Concentrate

Concentrate

Sorcery

Draw three cards.

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Printings View all

Set Rarity
Mystery Booster (MYS1) Uncommon
Explorers of Ixalan (EO2) Uncommon
Duel Decks: Merfolk vs. Goblins (DDT) Uncommon
Planechase Anthology (PCA) None
Commander 2014 (C14) Uncommon
Planechase 2012 Edition (PC2) Uncommon
Eighth Edition (8ED) Uncommon
Odyssey (ODY) Uncommon

Combos Browse all

Legality

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

Concentrate occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Concentrate Discussion

SideBae on Derevi, Holder of Lanterns

1 week ago

Yo... I've always loved lantern-control in EDH! I have a few suggestions:

  1. So the easiest ways to increase consistency are either to run tutors or to run redundant pieces. I see you're running a lot of tutors already, which is good; one redundant piece I think you missed is Field of Dreams. It's about $60, which can be a lot if you don't want to invest in EDH. Personally, I think proxies are unfairly treated in EDH, since it's not a paid event (typically), so I recommend them. If your playgroup doesn't allow them, tho... well, $60 is doable.

  2. Another way to increase consistency is to run cantrips. I highly suggest running Ponder and Preordain. If you run fetches, Brainstorm is also a powerhouse. Of course, the zendikar/onslaught fetches are a fortune; consider Evolving Wilds, Terramorphic Expanse, Fabled Passage, Grasslands, Bad River, Flood Plain and/or Mountain Valley. These are perfectly acceptable alternatives.

  3. When games go long, you'll need a way to recoup cards. Consider big-draws like Treasure Cruise and Dig Through Time (which are good when you're filling your yard with Ghoulcaller's Bell), Fact or Fiction or even Concentrate.

  4. I like that you're running Emry, Lurker of the Loch. Have you considered Academy Ruins as another form of recursion? You can also try using Aether Spellbomb as a cheap recurrable.

  5. Speaking of Emry, Lurker of the Loch, have you thought about Mindslaver? I used to play a lantern-control EDH list, and I used Mindslaver with Emry to strong effect. Generally, you can lock out one of your opponents and make him do whatever you want, including win for you. That's generally fun.

  6. You're in green -- USE DORKS! This is easily the most overlooked part of green decks, which is sad because dorks are the best reason to be in green. Turn one ramp is better than artifacts can do most of the time, plus it gives you pokers if you need to use them with Derevi later. I highly recommend running at least four of the following: Birds of Paradise, Avacyn's Pilgrim, Noble Hierarch, Arbor Elf, Llanowar Elves, Fyndhorn Elves, Elvish Mystic... Even Boreal Druid and Joraga Treespeaker are good. You can also consider non-creature options, like Wild Growth and/or Utopia Sprawl.

  7. Winter Orb. You can tap opponents' lands with Derevi. Enough said.

  8. Finally, two walkers to consider are Oko, Thief of Crowns and Teferi, Time Raveler. Oko is great removal for opponents' problem cards (he nerfs all fatties into Trained Armodons) while occasionally producing a clock for you. Teferi nails opposing Counterspells, while producing a small amount of card advantage with his minus and allowing you to recast something if you bounce your own permanent.

  9. Finally, while they're expensive, I think the latest cycle of free spells from Ikoria Commander are bombs. Fierce Guardianship and Flawless Maneuver are great cards which you should run if you can.

Right. That's all I got. Hope this helps!

Tzefick on How would you give white ...

2 months ago

TL;DR: The pre-text is LONG. Sorry about that, but there's a lot to unfold about the subject. If you just want to skip down to the suggestions I brainstormed, go below the first set of 3 lines.

It is no secret that the Commander community for a long time has regarded white as one of the weaker colors in Commander, especially as a monocolor. Many have pointed their fingers at how well the color achieves mana ramp and card draw/advantage.

White actually do have a small slew of card advantage and ramp cards or cards that in essence cheats the requirement for mana.

White has raw card draw in Mentor of the Meek and Dawn of Hope, although hidden behind a requirement in form of a trigger. Both are triggers that are fairly easy to achieve but not without costs. Not to forget Sram, Senior Edificer (and Puresteel Paladin) - but again behind a trigger requiring a very specific type of deck building. White has additional card advantage through regaining access to cards once lost, like through a Sun Titan getting back small permanents, or Nomad Mythmaker, Order of Whiteclay, or Bishop of Rebirth.

White has ramp in form of Knight of the White Orchid and Kor Cartographer and pseudo card advantage in good ol' Land Tax. The knight has a requirement that you need to be behind to actually ramp, and that aspect goes again in many of white's attempts to imitate ramp and card draw. White can only catch up, they cannot get ahead. These aspects are most recently seen through Verge Rangers (pseudo card advantage - not ramp, you don't get access to more lands than 1 per turn) and through Cartographer's Hawk. There's also Oath of Lieges but that is a symmetrical effect and may as well just benefit some of your opponents as much as it does you.

White can cheat the requirement for mana in a few instances, like casting Resurrection on a higher costing creature, an aspect they share with black and often a favorite when the two are paired. Where they differ is that black usually does it for less mana at another resource expense, and that black has different means to get those creatures out into your graveyard to set it all up. White has none of these opportunities/advantages.

This thread mainly aims to discuss white getting card draw/advantage in the Commander format and how they would achieve it to fit their color identity, but we can talk about the Commander format in general as well. To clarify, the topic is aimed at discussing how white could get card draw/advantage and not really whether or not they should - do feel free to voice your opinion for or against but please keep it limited and instead focus on how card draw could fit into white's color identity. It doesn't necessarily have to be from a place within the current color identity, but could be exploring new design space that hasn't been seen before.


Let's examine how other colors achieve card advantage:

Blue is super easy and the main color that achieves it, they usually do it straight as an investment for the specific purpose of gaining more resources; Concentrate. Blue also has access to looting options where they draw cards and discard cards (or the other way around); Merfolk Looter / Tolarian Winds. Blue also has the largest collection of cards with Flashback, so even once Blue uses a resource from their hand, they can do it again from their graveyard; Deep Analysis - although these cards are usually more costly than their non-flashback peers.

Black is also relatively easy as they imitate blue's investment but at an additional cost; Night's Whisper. As previously stated black can also access their graveyard like white and reuse mainly creatures that have died or otherwise put into the graveyard (from say an Entomb) by using Animate Dead or Zombify. Black's ability even goes beyond their own graveyard and dip into their opponent's graveyard. Black also have some aspect of self-discarding, usually as a symmetrical effect that aims at harming their opponents while still being able to access the cards they lost themselves; like Cunning Lethemancer.

Red is relatively new on this block, as they have for a long while had many of the same issues as white. Red did however have cards that looted (drawing and discarding cards) in the concept of picking up the strongest of a larger selection of cards - this is also called card filtering as you don't get an advantage in resources, only the selection. However red also has a selection of cards with flashback or activated or triggered abilities from the graveyard. With the introduction of impulse draw - so named from Act on Impulse, where red exiles a number of cards from the top of their library for the ability to play those for a limited time. Thus red has achieved temporary card draw.

Green is one of the richest colors in the color pie at the moment, having access to a lot of control cards, protective measures, card advantage, ramp and swingy plays. It is no wonder to me how green is one of the stronger colors in Commander. Green has access to some very strong card advantage cards that fits right into the slow format of Commander. Rishkar's Expertise is a favorite as it combines the Commander format's slow pace, green's affinity for big creatures, and a powerful swing in resources, all in one card. Another is the ability to draw from creatures being cast or entering the battlefield. Outside the slow Commander format, you don't really see these types of cards, but within the format they are strong and valuable. Green also has access to the most flexible way to reuse cards from the graveyard through Eternal Witness, Greenwarden of Murasa, Road of Return - road and Myth Unbound are even commander specific benefits that makes casting your commander cheaper, within the color with the most access to mana acceleration. So the color that needs it the least has ways to reduce their mana demand on casting their commander. I would argue this aspect should have been placed within white and/or blue more than in green. Black is getting in on it with Netherborn Altar, so in the future we might see the other colors circumventing the commander tax in some fashion.

White has very few card draw cards (the best of which are mentioned above) and all are locked behind some kind of condition that is not insignificant, compared to something like Beast Whisperer.


It would seem white lacks behind quite a bit in this aspect. When a color cannot do something itself or not very well, they usually seek toward artifacts to fix their issues. Here you can utilize Mind's Eye or Loreseeker's Stone or Arcane Encyclopedia or Book of Rass or Endless Atlas or Skullclamp or Tome of Legends to name a handful of the better variants. What most of these have in common is that they are expense to cast or maintain or require some specific deck building choices to function.

If the general consensus of Commander players are to be taken into account along with the perceived strength of each color, it would seem these artifacts are not enough to help white overcome its lack of card draw. Furthermore white's other strengths doesn't seem to have enough impact to offset this lack.

The general argument I have seen against providing white with card advantage is; it breaks the color pie, white can utilize artifacts to fix their weaknesses to some extend, white's strengths comes from mass land destruction, taxing (Thalia, Guardian of Thraben) and hatebears (Aven Mindcensor). Again I don't really want this thread to be overshadowed about arguing for/against White getting card draw into their color identity, let's just assume white eventually will get card draw - how would that look like?

Brief discussion on the counter arguments Show

I really like the way WotC incorporated card draw into red, as impulse draw feels red but it is card draw and it helps red smooth out some edges it may have in especially multiplayer formats, such as Commander.

So, if we assume white is eventually going to get card draw, how would it look like? Here's a couple of ideas for concepts on how to incorporate a card draw mechanic with white flavor.




Taxing

Good ol' taxing. We already have Smothering Tithe, so something similar to Rhystic Study could be a possibility. It could be an aura you put on a land, so whenever it is tapped that opponent pays mana or grants you card draw. It doesn't necessarily have to be mana that is taxed, it could also just be the action/trigger itself that is the tax.

A taxing example Show



Warring / "spoils of war"

White is the most militarized color that deals in organized military strategy, being the main color for the creature types Soldier and Knight. White is often associated with combat and attacking as well. Perhaps it should be used to its advantage and provide some means to acquire card draw - figure it a substitute for roleplay wise gaining lands / trade routes / power / intelligence.

Example of war "spoils" Show



Trading

I actually really like the idea of this one, although it may be harder to properly accomplish.

White has before had trades happening like Armistice and Bargain. There's also the advocates and Benevolent Offering but they are not unique to white and is a set mechanic. It's been a while since this was part of white's color pie, but it could be again.

Example on trading Show

The flavor is there, as white is a color of community and peace, so trading seems like a natural byproduct. I really like the political aspect from this mechanic when considering multiplayer formats.



Divination

An alternative to direct card draw; you choose a card type (instant, sorcery, creature, land, artifact, enchantment, planeswalker) and then look at top X cards of your library, you may reveal a card of the chosen type and put it into hand, put the rest on the bottom of your library in any order.

This reflects the Commune with Nature (which is a green card I know) but it seems to fit white's color pie as the more religious color, to ask the gods/divine/faith for a boon and maybe it is answered, maybe not. Obviously you can deck tech to increase your chances but the idea is a card draw that is not guaranteed. Under the right circumstances it can be stronger than a card draw as it may filter.

Example on Divination Show



Honor the ancestors

I really wanted to create some kind of mechanic that allowed white to dump cards into their graveyard, to synergize with white's inherent ability to generate card advantage through recurring permanents, especially low CMC permanents. As it stands white needs to cast those smaller permanents and have them put into the graveyard from the battlefield - thus making these recurring effects a lot more narrow than their black and even green brethren, who can more easily set up these beneficial plays. But it doesn't seem very much like a white thing to self-mill, ala Surveil, nor do they discard. For white to have this particular synergy you would have to make them gain it without much prior precedent.

One thing that seemed sort of within the flavor of white would be to honor the ancestors, remember the history, keep to the traditions. I think you could work that flavor into some kind of mechanic that could work to white's advantage.

Examples on Honoring the Ancestors Show




Anyway, that's just what I brainstormed for. Like I said before I really liked the flavor on red's card draw and I want white to get something similar. Do you like any of my suggestions or think you can refine them? How would you give white card draw that is flavorful?

slashdotdash on 5 color no theme deck

2 months 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

Tzefick on Card Draw Custom Cards

3 months ago

Boza There is no way that card A and B has no plausible mana cost. Concentrate draws 3 for 4 mana. Put either of A and B into a 4 CMC and it will never see play. That means for it to be worthwhile it would need a CMC of 3 or less. Now a 2 CMC draw 3 is almost certainly too good, riding dangerously close to Ancestral Recall, so I'd think 3 CMC is where these would be at.

Card C, I agree on 3 CMC, be it or . It rides close to Remand but is borderline a functional reprint of Lapse of Certainty or Memory Lapse. You will almost always shuffle and draw, while the opponent will have to value the countered card against card draw.

Card D. Cheap is where it's at. You provide your opponents with additional options and only if they take advantage of it do you gain a benefit. Only other situation is when you Braingeyser a player to push for lethal.

Actually the more I think about it, the more it seems like a Nekusar, the Mindrazer card where you just want to wheel and make people draw with Teferi's Puzzle Box to mill them out if the damage plan doesn't work out.

Card E: I would go for a 4 CMC. Vigilance and Deathtouch are a powerful combination and losing Deathtouch (for all creatures, not just yours) in trade of a card seems like a fair trade in many situations. The wording would have to specify that the controller of Card E draws a card - otherwise the opponent who activates it draws the card.

"All creatures lose deathtouch until end of turn and Card E's controller draw a card. Only your opponents can activate this ability and no more than once each turn."

Since deathtouch is very much a black/green ability and vigilance is present in white/green, you can go for either a monogreen version or a combination of black and white or black and green. I would never make it green and white as it doesn't have the right flavor. That color combination is often more about building up, community and society - not tricks (outside stat buffing combat tricks). To me the black and white pairing is the most flavorful, as black grants the deathtouch but is also willing to trade an advantage/resource for power - hence the card draw. The flavor in a monogreen seems a bit off. So I would go with .

Card F, I don't like the specification on the owner instead of controller of the equipment. If an opponent yoinks it with say Grip of Phyresis, they don't get any benefit from the card's abilities. I would make it somewhat like this:

Card F Show

This is more a shared Lightning Greaves for the protective measures it grants than any offensive capabilities like Assault Suit - I view in the perspective of multiplayer. I doubt it'll do more than allow people to save a creature they control when they decide to board wipe. The opponents will immediately realize (hopefully) that if they fight for use of it, they'll give the controller way too much value, so they'll just ignore it. At least that's my take on it. But then again I've been in plenty of games where people take the offer of Tempt with Discovery and I facepalm every time, when the caster goes to find Cabal Coffers, Urborg, Tomb of Yawgmoth and Gaea's Cradle or similar.

Tzefick on Wheel of Life and Death

3 months ago

The revised version seems fair, almost too fair to the point that I'd still not play it unless we're in a limited format.

I'd say you might still lower the activation to 1 colored for each trigger. Or alternatively reduce the cost to 2 hybrid from 3.

It's a 3 mana do-nothing enchantment that requires a creature enter or die and then a hefty payment per trigger. At the current level you pay 7 mana to draw 2 cards, the equivalent of a Divination. I know blue is the best at drawing cards and this is continuous advantage, but you pay so much. If you draw 4, you pay 11 mana.

For 6 you can play Rishkar's Expertise and draw way more AND get a free 5- CMC spell cast.

If you reduced the trigger costs to 1 each, you'd need 5 mana to equate a Divination, 6 for a Concentrate. It would follow the alignment of Stroke of Genius but you're not necessarily master of getting the triggers or having the mana available to take advantage of it.

If we're worried about taking advantage of the token generation, there's way better cards to take advantage of that, like Species Specialist, Moldervine Reclamation, Kindred Discovery, Mentor of the Meek, Elemental Bond (if we go the higher power route).

If there is a need to tone down the power, then axe the token-trigger or increase the cost to . For a continuous effect I think you'd rather pay a hefty price to buy in, for the benefit of cheaper fuel. Or you want a relatively cheap buy-in (2 mana CMC) at the expense of more costly fuel (2 mana activation). A semi-expensive CMC (3) coupled with expensive fuel (2) is unlikely to be attractive.

And take the above into perspective, you can tell how I feel about the original suggestion.

king-saproling on Atemsis, All-Seeing

7 months ago

Atemsis is very neat. I like the way you organized your list.

You might consider these cards: Coalition Relic (can get Atemsis out on turn 4), Urza's Incubator , Muddle the Mixture (finds either piece of dramatic scepter), Spellseeker (finds Muddle), Rush of Knowledge , Assert Authority , Thoughtcast , Concentrate , Vedalken Mastermind , AEthersnipe , River Serpent , Lay Claim , Striped Riverwinder , Floodwaters , Windcaller Aven , New Perspectives

triproberts12 on How to design white card ...

7 months ago

I don't honestly think it's that hard to make white card draw, if it could just beat out priorities no one cares about like Happily Ever After. Here's my solution, a white version of Syphon Mind based on the card Truce : [CARD NAME], 2WW, Sorcery, "Starting with you, each player may draw a card. Draw a card for each card drawn this way." 18 words. Doesn't step on blues' toes, since it's way underpowered relative to Concentrate or Trade Secrets . It feels very white-forward, being about generosity. Finally, a Touch of Brilliance with a punisher effect and two white pips isn't going to warp Limited color identity by encouraging players to splash white for card draw, but it could be the top end of a white or Boros aggro deck packed with 2 and 3-drops. Much like Crush Contraband , the effect is mediocre enough to print at uncommon for Limited play, but it becomes one of the best budget cards in mono-white EDH once it leaves the draft table.

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