Watcher for Tomorrow

Watcher for Tomorrow

Creature — Human Wizard

Hideaway (This creature enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.)

When Watcher for Tomorrow leaves the battlefield, put the exiled card into its owner's hand.

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Trade

Have (2) orzhov_is_relatively_okay819 , metalmagic
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Printings View all

Set Rarity
Modern Horizons (MH1) Uncommon

Combos Browse all

Legality

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

Watcher for Tomorrow Discussion

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

channelfireball12345 on Card creation challenge

2 months ago

Create an uncommon power level non-Eldrazi creature that utilizes the emerge mechanic in a unique way. It should be a strong playable in limited. Think back to Modern Horizons for examples of cards that utilize old mechanics in fun, creative new ways. Watcher for Tomorrow and Mind Rake are some cool examples that come to mind.

Lokotor on Marchesa, The Black Rose - Primer

2 months ago

jeannieboef I think Treasure Keeper is a bit too much of a wild card for me, but it's definitely something you could play around with.

At CMC4 it's also a bit costly for my purposes, but I do like cards like Shifting Shadow and similar effects as a means to generate advantage. The benefit of shifting shadow however is that you can hit any CMC and that it only hits creatures, which is usually what you'll want anyway.

If you want to run it I would probably replace Imperial Recruiter (for budget purposes) or Watcher for Tomorrow since they have the most similar effects.

jacobpmesser on Blink and You'll Miss It (UW Mill)

3 months ago

None of the above post makes it faster...

If I were you I'd focus on early control elements. Or a Talisman. Or splash G for Hierarch, Birds.

Maybe add some more legends (Naban, Kami of the Crescent Moon) for Mox Amber Training Grounds and that biomancer? (UG) makes Displacer blinks cost W.

Heartless Summoning makes Augur cost 1U, Displacer cost W. Watcher for Tomorrow costs U four a dig 4 draw.

Ooo.ooO Or Fevered Visions type deck.

And you should be playing Painter's Servant with Visions.

aeota on Inalla ETB wizard combo-control

4 months ago

I suspect it is only 76% because that rating system only counts hard staples to the format. As such, it won't count any of my optimal wizards that do the same exact things if not better than those staples. For example, for 2U you get two Hideaway Watcher for Tomorrow.. which amounts to: Look at top 4, put one in hand and three on bottom of library in any order. Then look at top 4, put one exiled under Watcher until he leaves battlefield, then put other three on bottom in any order." You can then sac/bounce/swing/block with the "original" watcher. The exile trigger at End Step will give you the copy's card so it's essentially a slow draw. If you can sac him with altar/exploit or clamp him, you'll get that card right away. So in Inalla, Watcher is better than basically all other 2-mana draw/scry spells in the game.

Critiques/comments welcome! I would love to improve the deck.

UPDATE 1:

  • Replaced Nevinyrral's Disk with Oblivion Stone for Trophy Mage tutor.
  • Replaced Buried Alive with Entomb for Spellseeker tutor.
  • Replaced Talisman of Indulgence with Unstable Obelisk for Trophy Mage tutor. Trophy mage lacked a tutor target to deal with single permanents rather than the board (Oblivion Stone.)
  • Considering Pithing Needle for Trinket Mage toolkit but unsure if worth it, and what I would replace... I could also run Expedition Map + Maze of Ith I suppose, which might let me add in Rogue's Passage etc for helping Wanderwine Prophets get through.

Braingamer on Bant Flicker

4 months ago

Stoneforge Mystic and a sword or 2? Might be cool. Also maybe Blade Splicer because getting a 3/3 from a blink seems better than a brainstorm or reanimating something when Reveillark dies. Maybe Fblthp, the Lost instead of Watcher for Tomorrow I understand wanting to use Watcher but Fblthp is a better blocker imo. Good luck with building!!

Ize19 on Solaria

5 months ago

Ok, so I've been thinking about how to make this deck budget, since I've seen some interest in that, and my maybeboard has my answer. I don't think it's as good as this version, but it might still pull off the strategy.

In place of the Aether Vials, you'd put in Call to the Kindred, which provides both card filtering and a free uncounterable creature every turn. The best target for Call is a changeling, so since you wouldn't need Watcher for Tomorrow's filtering as much, you'd replace him with Universal Automaton. And of course, protecting the enchanted changeling would be high priority, so the Dispel in the sideboard would be mainboarded, replacing Arcane Adaptation.

Since Call doesn't come down until turn 4, you'd be more reliant on having an early Champion of the Parish and some Unsettled Mariners to buff and protect him, so it's not as reliable as the actual build, but it's much cheaper!

Clintone on How do Cryptoplasm and similar ...

5 months ago

Let's say I just put a Cryptoplasm and a Cryptic Annelid and a Watcher for Tomorrow card into play. On my next turn, I choose to make Cryptoplasm into a copy of the Cryptic Annelid. Cryptic Annelid reads: "When Cryptic Annelid comes into play, scry 1, then scry 2, then scry 3."

Would Cryptoplasm changing into a copy of the Cryptic Annelid count as a new Cryptic Annelid coming into play and allow me to engage in the aforementioned scrying each time it happens?

What if I use a Mimic Vat ability to create a copy of Watcher for Tomorrow every turn that will be exiled at the start of the next end step. Watcher for Tomorrow has a hideaway ability that lets me exile a card from my deck when Watcher for Tomorrow enters play then place it into my hand when Watcher for Tomorrow leaves play.

Could I use Mimic Vat and Watcher for Tomorrow to gain a new card every turn that way?

Finally, going back to the Cryptoplasm, could I, each turn, alternate between making Cryptoplasm into a copy of the Watcher for Tomorrow card, then the Cryptic Annelid card, and back again, scrying with the Cryptic Annelid ability, then gaining a card with the Watcher for Tomorrow ability every turn after that so long as the three cards are in play?

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