Visions of Beyond

Visions of Beyond

Instant

Draw a card. If a graveyard has twenty or more cards in it, draw three cards instead.

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Printings View all

Set Rarity
Ultimate Masters (UMA) Rare
2012 Core Set (M12) Rare

Combos Browse all

Legality

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

Visions of Beyond occurrence in decks from the last year

Latest Decks as Commander

Visions of Beyond Discussion

Valengeta on A Little Off The Top

5 days ago

The deck has potential, but I think it's lacking in answers and the average CMC is a bit high for Modern. If you only focus on Milling you're gonna have a bad time handling the board and you might die before you can do your thing

I recommend Breaking, Thought Scour, Fraying Sanity and Visions of Beyond for Mill and hand refreshment

And also Inquisition of Kozilek, Thoughtseize, Spell Pierce, Remand, Fatal Push, Go for the Throat, Ritual of Soot, Displacement Wave and Ratchet Bomb so you don't be helpless while you Mill

Valengeta on Crab pot

1 week ago

The idea looks fun but I would redesign this into a Mill deck. You can still use the crabs you have, plus you can use Horseshoe Crab and Ancient Crab in combo with Phenax, God of Deception. Take advantage of those crabs' high toughness.

Fraying Sanity helps you win the match much faster. Visions of Beyond is a cheap hand-refuel card if you follow the Mill idea.

After that you need spells to answer your enemy's moves. Counterspells and removal will help you survive. There's also a lot of non-creature spells that Mill, like Glimpse the Unthinkable.

Other than all of this, if you continue to use Iceberg Cancrix switch your lands to Snow-Covered Island, Snow-Covered Forest or Snow-Covered Swamp

ilovemydoghisnameistuna on Twiddle Your Thumbs

1 week ago

I'm trying to make the deck slightly more mill-by-tapping based, but I know that depending on Chronic Flooding is not going to go well. The things I have come up with so far for expanding on this category is Jace's Phantasm and Tome Scour; ideally I can make the mill go fast enough that I can reliably cast Visions of Beyond in it's Ancestral Recall mode. I want to get Sanity Grinding to work but I'm worried that the number of I will hit will be too small: The only way I would run it is if it is better than mill seven (i.e., better than Mind Sculpt).

tabbs33 on The Dark Mill

2 months 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!

Clashboy15 on Ub tutelage mill

3 months ago

Definitely Needed Cards:

Hedron Crab: because it can consistently mill and works well with fetches. 4x

Glimpse the Unthinkable: straight up best two mana mill card. 4x

Archive Trap: easy to play it as free in modern since it is an instant and everybody uses fetches. 4x

Mesmeric Orb: even though it mills you, its worth it since it can mill a crap ton of your opponents deck. 4x

Visions of Beyond: this will easily draw you thre cards for one mana because of how much milling you would be doing. 4x

Drown in the Loch: this card will counter almost any cards or just kill anything for 2 mana! 4x

Maybe Cards:

Breaking: just a little bit more mill.

Crypt Incursion: Some life gain for matchups against creature decks.

Surgical Extraction: It lets you take out all key cards or combo pieces from opponent's deck!

Scheming Symmetry: Cheap and tutors a card for you and your opponent. You can also activate archive trap for free after that and make sure the opponent doesn't get that card into his/her hand.

Cards to Cut: Compelling Argument: Milling five for two mana isn't really good and the cycling ability is just meh as well because card draw usually isn't a problem in mill decks. -4x

Jace's Archivist: It just cost too much mana and four mana for a wheel that can die easily is just too much. I know it works well with sphinx's tutelage, but it's a little slow. -4x

Jace's Phantasm: It can provide you with a good body, but a true mill deck wouldn't need it. -4x\

Serum Visions or Opt: You don't need that much card draw. -4x

Lands: 29 lands is wayyy too much. 22-24 should suffice. I would recommend 4x Watery Grave since you can fetch it with polluted delta. 4x Field of Ruin instead of dismal backwater. Tap lands are not very good and 1 life isn't really that important. Also field of ruin provides you utility against land based decks and will allow you to fix your mana and activates archive trap. Also, cut some baisic lands or scry lands for some Darkslick Shores, Prismatic Vista or Drowned Catacomb

Endo13 on U/B Mill & Kill v2

3 months ago

Gilbobaggins thank you very much for the +1 and you are very right about the Ghost Quarter i never thought about the player deciding wether to search or not, and the idea of adding x2 Scheming Symmetry i liked it and have updated deck on your suggestion.

Caerwyn I added the 2 fetchlands that you recomended and they are working better so thanks. Fraying Sanity has been a staple on my deck from the beginning due to the fact that it doubles any mill that I place on other player, and for 3 mana I can place it very early in the game for x2 milling. I am seriously thinking on going for a playset for either Twincast or Mission Briefing although it depends on the way i want to apply it, twincast is a very quick way for repeating, lets say Archive Trap on the go without paying its cost, and with mission briefing i would have to pay the cost, although i have the option to leave it in my hand and not play it right away (plz correct me if im wrong). Visions of Beyond & Drown in the Loch are definitely fantastic and added them with the update so thank you.

Caerwyn on U/B Mill & Kill v2

3 months ago

You should run more fetch lands (Polluted Delta; Prismatic Vista so you can get additional landfall triggers with Crab.

I think Fraying Sanity is a trap--it doesn't do enough for you on turn 3, and you're generally better off with a burn spell.

I think Mission Briefing is generally going to be superior to Twincast, allowing you to get archive traps you've already played on previous turns.

Visions of Beyond should certainty be in the mainboard.

Drown in the Loch is fantastic.

I wouldn't bother with any of the creatures other than Crab. Throw Ensnaring Bridge in there then focus on "burning" them with mill cards.

As mentioned above, you want to run force search effects like Field of Ruin (which also gets you crab triggers) and Scheming Symmetry.

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