Fevered Visions

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Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Fevered Visions


At the beginning of each player's end step, that player draws a card. If the player is your opponent and has four or more cards in hand, Fevered Visions deals 2 damage to him or her.

keizerbuns on You want more cards? You can’t handle more cards!

2 months ago

Thanks for the comments nuperokaso!

Those are all great suggestions, I'll look into trying out all of them. I might not use every suggestion just because I want my deck to still somewhat resemble how it looked when I first made it back in 2015, just for the nostalgia factor, but Fevered Visions and Mikokoro, Center of the Sea are both fantastic suggestions that I will try to fit into the deck. I'll still test out the other suggestions, and I'll probably some day end up using them, but for now I'll just start with those two.

Thanks again for the suggestions, it's very much appreciated! :D

FormOverFunction on Why Are Most Hatebears so …

9 months ago

First: I love these conversations, so thanks for the post. Second: I was at first a little put off with the conversion of what used to be primarily enchantments into creatures, but it does seem more reasonable in that more decks can handle/deal with them. I would counter one of the responses, respectfully, though regarding effects that are omnidirectional vs only “all opponents.” I’m a huge advocate for the Copper Tablet style of effects, rather than the Fevered Visions style. I feel like we’ve been moving too far in the “good things for me, worse things for everyone else” direction and would really appreciate more balanced downsides. You all know my feelings about mana burn, but I really do feel like the end of that era was the beginning of the (for lack of a better term) spoiled “more is better” era.

legendofa on New hubs to be added

11 months ago

Card Draw Matters has been added.

Immortalys Dedicated Draw does have a nice alliteration, but it's not quite is as recognizable at a glance as Card Draw Matters. Hand Size Matters is too vague, since it could include anything from 8-Rack (opponent has small hand) decks to Fevered Visions (opponent has big hand) to Hellbent (you have small hand) to Meishin, the Mind Cage and Alrund, God of the Cosmos  Flip (you have big hand) like you mentioned. Each of these has a couple of established decks, and they don't have much in common aside from wanting someone to have a certain number of cards in their hand. Big Hand is a potential option, but that's going to need some research to see how much depth and variation there is.

FormOverFunction on I still don't understand why …

1 year ago

I’m on board with what both Gidgetimer and Caerwyn have said here, so I’ll try not to restate any of that. The two other issues I was going to raise were (1) they are a perfect embodiment of the “all upside” era of magic that we’re in, and (2) the “railroad plotting” era we’re also in. For (1): Asymmetrical value and gameplay is not new to magic, but it usually took multiple spells/draws to pull it off. Or, to put it more simply: it was a thing that you had to pull off. For a while now we’ve been given cards that have that baked in, such as Fevered Visions. The controller of that spell really shouldn’t be exempt from the damage. Planeswalkers have generally been the apex of asymmetrical gameplay, and that’s okay. It makes sense, I just don’t like it. When they’re relatively balanced it’s not a huge deal, but it’s easy to have them spill into a total mess of a card. For (2): when PWs were added to magic, it was very disappointing to me, because I was one of the weirdos who grew up with RPGs in the 80s and spent a significant non-zero amount of time imagining things like “what is it that the guy in Pitfall (on Atari) has in his backpack?” PWs drew the game closer and closer to a “sit down and watch the movie” feeling for me. “Play the heroic intervention that has Ajani on it to save your purple-vested 1/1 from that net spell your opponent just cast” can start to build a feeling in some (like myself) that the game is being built more and more as a re-enactment rather than a “here’s a pile of tools, build something fun” game. When magic was full of nameless Time Elementals and Goblins of the Flarg it drove people to write stories about them... less so the other way around. Having that lead to “make a story and then make cards about the story” is a totally understandable and natural progression for the game to have taken, and lord knows WotC doesn’t actually owe me anything, but it still leaves me a little sad. Luckily, there’s nothing that stops me from building my own theme decks and enjoying them... but I end up spending a lot less time interacting with rather large groups of people here who are into the lore (which also sorta makes me sad, I like all you dorks). So those are my two big reasons for disliking PWs. It’s totally personal, and honestly a little silly, but I just don’t like them. Having said all that, I don't roll my eyes and groan when someone uses one, because I still love playing magic and hope to for the next thirty years.

Caerwyn on

1 year ago

I would recommend cutting Howling Mine, Temple Bell, Fevered Visions, Dictate of Kruphix, Lore Broker - though it might look like "drawing more cards = win faster", they actually end up hurting you more than they help. Nekusar's biggest problem is that he gives your enemies plenty of opportunities to draw the cards they need to win--these cards only do small amounts of damage (and even then, only if you have other pieces on the board) while giving your opponents huge amounts of card advantage. That furthers their victory more than it furthers your own and ends up hurting more than it helps.

Instead, focus on cards that inflict massive amounts of draw simultaneously - Teferi's Puzzle Box, Dark Deal, Windfall, Winds of Change, and similar cards.

poorpinkus on The Devil On Your Shoulder - EDH Tempting Deals

1 year ago

Thanks ObserverWill! I agree, I've seen a lot of Nekusar, the Mindrazer decks and such that go way too all in and then get confused when people target them, I built this deck as a way to make it more "obvious" what you're doing so that people think of you as a lower threat and let your stuff stay around.

As for your question, I'd like to phrase it in a different way, because it's not necessarily preventing all of your stuff from being targeted, but keeping your plans under the radar. For example, Vial Smasher the Fierce can be scary, and so people think of that as your main plan, so they do everything they can to remove her. I just let them, because it makes them feel more comfortable and realize that Ludevic alone isn't too bad, in a sense you let them give and take.

In terms of keeping my plans under the radar, this deck always makes it to the end of the game and rarely is removed early. At the end of the game I do tend to have quite a few options open, since the extra card draw lets me gradually filter my hand into good removal and burn. Usually for me when the game ends it's not always a win, but the games tend to be very close, which is my favourite way to shut things out. For example I've had games where 3 players were under threat of losing to Triskaidekaphobia.

As for the midgame I usually do have at least one engine going that people let stay, for example Fevered Visions usually stays on the board for a very long time. You'll need to play a few games to gain your group's trust that you're not about to spring a huge trap, and you'll need to figure out how people assess threats before you go too hard on something like Xantcha, Sleeper Agent in the wrong situation for example. The good thing though is that this deck is designed for you to be able to play in a fairly genuine way without causing too many issues for people, so even if people do notice that you play a huge threat, they'll remove it and feel comfortable that your biggest threat is gone despite the fact that you still have a lot of good stuff on the board.

Anyways, yeah, I'd say that it's good at flying under the radar, it doesn't have too much "momentum" so people don't feel a huge sense of urgency when you play synergies. The key is to let them lose resources on their own terms, or in a way that is a good deal, and let their own greed get the best of them. I recommend letting people look through your deck before playing so that there's no surprises haha, that trust lets you get some big swingy turns even though people felt like you weren't a threat.

Hope that you have fun! Let me know how it goes if you do get it!

legendofa on Bringing Turbo Fog to the …

2 years ago

TL;DR: I want to make Turbo Fog better, but I'm not sure how.

I like the philosophy of Turbo Fog, and I've had some success with it in FNMs and casual tournaments. I'm trying to push it up into at least low-tier competitive, but I think it's gotten left pretty far behind. It hasn't really gotten any new toys recently to get it above casual tables.

Basically, Turbo Fog is a control deck that tries to avoid taking any damage by neutralizing the opponent's attacking creatures and avoiding or removing harmful spells. It's a similar line of thought to Lantern Control or prison decks.

Starting with the Fog part, there are a few ways to go. Spore Frog and Kami of False Hope are cheap creatures that are easily searched and recycled, but there aren't many other creature options. The old-school method is instants like Darkness and Ethereal Haze, but while they have more options, they don't have as many ways to search or recur them, with Isochron Scepter and Snapcaster Mage probably being the best. Finally, there are the enchantments and artifacts. Leyline of Sanctity takes care of a lot of the non-damaging effects, Ghostly Prison is good but offers a workaround, and Ensnaring Bridge needs a little too much dedicated support, in my experience. Turbo Fog isn't big on emptying its hand.

Next up is the Turbo. The traditional draw engines are Howling Mine and Phyrexian Arena, and Stormfist Crusader is a mixture of those two. The Royal Scions and Jace Beleren provide some Planeswalker support. Teferi, Hero of Dominaria does pretty much everything a Turbo Fog deck wants.

For removal, I generally look at all-purpose stuff, like Abrupt Decay, Assassin's Trophy, and Counterspell. The Fog effects provide pseudo-removal against attackers, so it's the utility creatures and other effects that pose problems. All the same, a good Supreme Verdict is always welcome. Engineered Explosives and Nevinyrral's Disk are other mass removal options.

Finally, and most importantly, the win condition. The three main approaches I've seen and/or tried are draw damage, semi-passive mill, and simply attacking with a big creature. For the draw damage, there's cards like Fevered Visions, Runeflare Trap, Fate Unraveler, basically anything that might see use in a Wheels EDH deck. Semi-passive mill comes from symmetrical drawing, while recycling cards through Blessed Respite or Elixir of Immortality. For big creatures, my headliners are Kefnet the Mindful and Sigarda, Host of Herons--5 power, evasive, and hard to kill. Honorable mention goes to Nexus of Fate, just to completely lock out the opponent.

I've poked through a lot of cards and tried a lot of variations, but I'm still not sure I'm not overlooking something. It's very color-heavy, but every color offers a unique option that's hard to replace in at least one category. I'm currently leaning toward or . Of course, it may just be unable to compete at a higher level with the tools it has now. What does Turbo Fog need to get into the competitive boards?

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