Forbidden Alchemy

Forbidden Alchemy

Instant

Look at the top four cards of your library. Put one of them into your hand and the rest into your graveyard.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Browse Alters

Printings View all

Set Rarity
Mystery Booster: Store Edition (MYSTOR) Common
Mystery Booster: Convention Edition (MYSCON) Common
Ultimate Masters (UMA) Uncommon
Modern Masters 2017 Edition (MM3) Common
Duel Decks: Blessed vs. Cursed (DDQ) Common
Innistrad (ISD) Common
Promo Set (000) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Forbidden Alchemy occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Forbidden Alchemy Discussion

RNR_Gaming on This deck takes brains

2 weeks ago

So, pay offs and dredges are pretty nice for a deck like this. Dread Return and Vengeful Pharaoh have nice synergy with creatres and graveyard sheniaghans. Stinkweed Imp, Golgari Thug, Dakmor Salvage, and Darkblast are great for feeling your yard; getting them in the bin can be easily accomplished with Buried Alive, Entomb, Ideas Unbound and Forbidden Alchemy

multimedia on Grixis prototype

1 month ago

Hey, some good cards here for a budget concept.

The concept of ramp with Kess is interesting. It's not the direction I would go with Kess, but it's a unique concept. The Thraximundar + It That Betrays interaction seems good. For the concept this interaction and Architect + Pili infinite mana combo are the best parts of your deck. Consider expanding on each of these parts and how Kess can be better used with them?

Kess has an advantage for ramp with rituals. Rituals make mana when they resolve. They make more mana than they cost to cast therefore they make ramp. You can cast instant or sorcery rituals from your graveyard with Kess resulting in making a lot of mana to cast big creatures or other spells. You can use the mana you make with rituals to cast that same ritual again from your graveyard with Kess.

Rituals to consider adding:

These are good rituals in Commander and they're all budget cards. Dark can make 5 black mana when cast and then cast again with Kess. Song can make 7 red mana when cast and then cast it again with Kess. Geyser is good in multiplayer Commander because it looks at all your opponents tapped lands which if you have three or more opponents can be a lot of mana especially when you can cast it again with Kess.

The mana these rituals make is either all red or all black which would be fine to help to cast most Eldrazi, but can be problematic if you want to cast a spell that's blue. Signets lets you use any colored mana to then make different colors of mana.

These two drop mana rocks are staple budget ramp and color fixing in Commander. Thief of Sanity because it has flying can be repeatable stealing of your opponents cards. Sanity is a powerful card in multiplayer Commander because you'll have many opponents to choose from to attack. Cards you steal with Sanity can be cast by you using any colors of mana. Red and black ritual mana can be used to cast cards you steal with Sanity.

High Tide and Bubbling Muck are one drop spells that make more blue or black mana when you tap an Island or Swamp until end of the turn. These spells are better in mono blue or mono black decks than three color Grixis, but they can ramp.


Sorcery tutors are good with Kess because you can cast them again from your graveyard. These cards can help to assemble Architect + Pili or get an Eldrazi into your hand after assembling the combo. The best tutors are not budget cards, they're expensive prices, but there's a few tutors that are budget.

Another way to help to find important cards is to dig for them and draw them. Dig spells that Kess can cast from your graveyard can let you see a lot of cards.

Reanimation can be used with Kess. Reanimation is a way cheat big creatures onto the battlefield. It's also a way to assemble Architect + Pili by either cheating them onto the battlefield or getting them into your hand via your graveyard. Instants and sorceries that enable reanimation and reanimation spells have interaction with Kess because she can cast them again from your graveyard.

Buried can tutor for three creatures and put them into your graveyard. It's among the best enablers for reanimation. Madness is called a wheel and what that means is all players discard cards and then draw cards. It's good with Kess since she has flying, you can cipher Madness to her after you cast it. When it's ciphered to Kess then any time she does combat damage to a player then you can cast Madness without paying it's mana cost. The wheel effect is a way to fill your graveyard with spells to cast with Kess as well as drawing cards.

If you have any questions I offer more advice. Good luck with your deck.

Azeworai on Atemsis, Gochta!

1 month ago

Ah, quirky commanders are always an oddity, but delectation to brew. Now, Mono-Blue isn't exactly my forté, but I believe I may be of aid.

So, I am an adherent to running fewer lands; Thirty-six in Mono-Blue should be a crime. In their lieu, I would recommend many cantrips. If it goes three cards deep, say Preordain, then I consider it a half of a land. Four or more cards, I deem a full land. At least, this is with my experience in gameplay. As such, Impulse is absolutely lovely. Two-mana, instant-speed, what more could a player desire?

Forbidden Alchemy, Chart a Course, Strategic Planning, and Frantic Search are of note.

Baral, Chief of Compliance could be absolutely lovely: For one person, at least.

Spellseeker has never disappointed me. She finds Cyclonic Rift, Preordain, Counterspell, and Finale of Revelation, for ones in the decklist.

Every deck needs graveyard hate! Tormod's Crypt and Relic of Progenitus are both things that Trinket Mage can tutor for, but there are far more options out there. If you are to add Tolaria West could search for Scavenger Grounds.

Quicksilver Fountain is fantastically mean, though effective. It combos painfully well with Oboro, Palace in the Clouds. Target the land with the fountain, bounce it in response, whereupon the trigger fizzles and you are not to be afflicted by infinite islands.

Anent what I would cut:

Flow of Ideas seems slow, sorcery-speed, and expensive to cast. Big draw spells shouldn't be dependent on board-state unless you're playing green and have no choice. Try Stroke of Genius or Pull from Tomorrow.

This deck looks to have some busy early turns, seeing the abundance of 1-3 mana spells. Myriad Landscape enters tapped and still requires mana to ramp. I'd prefer just another Island. Though, a land worth considering is Riptide Laboratory just has quite a bit of utility.

Something I merely wish to put out there; I dislike Temple of the False God very much. That's all for that point.

One direction you could take this deck is group-hug. It draws you cards, keeps others from heeding your schemes, and allows for kills out of the blue. (get it?)

I suppose that's all from me. May fortune be with you!

xaarvaxus on Muldrotha & Friends Token Swarm

5 months ago

I do like the idea of having Muldrotha available to bring back planeswalkers from the graveyard for exactly the reason you state, they are prime targets and tend to die way before you extract max value from them. Muldrotha makes it so they have a much better chance of sticking. I've thought hard about including Mul in my Atraxa superfriends that I'm building but haven't figured out exactly what to make the cut.

I think you can bump up the number of planeswalkers in the deck without it becoming too 'superfriends', especially if you stick to the walkers for say token creature production and avoid ones that leave emblems that take over the table. Most versions of Garruk will make tokens as well as some versions of Vraska. I'd avoid most versions of Jace or the mono blue Tamiyo or Narset if you want to keep the salt factor down. If you stay under 10 total walkers, I think you can get enough value from Muldrotha on that front and keep the strategy non-oppressive.

As for swapping to Tasigur, one of the spells I use in mine is Seasons Past to help recycle all of my best spells and then Mystical Tutor or Vampiric Tutor to keep bringing Seasons back to the top of my library to keep recycling those spells over and over [using the 1 CMC slot on Seasons to bring back the tutor]. Command the Dreadhorde would be a great card to put into this strategy [not sure why I haven't put one in my deck come to think of it....], along with some sort of life gain.

I do think some more ramp cards would be needed. The more permanents that ramp and sac for value, the better for Muldrotha but having a mix of that and sorceries isn't backbreaking. I'd go almost all ramp sorceries if you swap to Tasigur. I'm guessing that you don't have the Urborg/Cabal Coffers combo or it'd be in the deck?

For either Muldrotha or Tasigur, one search spell that I've found to be great is Forbidden Alchemy I know its not strictly 'card draw' but with enough permanents effectively adds to your hand by being in the graveyard.

Anyway, I'd try the deck out with Tasigur as the commander and see how it plays compared to Muldrotha. The great thing about Tas is that if you don't have one, he's like a buck so not a high barrier to prevent you from doing some experimentation.

austintayshus on Sidisi's Servants v2

9 months ago

Looks like fun! +1

You might like a Forbidden Alchemy for the card selection and the chance for an extra zombie token. I'd also recommend Fact or Fiction and Epiphany at the Drownyard .

mitomeg on Tips for powering up my ...

1 year ago

Hi guys, i'm an old school MtG player who got on MTGO for the first time 4 days ago. I've only played Mono Black in a casual format until now, so i'm not an expert.

I've chosen to play the Pauer format on MTGO and i've started with a UB Teachings... this is my Decklist:

LANDS: 1x Bojuka Bog 3x Dimir Aqueduct 4x Dismal Backwater 7x Island 1x Mortuary Mire 2x Radiant Fountain 4x Swamp

INSTANT: 1x Dispel 1x Disfigure 1x Tragic Slip 4x Counterspell 1x Deprive 2x Essence Scatter 1x Doom Blade 1x Diabolic Edict 3x Think Twice 1x Soul Manipulation 3x Forbidden Alchemy 1x Mystical Teachings

SORCERY: 1x Preordain 2x Duress 1x Wretched Banquet 3x Chainer's Edict 1x Shrivel 3x Rakshasa's Secret 1x Deep Analysis

CREATURES: 2x Sea Gate Oracle 1x Mulldrifter 3x Gurmag Angler

SIDEBOARD: 1x Chainer's Edict 1x Crypt Incursion 1x Dispel 1x Doom Blade 2x Duress 1x Mulldrifter 2x Negate 1x Nihil Spellbomb 1x Sea Gate Oracle 2x Shrivel 1x Stormbound Geist 1x Echoing Decay

I've got more losses than wins (probably mostly due to the fact the i'm new to this type of deck) but i'm wondering if you guys have some tips for maximize my chances to win consedering the actual meta in pauper.

I'm not playing in tournaments right now.

I'VE GOT A BUDGET OF 5 TIX TO SPEND FOR THE POWER UPS!

Thanks in advice!!

multimedia on

1 year ago

Hey, saw your forum topic asking for help. Do you own the cards that are in the maybeboard? There's several there that are much better than cards in the main deck.

Consider building this Dimir deck with Sultai in mind? If your goal is to play Sultai with Tasigur or Muldrotha later on then my advice is get playable cards that you can use in those decks, but for the time being get blue, black and Dimir cards and play them here with budget good stuff self-mill/reanimation strategies. Good stuff being playable spells especially creatures who have good ETB (enter the battlefield) abilities. Tasigur and Muldrotha use self-mill strategies not opponent mill strategies. Tasigur and Muldrotha abilities only work with cards in your own graveyard. Self-mill is much more powerful than opponent mill in multiplayer Commander.

Budget cards ($5 or less each) to consider adding that you can use in Sultai with Tasigur or Muldrotha later on:

If you like this idea then I can further help you to change this deck to make it easier to convert it into Sultai later on, but for now still being a good Dimir deck with Scarab God as Commander. Let me know your thoughts, good luck.


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