Draw two cards.
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|Commander / EDH||Legal|
Latest Decks as Commander
3 weeks ago
Braids is always fun! Considering that braids empties your hand pretty quick, consider adding a bit more draw effects than a normal deck might have. Blue Sun's Zenith is a good way to make use of a lot of mana, or creatures with draw effects like Mulldrifter . You can put mulldrifter into play with braids, but also have the flexibility to play it as a Divination .
1 month ago
2 months ago
Faithless Salvaging tech: If you cast it while hellbent and then play what you drew, it's like casting a cheap Divination spread over two turns in red. Please, contain your arousal.
2 months 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 months 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.
4 months 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.
4 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 .