Thrill of Possibility

Thrill of Possibility

Instant

As an additional cost to cast this spell, discard a card.

Draw two cards.

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Trade

Have (2) Qweksand , gomezrs
Want (1) MrMittensSr

Printings View all

Set Rarity
Core Set 2021 (M21) Common
Mystery Booster (MYS1) Common
Theros Beyond Death (THB) Common
Throne of Eldraine (ELD) Common

Combos Browse all

Legality

Format Legality
Canadian Highlander Legal
Brawl Legal
Historic Legal
Vintage Legal
Legacy Legal
Duel Commander Legal
Pauper EDH Legal
Limited Legal
Arena Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Block Constructed Legal
Oathbreaker Legal
Casual Legal
Pioneer Legal
Leviathan Legal
Unformat Legal
Modern Legal
Pauper Legal
Standard Legal
Pre-release Legal
1v1 Commander Legal

Latest Decks as Commander

Thrill of Possibility Discussion

TriusMalarky on Card mechanics

1 week ago

Dunno if it's relevant, but copying a card, say Thrill of Possibility, with some effect such as Reverberate, Swarm Intelligence or Kalamax, the Stormsire will copy the spell -- not the cost. So if you cast Thrill with Swarm out, you'll pay and discard a card to draw 4 cards at instant speed.

plakjekaas on Card mechanics

1 week ago

You can't cast a Thrill of Possibility if it's the only card in your hand. To cast it, you need to pay its full price, both the mana cost and discarding a card. If you can't do both, you cannot play it, just like you can't cast the spell if you'd have insufficient mana to pay for it.

RNR_Gaming on Piss off Chuck

3 weeks ago

Beating people without breaking a sweat usually wrestles some jimmies. Worldgorger Dragon, Animate Dead, Dance of the Dead and Necromancy make for an easy mana loop; though you would need filter cards like Faithless Looting, Cathartic Reunion, Thrill of Possibility and Tormenting Voice to get things cracking. Buried Alive and Entomb are also a huge help.

multimedia on Zagras and the Dethtouch Party

1 month ago

Hey, nice start on budget. Kyle_Winter gave you some good advice to help the party. My advice is to help the manabase, ramp and draw.

First, you don't need 42 lands, that's overkill for your deck. 36 lands should be fine. Consider cutting some lands for more ramp sources? Budget lands and ramp to consider adding:

Consider cutting some basic lands for these lands?


Ramp can be a problem with Rakdos because these colors lack lots of options, but one way to help to not miss land drops is to play low mana cost draw. Cards like these can replace ramp because for a low mana cost they can help to draw into lands or party members who then act like ramp to cast Zagras.

Repeatable draw sources are best in Commander because they can potentially give you value throughout the entire game. With Zagras cards that give you value who are party creatures or when you attack/do combat damage are options:

Oddsmaker and Mask are nice with Zagras because he has flying.


Some advice about game play. I would keep the mana curve very low because you want to assemble a party for Zagras as that's what makes Zagras a mana efficient and potentially good Commander. The lower the mana curve the easier it will be to have two or more party members on the battlefield to help to cast Zagras. In fact, for your deck I would end the curve at Dagger Caster and Drana, the Last Bloodchief as these are abilities and effects at the top that go well with Zagras. I would limit the four drops to very few.

Roving Keep is an example of a creature you don't need because it's high CMC and doesn't help the party or have interaction with Zagras. Zof Consumption is an example of a spell that you don't need even though if you want can play it as a tapped land. Consumption for six mana is not worth what it does.

I offer more advice about what cards to cut. Would you like more advice?

Good luck with your deck.

zAzen7977 on LILIANA’S EMBRACE (Rakdos Reanimator - ZNR Update)

1 month ago

Hey channelfireball12345, thank you for your comments! Nullpriest of Oblivion is definitely an option for this build. It’s a good reanimation target for Inscription of Ruin and Lurrus of the Dream-Den. I’ve considered cutting Mire Tritons for the Nullpriests, but the Tritons provide deathtouch, immediate lifegain, and self-mill, and the self-mill is critical for this deck to function. I could also make room for the Nullpriests by swapping out some utility cards for it like Escape Velocity or Thrill of Possibility.

Another issue is that I’ve optimized the list for maximizing Call of the Death-Dweller, so I have chosen not to mainboard any creatures over 3 CMC. My only big creatures are Massacre Wurms on the sideboard, but that may change as I do more testing. The Nullpriest costs 6 mana when fully kicked, and I think this is prohibitively expensive in this build. From my experience, reaching 6 mana can be difficult unless the game goes long (my previous build didn’t run anything beyond 5 CMC), and I would rather run the Wurms or more Inscription of Ruin because of its versatility (being able to discard 2 is very useful to make Nighthawk Scavengers grow). Plus Liliana, Waker of the Dead’s ultimate is achievable and helps bring back creatures during the late game.

To make the Nullpriest more worthwhile from a cost/benefit analysis perspective, I would include it in a control deck running more expensive creatures, more lands, and more disruption so I could take advantage of its full potential. However, I am not dismissing the Nullpriest in this build quite yet. Lots of testing needs to be done.

And I agree about Gruesome Menagerie, that card was really interesting, but the Standard card pool made it difficult to utilize it effectively. When I had 5 mana available, I always wanted to play Doom Whisperer instead. Maybe it can find a place in Pioneer in a golgari build with lots of self mill and ramping, or something similar.

multimedia on rakdos, the showstopper/ chaos

1 month ago

Hey, nice start on a budget. Chaos can be a tricky theme to build.

The avg. CMC of your deck is very high at 4.3 with only Sol Ring as reliable ramp and only having 35 lands. This 4.3 number means you will consistently not be casting a card until earliest turn four, more like turn five. Not doing anything for the first four turns or more is not fun in Commander because you risk basically not having any board presence at all before turn five. My advice is add some ramp in place of a few high CMC cards (5 CMC or higher). Doing this will reduce the avg. CMC and ramp will make it easier to cast spells especially Showstopper.

Some cards for ramp to consider adding:

For the cards to consider cutting you want to make a choice of what are the best cards you want at the high end of the mana curve? Having lots of both high CMC Chaos cards and big creatures is too many high CMC cards. Showstopper is the six drop creature you want to cast. Cards to consider cutting to add more ramp:


Reanimation is a good secondary strategy when playing so many high CMC creatures. Reanimation needs enablers to get creatures into graveyard which is good with Patriarch's Bidding and Demons. Consider expanding on reanimation? Another reason to add enablers for reanimation is Anger. A haste enabler to give your high CMC creatures haste, attacking with them the turn you play them especially Showshopper.


Some card changes to consider:

Budget lands to consider adding to replace some basic lands: Graven Cairns, Ash Barrens, Grixis Panorama, Jund Panorama, Foreboding Ruins, Tainted Peak, Evolving Wilds.

Good luck with your deck.

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