|Commander / EDH||Legal|
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|2012 Core Set (M12)||Rare|
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Visions of Beyond
Draw a card. If a graveyard has twenty or more cards in it, draw three cards instead.
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Visions of Beyond Discussion
4 days ago
5 days ago
Enitofu- Let me preface this comment by saying, I'm not trying to be the guy that thinks this deck is perfect, and simply doesn't want to change the deck. I base my reasoning off of cost/effectiveness ratios. As with any and all of my decks, suggestions are welcome. I don't want anyone getting the impression that I'm too hard-headed to take suggestions.
That being said, I really do like Mission Briefing. It's got some good utility and resource acquisition goin on there. I could use it in something like Squidward's Horrorble Drawings. However it's power falls short of Visions of Beyond: I draw three cards, and can choose to play as many as I can afford for half the mana. In almost any other blue deck, it would probably be the other way around. But visions fits the archetype I've chosen a bit better.
I'm very humbled and excited that I've been able to help a fellow lobotomist! I hope it does well for you, and most importantly have fun with it.
Again, as with all decks, your meta may have different requirements to be max-effective. So happy gaming and thanks for the upvote!
2 weeks ago
Just a couple things I see.
Not sure about running 0 Shelldock Isle, as it helps close out as soon as Turn 4 typically.
3 weeks ago
TheSurgeon Hi, thank for the comment: 1) Search for azcanta is a very good card, bc allows you to select your draws late game. It is not a card for early game:this is why I play it 1x. 2) Drowned Secrets In my opinion is a very bad card, bc if you draw it late game is a "dead draw", azcanta is superior on it bc if u think at it: both two do nothing when enters in batter field, but azcanta gain value every turn (both early and late game) butDrowned Secrets in useless late game. 3) Putting Ensnaring Bridge in main or sb depends from the local meta, so maybe your are right, if there are not aggro decks in your local meta :) 4 I tested Thought Scour in my deck a lot, but you simply don't need it, is a cc1 cycle 1 mill 2. So I prefer invest one mana in something else, like Visions of Beyond, you don't need too mutch draws in mill, expecially bc you have Ensnaring Bridge. So I am considering the idea of put in the deck 2x of Collective Brutality. 4) Tome Scour is a bad card too, is good only if u want a budget list. I don't recommend to think to build a strategy with Drowned Secrets. If you like enchants I recommend you to build a Fraying Sanity budget deck :) Hope this answer to your questions. Anyways, thanks for the advices :) P.S. Sorry for my English :)
1 month ago
I added an additional 3 lands that allow me to add colorless or blue mana, with an added ability to sacrifice the card and have the opponent discard 4 cards.Ipnu Rivulet In addition to this, I also added a few cards that will allow me to have better card draw including Dream Fracture , Visions of Beyond. Still a work in progress. Let me know how this could be made better. Can you explain to me more as to how Day's Undoing works? If the point of a mill deck is to remove all of their cards from their library, how does it help me to allow them to shuffle the cards that they've discarded back into their hand? Wouldn't I be starting from scratch? I know that there are ways to exile cards in your opponents graveyards, but I don't currently have any in this deck. What am I missing?
1 month ago
25 lands are too much, you need to be very fast or your opponent will kill you first!
Consuming Aberration is too slow and too easy to destroy in my opinion.
Do you want to spend some money on your deck? Add some Snapcaster Mage
In my opinion Startled Awake Flip is too slow and Talent of the Telepath isn't a good card you want to draw if your opponent plays only creatures, I'd add more mill cards, such as Thought Scour or Mesmeric Orb
A good sideboard can help you, so I'd add Leyline of the Void or Relic of Progenitus, Pithing Needle or Sorcerous Spyglass, Set Adrift or anything that could remove Leyline of Sanctity from the battlefield. Other suggestions are Damnation, Hurkyl's Recall (against affinity) and Murderous Cut
2 months ago
Hey guys, this is my first time asking for the help of a lot of people, umm... so I don't know how to do this exactly, but I would love some criticism before I start to try to put much more time into it, or promote it a lot. I previously worked on a primer for competitive EDH, Why Every Commander is Competitive, and thought, oh, if I do one on casual/mid-level EDH I could make a primer for all of EDH, expecting to just put in the same amount of time, I was dead wrong.
With the lack of a clearly defined goal, reasonable budgets included, and the theory behind politics, etiquette, much more sub-themes, and more beatdown in casual to pub-stomp levels, I realized slowly this would take a lot more than I easily could write up, so I am concerned I have missed large portions (other than the general deckbuilding section I am writing up).
I originally wanted to set up a part of this primer where I explain all of the recommended cards, like I did for cEDH, but realized with the massive increase in the number of decks that could be made, that recommended cards grew exponentially, like with something very specific, like cantrips, I might start with an effect like Brainstorm, Ponder, Preordain, Serum Visions, and Sleight of Hand, but then a mill deck might rather Thought Scour or Visions of Beyond, a storm deck might rather Quicken for instant speed shenanigans, as you can see all of these are good cards, but since there are tons more cards to name, it could take effectively forever to name all of the possible ways to build up each possible variation of each sub-theme and the cards that could go in them.
Another part of this was going to be on playing the decks themselves, and I would split it up into archetypes (I might still do this), so 'How to play Aggro', 'How to play Control', etc. but I feel like with different playgroups and house rules, that it could vary greatly. If I write in the 'How to play Control', "In the late game, you should hold up a land you don't need to play as though it was a real counterspell or removal card. Bluffing as though a card that is useful is more important than a random land in many cases." this might work in my meta, but I don't know enough about other metas to accurately say that.
The point is, I'd like other great helpers advice, if you don't have any, just ignore me, I apologize if I should ask others to help me out!