Three Wishes

Three Wishes


Exile the top three cards of your library face down. You may look at those cards as long as they remain exiled. Until your next turn, you may play those cards. At the beginning of your next upkeep, put any of those cards you didn't play into your graveyard.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Visions (VIS) Rare

Combos Browse all


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

Three Wishes Discussion

dingusdingo on [[Primer v1.0]]-Omnath, the Angry Wet Jelly Bean!

1 year ago

A lot of my experience is in competitive formats as well as some high-powered EDH, where games last 3-7 turns or so before someone combos out to win. A lot of my advice comes from that perspective, where you need to make a strong impact by turn 3 or risk losing! Casual commander is pretty fun too, but my meta has weaponized itself.

When comparing cards, I find its pretty helpful to list their stats side by side, because they aren't exactly the same but fill similar roles

Pyroclasm vs. Blasphemous Act

  • Always 2 CMC vs somewhere between 1 and 8 CMC (you're not casting it unless there's 1 critter on board lol)
  • Wipes small creatures vs wipes the entire board
  • Same timing restrictions, same color, both deal damage to remove

The reason I prefer Pyroclasm is because the cost is always guaranteed to be 2, which is highly playable for removal. As metas get more competitive, they tend to run lower CMC spells, including creatures. You see a lot of 1 mana drop elves (llanowar, fyndhorn, deepshadow, avacyns pilgrim, birds, deathrite shaman, etc.) that can be wiped by Pyroclasm. You also see a lot of creatures with strong hate abilities that can be killed by pyroclasm too, like Hushwing Gryff Aven Mindcensor Notion Thief Collector Ouphe and more. Pyroclasm is strong at removing all the supporting creatures that lock down the board or accelerate opponents to wins.

Its very easy to trade a pyroclasm for 3 of your opponents creatures in the first couple turns. Getting that 3 for 1 is card advantage for you, because you've removed 3 while only spending 1. Blasphemous Act does the same thing, but against 3 creatures on the board it would cost 6 mana to cast, versus just 2 for pyroclasm. Blasphact certainly scales better with more creatures, and its more likely to kill a whole board, so there's trade offs. Also worth noting that Pyro will snag about 50% of commanders, but that number lowers in casual play (bigger pool of playable commanders in casual, more have higher toughness) I would choose to run Pyroclasm in the majority of cases too.

We can do the same thing with Greenwarden and Ewit too

Eternal Witness vs. Greenwarden of Murasa

  • 3 CMC vs. 6 CMC
  • Non-tribe vs. Tribal (relevant for tutoring, cost reducing, triggered/activated effects)
  • Recurs on ETB vs. Recurs on ETB and exile from GY (niche but relevant)
  • Bad beater vs. Pretty good beater

Again, I personally like Ewit better. There is no denying that Greenwarden is in tribe and has the extra effect, but I think the lower CMC is way more important. It means that you can play it for value during your early turns to recur a powerful spell. It also lets you generate a value engine sooner with Ghostly Flicker or Displace (you bounce ewit and something else, use ewit to get the flicker back), but honestly you could just run both. Recursion is strong enough and they're both pretty good cards! They are also great when you up the tutor density, because it lets you get more mileage from them.

As far as ramp goes, I want to give you a new perspective on how to look at it. Your goal is to play your commander as fast as possible so you can start using its abilities (pretty common for a lot of decks). There are certain pieces of ramp that get you your commander a turn before you would get them with others.

For example, if you play a land on turn 1 2 and 3, and a piece of ramp on turn 1 or 2, you get a turn 3 commander.

Some of them even can tap for mana when they come in, letting you play other stuff too. Its also worth noting that a ramp piece on turn 1 AND 2 means you get a turn 3 commander before you play your land drop, which lets you get a landfall trigger immediately.

That isn't to say that Cultivate etc. are bad cards. But a cultivate turn 3 means a turn 4 commander, which would be possible with simple land drops turns 1-4. On the other hand, they give you a land to hand too, which helps guarantee more landfall triggers and also thins deck for better draws. In fact, I would just run more ramp pieces in general, so keep the ones you have and add in the talismans and rampant growth + variants and I'd say you're set!

Heroic Intervention is great in decks that can't run counterspells, basically decks without blue. In 90% of cases, you're going to use this as a counterspell, but the other 10% are dodging damage from creatures on the board (or abilities) or possibly using it to protect creatures while you're attacking. I think that a counterspell gives greater versatility overall, because you may also want to stop something that doesn't just target creatures, a la Winter Orb or Static Orb .

Release to the Wind has a lot of versatility. It can remove problem permanents for basically a turn, which can help greatly. Spot removal like Pongify outperforms it in terms of CMC and the guaranteed removal. Release to the Wind also lets you reuse ETB abilities of your own permanents, but this is rather expensive as you're paying the cost of the permanent + 3, whereas Ghostly Flicker is guaranteed to get the ETB effect for always 3 CMC. Release also lets you protect your own stuff from removal and exile, but once again, rather expensive. Its better on cheaper permanents for sure. It has an insane amount of flexibility for what it does though, which makes it worth a consider. I wouldn't run it but am not against the card being run.

Oh, also check out Brighthearth Banneret Cosi's Ravager Nova Chaser SKullmuncher Tideforce Elemental Tunnel Ignus Young Pyromancer Budoka Gardener Rakka Mar

iiTzSeb on Urza Power Scepter

1 year ago

Three Wishes might not be bad since it's relatively low on the curve and offers good value

Ubbo_Sathla on

2 years ago

Braingeyser might be too powerful. It's rarely a quick boost, and it causes massive late game swings.

Inspiration is in for testing. Maybe Dream Cache or Three Wishes?

Rafterviking on

3 years ago

Lastly here is what I think needs completely taken out. Door to Nothingness Chief of the Foundry and maybe even replace Kuldotha Forgemaster with a 2 or 3 of Three Wishes

RogueDeck on Legacy HIGH TIDE

4 years ago

I was on MTG Salvation and saw your posts about High Tide which brought me here.

You could try Time Reversal until you get the Time Spiral.

It's one less mana, won't untap you're lands, but with a base from Spring Tide (Cloud of Faeries + Snap), a single Turnabout and a Echoing Truth for the Faeries it worked for me just fine.

Of course, It won't be as strong as Time Spiral, but with Cloud+Snap you could even go off earlier like turn two or with only two Islands (not recommended, but I made it couple of times).

That's what I have done with my list and won a small Legacy event with it, finishing the games with Blue Sun's Zenith for over 60 cards around turn four or five through Counters when the opponent had them.

The list I used on the Legacy Event:

4 Brainstorm

4 Ponder

3 Preordain

4 Merchant Scroll

4 Time Reversal

4 High Tide

4 Dispel

2 Counterbalance

4 Cloud of Faeries

4 Snap

1 Turnabout

1 Brain Freeze

1 Blue Sun's Zenith

18 Island

I used Dispel because since one of the main reasons I would want to counter something would probably be because my opponent is trying to Counter High Tide or something during the combo turn and I didn't have access to Force of Will, Flusterstorm or Pact of Negation, It would make sense to have a Counter for Instants only that costs a single mana.

If you want to check out my old list it's here:

Reversal Tide

I made a Arcane version of the Instant High Tide too.

Arcane List:

4 Brainstorm

4 Opt

4 Impulse

4 High Tide

4 Reach Through Mists

4 Peer Through Depths

4 Psychic Puppetry

4 Split Decision

4 Toils of Night and Day

2 Flash of Insight

1 Three Wishes

1 Turnabout

1 Brain Freeze

1 Blue Sun's Zenith

18 Island

and the previous version of it can be found here:

Splice onto Tide

So I have done several test with other cards and even made it work with Temporal Cascade and Diminishing Returns, but so far Time Reversal has been by far the best alternative for Time Spiral in Legacy to me.

I've tested Peregrine Drake too, but there are many times where I got myself needing to untap my Islands and had only one land untapped for it which, with only one High Tide cast, I would only be able to generate two mana, so I think Cloud of Faeries + Snap is the way to go.

I hope it helps