Demonic Tutor

Demonic Tutor

Sorcery

Search your library for a card and put that card into your hand, then shuffle your library.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Canadian Highlander Legal
Casual Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal

Demonic Tutor occurrence in decks from the last year

Latest Decks as Commander

Demonic Tutor Discussion

bryanw199991 on Blim's Comedy Hour

6 days ago

What are the recommendations to get with Entomb ? That's the one thing I was sure about; I thought about replacing it with Demonic Tutor

Nitaisonnenfeld on Codie's Cycling (EDH)

1 week ago

That's a really cool idea for a Codie deck! However I think that one way to make it a bit stronger is to just add some counterspells to slow down your opponents while you get there and protect yourself (and most of what you do is cycling and you can do that in instant speed, so there is no problem with leave some mana up). You really need to protect your stuff because if someone destroys your zirda, you are pretty much done for. It will take so much time to cycle it all away without it, I think. So maybe, you can have many 1 instants and sorceries spells to use Codie, and some higher cmc instants and sorceries you can use before you actually use Codie's ability (or maybe, you can use it only as ramp and fixing without actually playing an instant or sorcery. And then, you might play a 1 cmc instant/sorcery to get Living End and another to get haste - which means that you need more haste enablers. There are some permanent ones with abilities that I thought about (namely Samut, Voice of Dissent and Fires of Yavimaya ) but you can also just add instants and sorceries that do that. The ideal one I think is Burst of Speed which just straight up gives everything you control haste for 1 mana - filling up both parts like Heroic Reinforcements . You can also add ramp. Almost all of it is nonpermanent or has activated abilities. And you can also add the cycling lands since most of them can cycle for free with zirda out and will reduce the amount of dead draws. You can also add Tectonic Reformation to once again reduce the amount of dead draws which you cant cycle. Lastly, freeing up the instants about 0 cmc allows you to add some tutors which will essensially act as multiple copies of the instants in this deck. Off the top of my head, Demonic Tutor , Vampiric Tutor , Merchant Scroll , Mystical Tutor and Long-Term Plans all work for this (and probably many many more).

What do you think about those suggestions? Imo, they will allow the deck to do what it wants to do much quicker and more consistently.

Phion on When Hel freezes over

1 week ago

It pains me Methin85 because I already own the card, but I wasn't able to justify its place. My reasoning behind this is I simply don't have enough creatures to feel the benefit, no consistent way to cast them from the grave like with cards Gisa and Geralf and lastly the most expensive creature I have is my commander himself at 5 mana.

If I were to aim for maxing out my decks power I would probably get cards such as Demonic Tutor and Personal Tutor ; but I wanted to keep the deck on a budget and there is something charming about cards such as Mystical Teachings and Quiet Speculation being my search cards because I could actually make an argument as to why they are better in my deck compared to the most used tutor cards. I just have to hope now that they make more powerful instant and sorcery based zombie token generator cards going forward which is concerning :s

enpc on MDFC Sorcery in Strixhaven

1 week ago

RambIe: No matter what format it is though, the average player is going to try and optimise their deck (to varying levels).

Functional reprints of cards exist, you can't hold it against someone for running both Nature's Lore and Three Visits in their deck. And these reprints have existed for a long time, so this isn't some sort of new argument.

And on top of that, while these cards provide value in their non-creature form, there is a very limited number of these effects that poeple are able to pick from. This isn't the same as just gluing a Demonic Tutor to the back of your favourite commander. We as players don't get to choose these effects, unlike formats like Oathbreaker where your choice is two separate cards.

If they start printing MDFC cards which are a broken creature on one side and a mana efficient tutor on the other, then by all means I could understand your concern. But that's not what we've seen thus far.

The whole point of Commander is that it's a social format. Unlike basically any other format, there exists the social contract which should be the number one thing used to regulate a play group's experience.

At the end of the day, cEDH doesn't give a crap about how you feel about a card. If it's legal, the cEDH community will use it to win, as that's the primary driver for cEDH. But everybody is on a common understanding there.

In casual, if you have a deck which is causing problems for the rest of the group because it's too consistent or it's making commander unenjoyable fo the rest of the group, then the social contract exists to help deal with that situation. You may not like having to have hard conversations but that's part of life.

I'm just failing to see the issue here. You talk consistency, but we had that via functional reprints already. Since day dot we have had this. And on top of that, we have seen slews of commanders who, without employing mechanics like companion, partner, etc, have still had stigmas associated with them because of their consistency. Take Najeela, the Blade-Blossom . Or Prossh, Skyraider of Kher . These card both hold reputations, yet still fit within the mold of "traditional commander". And as far as your concerns with companion goes, we just aren't seeing it. For all the hype that was made, peopel aren't just jamming companion cards in their decks left, right and centre. Maybe we see a few Kenrith, the Returned King decks with Zirda, the Dawnwaker but that's it. And they're not exactly at the forefront of cEDH.

Happymaster19 on My Bestest Friends (UV Walker Control)

1 week ago

Went up against what I assume was a Time Vault / Manifold Key combo. I can’t recall my opening hand perfectly but my opponent lead with Underground Sea and Mox Jet into Ponder and Imperial Seal . I could have countered something but my general rule of thumb is to counter what is tutored rather than the tutor. Land, go. They mana rock into Timetwister which I assume is what they tutored as it would shuffle away anything else. I hit that with a Force of Negation and took the turn. Land, go. From there it was much slower. I got out Teferi, Time Raveler on turn 3 and Dovin, Hand of Control the following turn. Countered a Demonic Tutor and responded with Dack Fayden . Dack pulled us into a follow up Jace, the Mind Sculptor . At that point, they were low enough that we could ride Jace’s to deck management, maintaining our counters until Narset, Parter of Veils and Kasmina, Enigma Sage . We continued to keep our opponents top deck and our own managed, eventually completing the crew with Oko, Thief of Crowns coming down for an additional Fractal. Our opponent managed to pull a Tinker while we took the turn off but we had plenty of counters ready at that point and was able to stave off and go in the lethal offensive.

It was only one game but I would definitely have brought in Ashiok, Dream Render having seen Imperial Seal , Demonic Tutor , Tinker , and Tezzeret the Seeker .

Monomanamaniac on Anowon - Rogue Tribal - $500 Budget

2 weeks ago

Great build overall. It's hard to think of what you should add or cut but i think your choices need to be cmc based. Your deck is currently sitting at 2.89, but if you can get it below 2.5 you'll be far more consistent. Stuff like Vanquisher's Banner and Coat of Arms are great, but they cost a lot and can bog down your turns. Keeper of Keys is another example of this, and a card I'm honestly a bit disappointed in. I wish it said beginning of combat because an upkeep trigger for monarch isn't very reliable. Knowledge Exploitation isn't really what i would be going for, even if it just costs its prowl cost it's not very exciting. If you really want to tutor for an instant or sorcery you should think of putting in Mystical Tutor , Merchant Scroll , Fabricate , Vampiric Tutor , or Demonic Tutor . You also seem to have a rather high concentration of equipment spells, might suggest removing a couple, maybe Bloodforged Battle-Axe for starters.

As for additions i might suggest some great rocks like Mana Crypt , Thought Vessel , or even Fellwar Stone . You could think of adding Changeling Outcast as a very cheap unblockable rogue. You could think about Drown in the Loch for that flexible removal. Then there's the ability to draw more cards with Bident of Thassa , or Reconnaissance Mission though you'd be flirting with that cmc issue again.

Besides that i can't think of much, and none of my suggestions takes budget into consideration. Seems like it's a very well put together list i don't think i could've put together a better one

iplayBANJO on Prototype Control

2 weeks 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.

X-Factor11105 on Dragon Jesus (Bladewing the Risen EDH)

2 weeks ago

I'll also put that question to our other Bladewing friends: Fuzzlewuzzle, That_Salty_Gamr, and Azeworai - have you guys any pet cards or utility/tech cards that feel like they consistently over-achieve in your Bladewing decks?

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