.13%

Legacy:

All decks: 1.7%

Commander / EDH:

All decks: 0.01%

Thoughtseize Discussion

DarkHero on that card you hate

2 days ago

Thoughtseize crushed my soul enough to make me stop playing 60 card formats. Just because I wasn't good at magic at the time and kept being surprised when it screwed me. I'd be all excited with my starting hand, get a turn one of these, and totally lose traction and panic.

Also, I traded a Blightsteel Colossus for a Parallel Lives because I was trying to build a human tribal tokens standard deck, which was never finished. I regret that a lot and seeing him makes me sad.

Mostly just bad memories associated with cards.

I've made some people hate Slaughter Games a few times. I ran a causal tabletop group in college and brought that as a joke. I knew their decks because we played daily, if not I would Duress to see their hand and guess what to get rid of next I'm sure there is some hate for that one.

tabbs33 on The Dark Mill

3 days ago

Is this deck intended to be casual or competitive? Budget or no? I'd recommend changing the hubs for your deck to help everyone give more targeted feedback and to expose the deck to a broader audience.

That being said, here are cards I'd recommend based off of Mill decks I've seen on MTGO/online (not taking into account card cost): Shelldock Isle as it basically nets you an extra card/free spell

Oboro, Palace in the Clouds to trigger Hedron Crab over and over

Visions of Beyond because it's basically Ancestral Recall for Mill

Search for Azcanta  Flip to continue to dig up Mill spells

Surgical Extraction/Extirpate/Ashiok, Dream Render/Nihil Spellbomb to hit key pieces your opponent needs (e.g. Uro, Kroxa, etc.)

Field of Ruin to hit your opponent's important lands

Crypt Incursion as a way to help you survive

Snapcaster Mage to flashback your Glimpses, Visions, etc.

Drown in the Loch, Fatal Push to serve as cheap, flexible answers to your opponent's threats

Inquisition of Kozilek,Thoughtseize to get your opponent's threats before they become threats

Breaking / Entering as a maybeboard card if you really need more efficient mill

Here are some other thoughts I had:

-You have a fair number of expensive cards in your deck, but you only have 20 lands. I have a feeling that your expensive cards will be stuck in your hand as you struggle to draw enough lands to play them (which will only be exacerbated by the fact that you have 64 cards in your deck). Even still, you'll probably want 21-23 lands in your deck. With that the average game of Modern lasts about 5 turns - can you successfully mill your opponent out in that time? If not, you'll want to trim/remove the cards that don't have a significant impact by that time. For example, I would consider replacing the following:

Curse of the Bloody Tome: comes out on turn 3 and you'll probably get 1-2 triggers out of it.

Patient Rebuilding: very variable and you may not even get any triggers out of it.

Keening Stone: you probably won't be able to cast this card.

Traumatize: most of the time this will probably only be marginally better than another Glimpse or perhaps even worse! I'd recommend doing some playtesting with your deck to see on average how many cards you mill from your opponent by turn 5. Also consider that opponents will be thinning their decks with fetchlands, Arcum's Astrolabe, and Mishra's Bauble.

Consuming Aberration/Nemesis of Reason: again, won't have an impact until turn 6, which may be too late.

Increasing Confusion: this card is very deceptive in that it actually isn't that mana efficient. If you flash it back on turn 5, then it's the exact same thing as Glimpse!

Mind Grind: same thing except for Mind Funeral - at 6 mana, this card does the same thing that Mind Funeral does for 3! -If you can afford it, definitely run 4x Glimpse, 4x Archive Trap, and 4x Mesmeric Orb. Those are your most powerful cards that you'll want every game.

-You'll also want dual lands, like Darkslick Shores, Drowned Catacomb, Watery Grave, etc. This will really help prevent you from getting mana screwed by drawing too many of one basic. Also, fetchlands are Hedron Crab's best friend!

Mill is always a fringe deck in the Modern metagame as most decks will just out-value and outrace you, which is a shame because I always find Mill so fun to play! I hope all this helps you out and I hope I didn't come off as mean/rude. I'm genuinely trying to help you out with your deck so you can win more and have more fun with it!

GoblinElectromancer on Ninja Unite

6 days ago

I would definitely play discard such as Inquisition of Kozilek or Thoughtseize. Maybe cut the Void Shatters for Remands. A copy of Dismember for removal could be good. I would take out the Elixir of Immortality and Whispersilk Cloak. Gaining 5 life for isn't worth it and Whispersilk Cloak can stop some of your creatures from being ninjutsued. Even though it gives unblock able their are just better cards to play. You could include fairies by putting in Brazen Borrower and Spellstutter Sprite. Umezawa's Charm is kinda weak. Maybe play some Spectral Sailors instead. For land take out the Dismal Backwaters and Sunken Hollow and replace them with Darkslick Shoress and Watery Graves.

Good Luck!

abby315 on Cabal Stoneblade

1 week ago

I literally never noticed that Cabal Therapist didn't have to sac itself. Cool idea!

Of course, he might not stick around for awhile, but Lurrus of the Dream-Den would both fit this deck (though you'd have to take out the SFM package, or else just run him mainboard) and also make the discard in this deck not as good. I would think Surgical Extraction would be a great mainboard include here, both as a hedge against Lurrus decks and as a good way to strip decks of their core pieces. I think it's probably better than the 1-of Anguished Unmaking, and while 6 discard spells is standard, with the Cabal Therapist you could cut Thoughtseize to add the Extractions. Or perhaps Paths.

It's also a bit odd to think about, but I wonder if this could be tweaked to make use of Aether Vial, maybe with additional hatebears over the tokens? The big problem with Therapist is that you have to wait a turn to use it, but with Vial your opponents would have less of a window to respond.

Would love to know how this performs if you get to try it out!

Ragham on Rakdos 8-Whack

1 week ago

You miss Devastating Summons. I've been playing this deck also in major tournaments, and this combo Summons + Whacker is the main kill of the deck. I would not play less than 3 Summons.

I have also really prefered to play with Mogg Fanatic over Fanatical Firebrand for having more reach, and to put more pressure.

As you splash black, you have a all-indicated companion to play : Lurrus of the Dream-Den.

Your land choice are not the best clearly. I would recommend to play Auntie's Hovel, Blood Crypt and Blackcleave Cliffs alongside basic mountains. For budget issue, replace cliffs by your Unclaimed Territory why not, but do not play Dragonskull Summit because you have many non-mountain lands.

I am unsure about Munitions Expert and Light Up the Stage. The expert is situational and needs conditions, while the sorcery spell is not triggered before combat so it slows down our main plan. Since we play black, I wonder me if a Thoughtseize effect would not be better for not being disrupted in our game plan which allows at our opponent to play. The question would be Thoughtseize or Inquisition of Kozilek ?

Finally, I am happy to see no Burning-Tree Emissary as they are bad with Goblin Bushwhacker. In my opinion, they are great when we play Manamorphose to fix mana issue as well as digging for the combo.

In sideboard, I think that you want some Fatal Push to defend yourself against Kor Firewalker etc, Thoughtseize effect against combo, some graveyard answers like Nihil Spellbomb which can be recast with Lurrus, some anti-Chalice of the Void like Smash to Smithereens.

I will start with a list like that : (18 lands) 4 Auntie's hovel, 4 Blood crypt, 4 Blackcleave cliffs, 2 Bloodstained mire, 4 Mountains. // (28 creatures) 4 Goblin guide, 4 Foundry street denizen, 4 Mogg fanatic, 4 SPike jester, 4 Legion loyalist, 8 Bushwhackers. // (14 spells) 4 Lightning bolt, 4 Goblin grenade, 3 Devastating summons, 3 Inquisition of Kozilek or Thoughtseize (meta call). // Sideboard: Lurrus of the dream-den, 4 Fatal push, 2 Thoughtseize, 4 Nihil spellbomb, 4 Smash to smithereens.

I hope I would help you fellow goblin ! What do you think about all that ? :)

jaymc1130 on The Companion Mechanic was a ...

1 week ago

TriusMalarky

Some of the worse companions are akin to a single extra card.

Lurrus, Yorian, and Gyruda are not. These are just as, and in most cases, more powerful than the dredge mechanic as they are often also free Ancestral Recalls.

Gyruda clone chains are essentially more powerful versions of what dredge does. Dredge almost always needs a few turns of dredging to cycle through a deck. Gyruda can often do this in a single turn to win the game off an Oracle. A lot of the time when Gyruda gets played as the extra 8th card that can't be Thoughtseized or effectively Path to Exiled it "draws" and "plays" the whole deck in one go to win the game.

Yorian is regularly coming into play while generating 3+ fresh cards, resets on planeswalkers, etc while also having the same complications in interacting with it.

Lurrus is generating absurd card draw, often well more than an Ancestral Recall's worth, and is flexible in it's options as the permanents that can return can do a multitude of things.

Your analysis of a "single extra card" is not really on point here. They are a single extra card that is impossible to interact with in opening hands that are almost assured of being able to be played which then generates many, many, many, more resources for the player casting the companion.

And lastly, Drannith does exist, and was clearly intended as a check on the power of the companion mechanic. The problem is that this card is extremely easy to interact with. It dies to Bolts and Pushes and is vulnerable to hand disruption. It's existence is mostly irrelevant because even though it's clearly designed in a space to combat the companion mechanic it can't actually effectively do so because it has standard Magic card points of vulnerability while the companions are granted immunity to those same vulnerabilities.

Sylvarion on Shadow Fae

1 week ago

I liked some of your suggestions. I especially like Mystic Sanctuary and I added 2 of those, and some more Cryptic Command as well. I also added more Thoughtseize while removing the Faerie Seer copies. and one Liliana of the Veil.

PurePwnage on Shadow Fae

1 week ago

I say if you want to go more control, drop the Liliana's and Inquisition's entirely in favor of additional Cryptic Command's and up the land count to 24.

My recommended card's below:

4x Fatal Push

1x Dismember

4x Thoughtseize - Early game Unconditional removal

2x Drown in the Loch - Situational Removal card/countermagic

2x Mistbind Clique - Late game timewalk

4x Remand - Yet another Timewalk effect that works well with Bitterblossom to stall for turns and give you card advantage

Sideboard:

2x Collective Brutality - Control or Burn hate card

2x Disdainful Stroke - Tron, Urza, Jund, and Control

2x/3x Surgical Extraction - Dredge, Burn, Control, and Combo

3x Ceremonious Rejection - Tron, Urza, and Affinity

2x Damnation - Shit that goes wider than your deck

2x Negate

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