Future Sight

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Legality

Format Legality
1v1 Commander 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
Penny Dreadful Legal
Premodern Legal
Vintage Legal

Future Sight

Enchantment

Play with the top card of your library revealed.

You may play lands and cast spells from the top of your library.

DaringApprentice on Every Rose Has Its Thorns V2

4 months ago

Here are some suggestions:

Utility Lands: Bojuka Bog, Hagra Mauling  Flip

Ramp: Arcane Signet, Sword of the Animist, Burnished Hart, Canoptek Wraith, Neheb, Dreadhorde Champion, Sifter of Skulls, Solemn Simulacrum

Card Draw: Laelia, the Blade Reforged, Morbid Opportunist, Keep Watch, Breya's Apprentice, Moonveil Regent, Smothering Abomination, Reconnaissance Mission, Necrologia, Future Sight, Kothophed, Soul Hoarder, Will Kenrith, Harvester of Souls, Ruin Grinder, Deepfathom Skulker, Sandstone Oracle

Targeted Removal: Rapid Hybridization, Wild Magic Surge, Terminate, Resculpt, Reality Shift, Forbid, Daring Apprentice, Transmogrifying Wand, Ravenous Chupacabra, Chaos Defiler, Glorybringer, Mystic Confluence, Necron Deathmark, Reaper from the Abyss, Rowan Kenrith, Curtains' Call, Duplicant, Meteor Golem

Board Wipes: Nevinyrral's Disk, The Phasing of Zhalfir, Whelming Wave, Ixidron, Blood on the Snow, Deathbringer Regent, Necromantic Selection

Synergy: Ghoulish Procession, Jadar, Ghoulcaller of Nephalia, Drana, Liberator of Malakir, Blight Mound, Braids, Arisen Nightmare, Fleshbag Marauder, Gravelighter, Irenicus's Vile Duplication, Magus of the Abyss, Anowon, the Ruin Sage, Ruthless Winnower, Ogre Slumlord

Threats: Quietus Spike, Elturel Survivors, Relentless Assault, Gratuitous Violence, Sarkhan the Masterless, Westgate Regent, Precursor Golem, Necropolis Regent, Walk the Aeons, Combustible Gearhulk, Embercleave, Sharding Sphinx, Angrath's Marauders

seshiro_of_the_orochi on Do you consider "Value" = …

4 months ago

I'd count card draw as value. The way I understand the "value" cards in my decks is that they give me access to more ways to cast spells. Sounds bland? Read further.

Impulse draw/Future Sight and other ways to produce value without actually drawing usually put a restriction on the access to a card. Either a temporal one (cast until end of turn) or a mana-related one (You may cast/play from the top of your library). Due to these restrictions, you'll usually not want these value pieces in the early stages or if you are short on mana for other reasons. Card draw gives you cards in hand PERIOD. It doesn't ask questions, it just does its job.

Thus, I usually have a value cluster in my deck that consists of bot actual card draw and other "conditional" value cards. The latter tend to be engine pieces specific to a deck, but aren't always.

king-saproling on

7 months ago

Oh lol my bad. Huh I thought you picked Falco cuz of his Future Sight ability, that's why I suggested Vega

Hi_diddly_ho_neighbor on Commander Legends: Battle for Baldur's …

8 months ago

Mahadi, while essentially a retread of Gadrak, the Crown-Scourge that also triggers off of tokens, has me interested. I am not sure yet if I prefer them to Juri, Master of the Revue for rakdos treasure, but I like them.

Korlessa is interesting for dragon tribal. Not only is the (limited) Future Sight effect always powerful, but they are a 2 cmc dragon, which is great for a generally 5+ cmc tribe. My Intet, the Dreamer dragon tribal deck approves.

I wish Duque was Jeskai, but granting myriad to random creatures is pretty cool and can lead to a bunch of shenanigans.

Wilson is hilarious

Basilisk Collar is another nice reprint. Hopefully they keep up with these good reprint choices.

SpammyV and Coward_Token, my understanding is that they didn't want you to be able to enter other dungeons with Initiative in limited and that they wanted everyone going through the same dungeon. Other than that though, I haven't heard a good reason as to why they don't want folks going into other dungeons with Initiative. It still mostly works with Venture and older dungeons so it's not completely parasitic.

Coward_Token on Commander Legends: Battle for Baldur's …

8 months ago

Dungeon Delver and Imoen makes me fear for white's Initiative prospects

Flaming Fist: With Duelist's Heritage and Blood Mist in mind, I kinda feel like red deserved this one.

Korlessa: Feels weird, since there's not a whole lot of (good) Dragons in Simic, and even if there were, it's not a tribe known for its cheap costs which is what's preferable with Future Sight-type abilities. I do expect the set to expand the tribe a decent bit though.

lagotripha on Blue Steel ($30)

9 months ago

As an alternative upgrade path Pili-Pala, which offers a Grand Architect combo line, which plays nice with Whir of Invention/Reshape and similar artifact combos.

There are a lot of things you can do with artifact cost reduction and Silver Raven scry effects - in particular Future Sight + cost reduction can do some silly things.

macdeath on Shrines

10 months ago

I don't have any problem with Negate, it just doesn't belong in a (proactive) deck like this. Negate is great in a (reactive) deck which is running 8/10 counters, Instant speed draw spells, flash creatures, removal and a few threats. So you don't mind keeping mana up in a deck like that, since you'll be able to use it in your opponent's end step, you don't have much sorcery effects and a much lower mana curve.

Your deck has a higher curve and is trying to build a critical mass of shrines to overwhelm the opponent. Playing stuff off curve to keep negate up is actually hurting you.

So what you are saying is that you want negate to protect your Sanctum of all, which means that you are waiting until you can cast it with Negate up at the same time? That's 7 mana with 6 specific colored ones, seems pretty unreliable. You can always add Greater Auramancy in addition to Grove if you are concerned about spot removal.

How are you reliably casting Sanctum of All on curve with that mana base after cutting lantern anyhow?

I also don't understand why you have more green mana sources than blue ones, when blue is your primary color?

Asuza + reality chip is just significantly worse than Enchantress effects + Mana fixing enchantments. Asuza does basically nothing in your deck on its own and the chip does very little since you have no ways to control the top of your deck with cantrips or fetchlands. If you really wanted that effect, Future Sight seems better since it's tutorable and harder to interact with the chip, while costing the same amount of mana (albeit the Chip does let you pay it over 2 turns which makes it easier to play early, but you probably don't need to refill your hand that early anyway with your mana curve). The bottom line is not that those cards are bad, it's just that they have 0 synergy with your primary gameplan, and you are not at all setup to take advantage of them. Enchantress effects would be much better, by providing significantly more card draw and earlier while never being dead. The same thing applies to enchantment based ramp, it smoothes your mana and accelerates your deck a lot better.

I'm just trying to help you out, I was playing enchantment heavy decks over 15 years ago in competitive Legacy, so I have quite a bit of experience with this sort of deck. I also have a Shrine EDH deck that does very well.

leesteak on Sai the Guy

11 months ago
  1. Combo 1: Retrievers and Cost reducers
    Requirements:Myr Retriever + Junk Diver OR Workshop Assistant + Ashnod's Altar OR Krark-Clan Ironworks + Cloud Key OR Foundry Inspector OR Jhoira's Familiar
    Process: Have all cards in play. Sacrifice Myr Retriever. Sacrifice Junk Diver, returning Myr Retriever to hand. Play Myr Retriever. Sacrifice Myr Retreiver, returning Junk Diver to hand.
    Result: Infinite Colourless Mana. Infinite Permanent ETBs. Infinite Artifact Casts.
  2. Combo 2: Retrievers and Sol Ring
    Requirements:Krark-Clan Ironworks + Myr Retriever + Junk Diver OR Workshop Assistant + Scrap Trawler + Sol Ring
    Process: Have all cards in play. Tap sol ring. Sacrifice sol ring. Sacrifice Junk diver. Return sol ring to hand. pay sol ring. Tap Sol Ring. Sacrifice sol ring. Sacrifice myr retriever, returning both sol ring and junk diver. Play sol ring and junk diver. Tap sol ring. Sacrifice sol ring. Sacrifice junk diver. return sol ring and myr retreiver to hand.
    Result: Infinite Colourless Mana. Infinite Permanent ETBs. Infinite Artifact Casts.
  3. Combo 3: Top off the top
    Requirements:Sensei's Divining Top + Mystic Forge OR Future Sight + Jhoira's Familiar OR Foundry Inspector OR Cloud Key
    Process: Have all cards in play. Tap Sensei's top to draw a card. Play Sensei's top off the top of library.
    Result: Infinite card draw. Infinite* permanent ETBs. Infinite Artifact Casts.


Payoffs

  1. Altar of the Brood
  2. Goblin Cannon
  3. Staff of Domination
  4. Sands of Delirium
  5. Aetherflux Reservoir
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