Demonic Consultation

Demonic Consultation

Instant

Name a card. Remove the top six cards of your library from the game, then reveal cards from the top of your library until you reveal the named card. Put that card into your hand and remove all other cards revealed this way from the game.

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Leviathan Legal
Oathbreaker Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Demonic Consultation Discussion

ninja8244 on Another Muldrotha deck

14 hours ago

I suggest you go the way of combos with muldrotha. She has access to a lot of cheap tutors such as Entomb and Buried Alive . Some combos that are good include:

  1. The first combo uses Altar of Dementia + Kaya's Ghostform + Muldrotha, the Gravetide . How this combo works is you play Kaya's Ghostform on Muldrotha, the Gravetide then sacrifice her to Altar of Dementia targeting an opponent. In order for this combo to truly go infinite is by also having either Pitiless Plunderer or Lotus Petal in play to use for the one black mana on Kaya's Ghostform .
  2. The second combo that I find to be the easiest to pull off is Demonic Consultation + Thassa's Oracle . This one is pretty self explainatory; you play Thassa's Oracle than before it resolves you play Demonic Consultation naming a card that is not in your deck. After you exile your graveyard, everything resolves and you win! This also works with Jace, Wielder of Mysteries in place of Thassa's Oracle
  3. The last combo is Muldrotha, the Gravetide + Llanowar Elves + Timestream Navigator + Prime Speaker Vannifar. This combo is the most complicated so here we go. First things first, you need all four creatures on the battlefield with no summoning sickness, as well as having enough permanents for the city's blessing. Next, you activate Timestream Navigator , taking an extra turn. While you are still on the first turn you float a green with Llanowar Elves then sacrifice the elves to Prime Speaker Vannifar . With Prime Speaker Vannifar you go and find Timestream Navigator and then recast Llanowar Elves with the floating green mana. After this, you should have infinite turns, which you should be able to pull a with.

On the planeswalker front Jace, Wielder of Mysteries is super good as a wincon. Value-wise Ashiok, Dream Render , Tamiyo, Collector of Tales , Teferi, Master of Time , and our favorite elk friend Oko, Thief of Crowns all work really well with Muldrotha. Check out my Muldrotha for more card suggestions here

BiggRedd54 on Araumi: Psychic Combination

4 days ago

Interesting deck.

I am not sure your build interacts well with other decks. Putting infinite combos in a deck that runs a high curve can make short games feel bad for your group. It’s really easy to pull off and IMO should stay in the high power only section of Elder Dragon Highlander decks. If you keep it in here, you should fully commit and lighten your curve a lot. You can make it incredibly efficient in terms of card sustainability and compete in a high powered meta. If you take out Demonic Consultation , you can keep oracle in and try and win with her ability because you self milled yourself well. I also think you’d be able to roll w/ drake + Deadeye Navigator combo, it’s nowhere near as feel bad as fish combo.

I would also take out your 9 drop and commit to a better removal spell, even if it’s blue.

I also recommend adding the surveil demon guy so you can fill your grave yard quick. Doom Whisperer

If you want to make it stronger it will need to upgrade Underworld Connections for Rhystic Study .

I am actually working on one of these builds, gonna make it strong but keep combos away. I think Araumi is capable of doing great things.

FYR3clanGENERAL on cEDH Tasigur, the Golden Fang

1 week ago

Is there a reason not to go with a common alt win-con like Demonic Consultation with Laboratory Maniac or Thassa's Oracle or is it just not in your paper list so you don't have it here?

FreyTheMagicPlayer on Thrasios/Tymna cEDH Decklist

1 month ago

Mcat1999

Hey! So there are actually various ways that this deck can win, and a lot of them don't require a whole lot of setup, just good tutoring and keeping the right cards. All 4 of the combos (Angel's Draw, Bomberman, Dramatic Scepter, and Thassa's Consultation), are win conditions. With Angel's Draw, you cast Angel's Grace first and just draw whatever you want with Ad Nauseam . Bomberman is an infinite mana combo because Auriok Salvagers lets you return Lion's Eye Diamond . Dramatic Scepter is also infinite mana as long as you have 3 mana in the form of mana rocks and mana dorks, you simply exile Dramatic Reversal with Isochron Scepter . Thassa's Consultation is (arguably) the easiest way to win the game, cause it only costs 3 mana and it's pretty hard to stop unless they have counterspells. Simply play Demonic Consultation and name a card that isn't in your deck, you'll exile your entire deck, and then play Thassa's Oracle and you win the game. Of course usually with infinite mana you'll just be drawing your entire deck out with Thrasios, Triton Hero and you'll usually be putting that infinite mana towards Walking Ballista .

Usually if you're wanting to win you'll be looking for 1-2 tutors in your hand, and a piece of a combo, that way you know how you're gonna do it. Aetherflux Reservoir isn't so much a win condition as it is a great way to bypass decks that eat at your life total, because you also tend to hurt yourself a lot. It just gives you some insurance so when you do finally cast that something big, if it gets stopped you at least have a backup.

As for ways to get to the combos, you'll be looking at any tutor of course, and Birthing Pod is an excellent choice for getting out a creature that you really don't wanna be countered. Usually before you win the game you'll want some form of insurance out on the battlefield, so if you have a win con in hand, the pod, and a one drop mana dork, I recommend using pod to get Grand Abolisher out, cause then they can't stop you from winning the game.

Finally, if you're in a situation where ballista isn't gonna win you the game and next turn you'll lose, or if you simply don't have a way to get oracle out or win by damage, there are ways to simply take over the game with things like Memory's Journey , Noxious Revival , and Windfall , or Timetwister . This is simply a combo that if you have infinite mana and Thrasios out, you'll be able to have infinite of every card in the deck, cause you get to shuffle your graveyard over and over again, and don't forget that if they destroy your infinite mana source at some point you can use Hullbreacher to generate some treasure tokens with this. All you have to do is use either Windfall or Timetwister, shuffle everything basically, draw your cards, use Noxious Revival to put it back on top of your library, draw it, use it again, then Memory's Journey to put Noxious and your card of choice back into the deck.

If you have any other questions, just let me know!

plakjekaas on MDFC Sorcery in Strixhaven

1 month ago

cEDH is more of a mindset entering the game, than it is a deck definition. cEDH tables will assume every other deck is as powerful as possible, and do anything necessary to efficiently end the game in their favour as soon as it's able to. That's why by far the most interaction in cEDH is counterspell-like more than wrath- and doomblade-like. There's plenty of cheap, two card combos that can end a game, currently the most popular and efficient wincon is Thassa's Oracle + Demonic Consultation / Tainted Pact . Put the oracle trigger on the stack, exile your deck, let the trigger resolve, and win the game even if they remove the oracle. Creatures beating face is a slow, inefficient way to win the game, gathering 120 damage on opponents just takes longer than tutoring out two cards and playing them.

Casual, focused, and even optimized decks usually just want to "do the thing" envisioned in deckbuilding; play tribal, play a janky 5-card combo, voltron someone to death with all the equipment, proliferate all your planeswalkers and collect the emblems, etc; as many objectives as there's players probably. Everyone steps into the game to have a fun time, see their cards at work, enjoy the game as much as trying to win. This is where the social contract and the salty cards lists come in.

A deck that combos off at turn 2, or blowing up all lands to prevent your opponents from playing magic, being able to counter every spell, Windfall + Hullbreacher ... These things offer a different kind of fun, the fun to try and win, or at least dominate, the game at any cost. Like you'd do in Legacy. That's where Ramble's 60 card grind objections originate. If that's the plan you expect from all opponents, you'll adjust the interaction you include to combat those strategies, just like you'd adjust the number of boardwipes in your deck if everyone around you will play tribal creature decks.

For deckbuilding decisions, this basically means you're going to ask yourself for every card: "is this the best card I can play to help me end the game in my favour?". You'll never play a Worn Powerstone if you could play Mana Crypt . You won't include your pet card Archangel Avacyn  Flip just because it makes you think of the time you dominated fnm in 2016. Every card has a purpose, and is optimised for that purpose. Even on a budget, that should be your guidelines for building your deck.

MDFCs, however, are seldom best in slot. Their strength lies in never being worst in slot, because if one side is terrible, the other one can be useful enough so you don't topdeck something useless when you really need to hit action. Bala Ged Recovery  Flip is a bad Regrowth on one side, and a bad Forest on the other, but will never be dead in hand because of the versatility. cEDH decks are usually not looking for effects like this, because taplands are horrible for swift and efficient play, and actually playing Regrowth would save you the mana to actually cast that winning spell you're getting back from the graveyard. So Mcat1999 's presumption of: one or two could be good enough, but they usually won't make that much of a splash on the highest power levels, is probably accurate, at least for the MDFCs printed until now.

RNR_Gaming on MTGO when did casual edh …

1 month ago

Short answer: Power creep.

Long answer:

Lots of new product is coming with some exceptionally powerful cards; whereas you use to have to spend a pretty penny to get any sort of power. Pre-cons have drastically upped their game.

Usually, when you start a game now you'll want to discuss what it is your deck is trying to do - you don't have to give everything away by any means just the jist. Lots of the newer commanders just provide out right better engines and the upper power levels have gone from the turn 2 Hermit Druid deck to the turn 1 Thassa's Oracle + Demonic Consultation decks.

Also, you may want to provide a bit more context about your decks and the decks you've faced - we can probably give you some recommendations that will help.

iplayBANJO on Prototype Control

1 month ago

If you're playing a very heavy control theme in commander your win condition is going to probably be a game lock. There are a few different kinds of those. Hard locks will literally stop your opponents from being able to play the game at all. You accomplish this by setting up a situation where they can't cast spells, they can't untap, or they can't generate mana. Soft locks are where you severely diminish an opponents ability to play the game. This is often done by forcing your opponents to discard all of their cards.

The hard locks I would suggest with this are the Karn lock and the Knowledge Pool lock. The Karn lock is very specifically Karn, the Great Creator + Mycosynth Lattice . Your opponents can't activate any abilities of permanents on the battlefield. This means that opponents can't tap anything for mana. The cards are also useful to you individually because Karn, the Great Creator stops opponents from using mana rocks and Mycosynth Lattice helps you cast opponent's spells by allowing you to spend your mana as though it were any color.

The Knowledge Pool lock has only one required card. Knowledge Pool exiles every spell that any player casts from their hand. Players can then cast a spell from the previously exiled cards. This means that a player must cast two spells for anything to resolve. Rule of Law prevents casting any spell after the first spell. Effectively this means to no one can play spells from their hands. But you can cast cards from other players hands if you have Sen Triplets out. This is also true for Arcane Laboratory , Eidolon of Rhetoric , Archon of Emeria , Drannith Magistrate , Teferi, Time Raveler and Ethersworn Canonist to an extent. All of those cards, are also things you use to limit the amount of actions other players can take as a part of your control strategy.

The soft locks all involve preventing players from drawing cards. Narset, Parter of Veils , Hullbreacher , Alms Collector , and Notion Thief . All of these prevent opponents from drawing cards to some extent, which benefits your control plan. The lock is formed when you have one of those pieces out and you cast a spell like Windfall , which makes everyone discard their hand and draw new cards. But they can't, so only you draw new cards. Cards like Windfall are also very strong as they allow you to refill your hand. Similar cards are Echo of Eons , Day's Undoing , Jace's Archivist , Time Reversal , Commit / Memory (Probably pick two or three, not all of them).

You could also use the Laboratory Maniac combos as a win condition, since you are in the right colors for it. It's probably the most common win condition in high powered competitive decks. The way it works is you draw through your entire deck while Laboratory Maniac or Jace, Wielder of Mysteries are on the board then you attempt to draw a card and you win. Similarly, you can draw through your entire deck and then play Thassa's Oracle . The ways you "draw" through your deck are either Tainted Pact , Demonic Consultation , or Doomsday . Because they are common competitive win conditions, some of those pieces are expensive.

Allow me to advise you on getting to these win conditions though. You can tutor for these pieces with Vampiric Tutor , Enlightened Tutor , Demonic Tutor , or similar cards; but you probably would rather draw into them because that also gets you your control cards. Two cards that are surprisingly good for this are Ad Nauseam and Peer into the Abyss . You have to keep the mana cost of spells very low for Ad Nauseam, but it's worth it especially because it was reprinted recently and is only a few dollars I think.

TriusMalarky on Any Complicated Commanders?

1 month ago

Mairsil, the Pretender . Best win con is Mirror-Mad Phantasm , Dread Return and Thassa's Oracle . Make sure not to include Demonic Consultation or Tainted Pact if you're staying on lower power, but you can add them if you go cEDH.

Buried Alive , Gamble and Entomb are all really really good with Mairsil as lower-priced tutors.

You get tons of fun synergy, but the best things to have caged are Arcanis the Omnipotent , AEtherling , Staff of Domination , and Lazav, the Multifarious . Include Civilized Scholar  Flip and Necrotic Ooze , and you get another way to mill your deck with Scholar + Ooze/Lazav + Golgari Thug / Stinkweed Imp .

You can run infinite mana combos with Gilded Lotus and Quicksilver Elemental and any way to untap like Horseshoe Crab or Cinderhaze Wretch .

There's also a ton of random infinite loops possible with Mairsil, as well as great ways to get tons of value. You are really reliant on your commander, but then again you also only need to cast Mairsil again and you can get back into the game.

Oh, and Tim. Hell's Caretaker 's Legends printing art is awesome.

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