Draw two cards.
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
6 days ago
Mtg_Mega_Nerds If you want to post pictures in a thread - like your mtg.designs - you can ask a moderator for the profile permission.
I know Caerwyn have been a moderator. Maybe you can ask them.
As for the card itself, I think the Coiling Oracle effect on an instant is a bit much. Instant ramp/draw is a wet dream for blue, as you can keep your mana open for answers and then if not necessary, you can potentially get some ramp or a cantrip. This removes the need for decision making on whether or not to advance your own board or keep open for answers.
Divination is one of blue's most basic draw spells and it is sorcery speed, because you need to make a choice between keeping up the defenses or advance your options. Now Divination does provide card advantage and not just a cantrip, but the Coiling Oracle effect does provide the chance for incidental ramp, so it cannot be viewed as just a cantrip. The alternative would be to increase the CMC of this card to feasibly grant it the instant speed, which makes the Snakeskin Veil mode very inefficient.
Snakeskin Veil however needs to be instant speed so it can function as a protective measure against removal or it loses a lot of its function.
The two modes are at odds with each other. I would advice to find another pairing of effects.
3 weeks ago
While the effect in essence is powerful, especially for white. I don't think this is a good route to achieve it for white. It becomes too mana intensive to achieve card draw, and the worst part would be to cast this, only to have another player nuke it with a Reclamation Sage or well... a Counterspell .
Personally I always found it a bit puzzling, seeing as white is bad at card draw and mana acceleration, the "solution" is often to pair card draw with high mana costs - either through straight cost ( Staff of Nin , Mind's Eye ) or through activations - like Dawn of Hope .
Red gets their impulse draw on a 4-mana enchantment Outpost Siege with no additional investment and red is the second worst color in Magic to draw cards.
If WotC had made Dawn of Hope with a 1 mana activation, I think it would have been an interesting card. As it is, it's pretty poor. And yes it can create tokens at a very poor rate as well, but that is unrealistic to matter in constructed formats, so that isn't much of a positive.
I believe it would be more interesting to attempt to craft a better solution for white's lack of card draw than simply putting high costs and drawbacks on it.
White has always been a combat focused color and I think it would be appropriate to create at least some kind of synergy that results in card advantage. We have cards like Sun Titan and Bishop of Rebirth that directly reanimates smaller permanents/creatures whenever they attack. However this is bound behind there being anything in your graveyard and seeing how white doesn't deal in discarding, or selfmilling, or having an oversized hand the only way they get cards into their graveyard is by casting them and having them destroyed - or utilize a small array of artifacts like Key to the City .
What if we made other mechanics that combines with White's strengths and ideology?
Now we're just entering brainstorm mode
Remove three Scout counters: Draw a card.
This plays well into white board wide strategies and plays fairly well with their ability to protect their creatures through indestructible and with Reconnaissance .
At the beginning of each opponent's end step, if you didn't lose life this turn, put a counter on WhatsHisFace.
Remove X counters: gain card advantage (draw, scry , self-mill)
At the beginning of your turn, if there are X counters on WhatsHisFace, do A. If there are Y counters, do B (instead or in addition).
It could be
At the beginning of each opponent's end step, if you didn't lose life this turn, put a counter on Lawmaking.
At the beginning of your upkeep, if Lawmaking has at least 2 counters on it, you may have each player mill three cards. Then if it has at least 5 counters on it, you may draw a card. Then if it has at least 10 counters on it, you may return a permanent card from your graveyard to the battlefield.
There's some milling to enable white's reanimation tools, there's straight card draw for a moderate amount of effort, there's a large payoff for having it stick around for a long time that also ties in with the self-milling.
It would be better to restrict the condition to only count combat damage dealt to you, so you cannot just be kept out with a Pestilence or afflict or any kind of non-combat damage that white has limited means to counter. But then again it would require the opponents to play white's game of creature combat to counter this enchantment. That is not necessarily a bad thing, having a card that "forces" the opponent to play at a game white is already pretty good at, and if they don't you reap some benefits.
It could be more interesting if the opponent had to do something to get their benefit.
You draw two cards and target opponent draws a card.
That opponent may pay or have you create a Treasure. If they do, you and that opponent each draw three cards instead.
This means if they want the goodies, they'll have to pay up or grant you some additional benefits to get their part - both prosper the most when they are willing to give fair compensation.
The catch-all with the Treasure could be removed so the White player can choose to just draw 2 and have an opponent who can't or wont pay the draw 1. Pretty similar to Divination but that card is already seen as poor in blue - at least in the Commander format.
However the Treasure token does present itself as a possibility for white early mana ramp in addition to the card draw, if you target someone who cannot pay the mana. The choice between giving the caster a Treasure and netting two cards for yourself is a deal that most players would take.
Anyhow, that's just a brainstorm on ideas how to give white some card draw/advantage mechanics that ain't just plastering high costs on a card draw engine. I would love to see some more creativity in that direction.
Not to discredit your suggestion Mcat1999, it is a strong card for multiplayer formats, but I also feel like it is a trap. Both in terms of gameplay and in design. The latter mostly because simply gating card draw behind mana requirements is just attempting to fix one of white's issues by forcing them to do something else they are poor at performing.
1 month ago
For the longest time, Commander players have bemoaned the state of White's card draw abilities. And for the same amount of time, they have said that just making a colorshifted Divination wouldn't be enough.
In Strixhaven (link here), we see a card that is very similar to Divination. and it's colorless. This same idea is repeated with a removal spell--for as long as the Earth has spun, 7 mana is the amount colorless cards must cost to remove any permanent (see Spine of Ish Sah )... but apparently that doesn't matter anymore.
2 months ago
Drop Faerie Tauntings , Ashiok, Nightmare Muse , Traumatize , Trepanation Blade , add about one or two more ramp and two more card-draw at least. I almost always run 8 pieces of ramp and the prevailing wisdom is 10. Same for card-draw: I aim for 8, many aim for 10. Extra ramp is great with Oona's ability and card-draw can draw you into lands and just generally smooth everything out.
Reconnaissance Mission would be good. Treasure Cruise is often almost an Ancestral Recall and is budget too. Even though you're running Blue , Read the Bones is a great rate, as is Night's Whisper . Divination , Concentrate , and Tidings are all great on a budget, if a bit unexciting.
I love Keep Watch , Borrowing 100,000 Arrows , Theft of Dreams , Insight , Windfall , Plea for Power , Curse of Verbosity , and Manifold Insights but they are swingy. High ceilings, low floors. The mana cost on them is what makes them so good.
Midnight Clock is budget right now but it's starting to make waves. Get yours now while they're cheap. Ramp AND draw! Great on a budget.
Secrets of the Golden City and Kumena's Awakening should usually be City's Blessing-ed. I like Kimena's a lot on a budget (along with Patient Rebuilding ). Rush of Knowledge is decent if you have Oona out. Fathom Trawl is a guaranteed three non-lands, though it might be a bit lackluster with so many faeries. Not a bad card though. Mind Spring is great with ramp.
Drawn from Dreams and Dig Through Time are probably better than Diabolic Tutor until you have a game-winning card in the deck like Coat of Arms or some combo pieces (of which all are out-of-budget). I'd say drop Diabolic Tutor . Diabolic Vision is all right on a budget, as is Pilfered Plans , Forbidden Alchemy , and Notion Rain . We can probably do better, even on a tight budget.
With all your fliers, Rogue's Gloves and Mask of Memory are fantastic card-draw cards. Mask of Riddles is cute. Curiosity and Curious Obsession are decent but dangerous. Chart a Course is decent with fliers. Whispering Madness can be good with fliers too.
I have mixed feelings about Opt , Serum Visions , Sleight of Hand , Ponder , Preordain , Portent . They certainly don't hurt but they're bad late-game. I run them in some decks. Consider them if most of your card-draw is expensive. Brainstorm is a bit of a trap unless you have ways to shuffle your library and get rig of unwanted cards. This usually requires fetch lands like Polluted Delta and is better in 60-card formats.
Rain of Revelation , Archmage's Charm , Fact or Fiction , Succumb to Temptation , Precognitive Perception , Frantic Search , Pull from Tomorrow , Gush , Village Rites are all good for being instants so you can leave counterspells up and if you don't need them you can draw. That's one of the reasons a card like Anticipate looks weak but is nice for keeping counterspells open. Fact or Fiction is particularly good and is considered a staple in many formats, including EDH.
I would swap out Dimir Locket and Dimir Cluestone for Mind Stone and Prismatic Lens . Maybe Star Compass if it is in budget. I know you need your colors but 3-mana mana rocks that don't have huge upside are sooooo slow. Arcane Signet is probably out of budget, which is too bad. Is Wayfarer's Bauble still expensive? Probably. Worn Powerstone and Hedron Archive maybe? Oona isn't cheap and you want mana for her ability if push comes to shove. Trinket Mage is ramp because it can snag Sol Ring , making it the same rate as Explosive Vegetation and Hedron Archive .
2 months ago
I'd start by identifying what you want the main goal of your deck to be. I see two main ideas here that could be built around.
The first is dealing unblocked damage by disincentivizing blocks with deathtouch. Darkblade Agent , Eternal of Harsh Truths , Graveblade Marauder , and maybe Blightsteel Colossus (with enough reanimation) fit this archetype. Because of the two "blade" cards, there is some overlap with the second archetype which I'll cover next (and if you keep them, cards like Notion Rain , Mission Briefing , Thought Erasure , and Discovery / Dispersal are likely to get more mileage than Divination or Secrets of the Golden City ), but there may be even better ways to profit from unblocked creatures. Curiosity enchantments like Curious Obsession , Sixth Sense , and Keen Sense are frequent accompaniments to the Invisible Stalker s and other bogles of the world, and Bident of Thassa is a strong option for those going wide. I like Quietus Spike as a sort of midway point between Basilisk Collar and Master of Cruelties in decks like these too. Other beaters to get in with could be Tomebound Lich , Oona's Blackguard , Dimir Cutpurse , Looter il-Kor , Shadowmage Infiltrator , Surrakar Spellblade , Wharf Infiltrator , or Virtus the Veiled if he's legal in whatever format this is for. More generic deathtouch synergy could include Hooded Blightfang , Viridian Longbow , Thornbite Staff , Psionic Gift enchantments, and any source of first strike. Finally, I like Cipher as a way to gain advantage from repeated attacks, so maybe a Hidden Strings or Paranoid Delusions could come in handy.
The second main idea is to stack the graveyard(s) with as many creatures as possible to extract value from Undergrowth and similar mechanics. Avatar of Woe , Lotleth Giant , Trepanation Blade , Teferi's Tutelage , and some of your Disentomb effects fit here. Major threats in these kinds of decks include Wight of Precinct Six , Jace's Phantasm , Consuming Aberration , Mirko Vosk, Mind Drinker , Fleet Swallower , Nemesis of Reason , Bonehoard , Mortivore , and Nighthowler . If you want to focus on your own graveyard, green is a great color to dip into as I alluded to earlier. Ghoultree , Boneyard Wurm , Jarad, Golgari Lich Lord , Splinterfright , Nyx Weaver , Nemesis of Mortals , Spider Spawning , and Kessig Cagebreakers are just some of the tools you get access to. Golgari is also the king of Undergrowth, so Hatchery Spider , Izoni, Thousand-Eyed , Molderhulk , Rhizome Lurcher / Undergrowth Scavenger , Kraul Harpooner , and Necrotic Wound are on the table. If milling your opponents is more your thing, some staples to consider are Thought Scour , Sphinx's Tutelage , Drown in the Loch , Traumatize , Fraying Sanity , and the crab duo. Jace's Erasure , Psychic Corrosion , and the Tutelage pair benefit the most from other draw synergy, and Visions of Beyond is an obvious inclusion if that's the route you take. Either way, I'd cut down to only the most efficient of your reanimate to hand cards and the like since you don't want to be stuck with a fist full of them and no creatures in the graveyard to target. Speaking of cuts, for maximum power, it's usually correct to play as close to the 60 card minimum as possible. Picking a single strategy to hone in on should make it easier to whittle down to the most important 60 in the deck.
If you have questions, let me know. Good luck with your build!
2 months ago
Another thing to understand here is that replacement effects replace events but not effects. Nothing changes (like source and type) unless the replacement effect specifically says so. The easiest way to understand replacement effects is to think of them as rewriting some or all of the original event. Here are a few examples:
- Gisela attacks unblocked and deals 5 (actually 10) combat damage to the opponent.
- You cast Divination with Teferi's Ageless Insight in play. You draw 2 (actually 4) cards.
- You cast Opportunity targeting yourself and the opponent flashes in Hullbreacher in response. You draw 4 (actually 0, and your opponent creates 4 Treasure tokens) cards.
I hope this is helpful.
3 months ago
I feel there are a couple of key bruisers you might find worth making room for! Krosan Tusker is excellent for being a buff 6/5 in the late game or an instant-speed green Divination while you're still getting set up. There's also Wrecking Beast - unusual for his access to Haste - and Annoyed Altisaur , who has a handy pair of abilities and can even come with backup.