Glasses of Urza

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Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal

Glasses of Urza


: Look at target player's hand.

TheOfficialCreator on fun, janike maybe broken cards …

1 month ago

Okay, got to it!

King of Whispers is incredibly underpowered in my opinion, you could easily make it more powerful and more concise by adding just a few words to it.

As printed, you get to see their hand by revealing your own, which almost seems like a completely symmetrical effect that wouldn't need to add any additional cost or rarity to the creature. Seeing an opponent's hand isn't that great of a benefit in most scenarios, which is why it's so easy to get with Glasses of Urza.

Getting to see the top few cards of their library whenever it deals combat damage to a player is a slightly better effect, because of top-deck control decks, but those decks already have a lot of much cheaper cards that don't rely on combat damage to get that effect (Lantern of Insight and Wizened Snitches comes to mind), and since King of Whispers can't mess with the order or existence of those cards in any way, it doesn't hold its own in most gameplans. Plus, it very likely won't get damage through because its power is too high to efficiently use skulk (at least in my opinion).

It's still a good design, but it's missing a few words that would really tie together the Dimir design with it.

You could make the combat damage ability "Whenever ~ deals combat damage to a player, fateseal 2." This would give virtually the same effect, but allow you to control what your opponent has on top of their library.

Additionally, you could add the following sentence to the second text-line: "You may choose a nonland card revealed this way. That player discards that card."

Devil's Hand is a good design. I don't know that I agree with the idea of you losing life equal to the discarded creature or artifact's converted mana cost, but I suppose it fits with the idea of being potentially unlucky.

The syntax is off, but that's fine. Everyone knows what the card does as it is. The only other thing I'd say is that the generic comes first, and then the black, and then the red.

Seraphim of Destiny is nice. That's all I have to say.

But I think out of all the designs so far that Seraphim has to be my favorite. I don't personally see the green or blue in it, but that's fine; a lot of WUBRG cards are like that. I'd say this would be a banger at a mid-power casual table.

Hell's Galleon as printed can't get soul counters from the creatures it sacrifices, but the way you intended the design to work is splendid. It's a great idea. I do think you could make it a spirit for every one soul counter removed instead of two, though.

I love Deep Depression. The only issue I have with it is that the hybrid Dimir mana should be in between the blue and the black.

Crippling Debt is really well-designed. I think it could be changed to Treasure and only hit permanent spells, though. I can't really think of Orzhov gaining control of spells.

All said and done, they're really unique and interesting designs! I'd love playing with these cards in a standard game of Commander. And don't worry about the syntax: it's something you pick up on as you make more and more custom cards.

KongMing on How to lose your friends

3 months ago

What about Mindslaver and Strionic Resonator?

Nephalia Smuggler gives you evasion, and what's more, if you use it on creatures you control but someone else owns, they stay on your side when they flicker back in.

Something like Lantern of Insight, Wizened Snitches, Dakra Mystic, Psychic Surgery, and Glasses of Urza are all great ways to get some intelligence on what is in the opponents' hands. The topdeck surveillance combos especially well with Sen, as you already know from Hinder. See something nice on their topdeck? Take control of them, force them to draw, and then play the card before they ever get access to it.

Also, Isperia the Inscrutable seems like it would fit in well...

Balaam__ on New card frames coming soon?

7 months ago

Has it really been 11 years…?

Adjusts Glasses of Urza

It has…

MLS91 on Crippling Fear

1 year ago

Most resent cuts that have been made based strictly off of memory.

-1 Mana Vault for +1 Culling the Weak

Why: both are fast mana, Culling of the Weak is faster and less lethal to me over time

-1 Glasses of Urza for +1 Entomb

why: Glasses are cute, i need access to combos or other anything else, hand knowledge is not often needed.

-1 Urza's Saga for +1 Lake of the Dead

Why: Because nice things are nice (fast mana is essential in this build)

MLS91 on Crippling Fear

1 year ago

Update: Tuning

Minus Massacre Wurm Plus K'rrik, Son of Yawgmoth

Why: smooths curve and allows for more explosive plays

Minus Sedgemoor Witch Plus Wandering Archaic  Flip

Why: ekes out some advantage, back side fills hands to target for more discard effects

Minus Tragic Slip Plus Baleful Mastery

Why: Accomplishes the same thing that im seeking from tragic slip and is more efficient for what it does

Minus Clattering Augur Plus Glasses of Urza

Why: glasses are tutor able by Urza's Saga allow to more efficiently and effectively target hands with removal, also great T1 play. (FIND OF THE DAYYYY!!!!)

Minus Viscera Seer Plus Gate to Phyrexia

Why: Artifacts like Mirage Mirror can be a problem for turgid in terms of interaction so having the ability at hand as well as replacing a sac outlet with a sac outlet is ok with me. Secondly being able to remove artifacts at will in black sounds nice

Mtg_Mega_Nerds on Envoc Koss, Priest of Silence

1 year ago

Envoc Koss, Priest of Silence is an Orzhov stax commander I created. It was an idea by combining a few cards like Glasses of Urza , the +1 on Kaya, Orzhov Usurper , and Rule of Law . The result is pretty interesting with the many options of abilities.

Harbinger69 on New Tibalt- Sen triplets with horns

1 year ago

I see someone else has already started brewing the new commander. I really like where the deck is heading! Here are a couple suggestions I would give for the brew:


-1 Ashen Powder...Seems like a worse Reanimate at way too high a cmc

-1 Beacon of Unrest... In general I dont think you'll be getting enough cards in opponent's graveyards for this to matter very much

-1 Crux of Fate... No dragons in the deck, doesn't seem incredibly good at 5 mana, but you can keep this one in without a huge problem.

I'm noticing maybe too much emphasis on a theft style of play? I personally would go the route of controlling your opponents hand and board until you can ramp to Tibalt and pop off, though this is your choice.


-1 Grab the Reins...7 mana for getting a little value out of a creature the destroying it just isn't good enough when you could be devoting that slot to better ramp options (which this deck desperately needs)

Mana Base:

Nothing much to say here, maybe cut a mountain or two for some swamps for better mana? Maze of Ith seems good for protecting walker Tibalt in a pinch


-1 Stormfist Crusader... One extra card per opponent usually won't matter

-1 Zealous Conscripts... Too expensive and not impactful enough without a Kiki-Jiki, Mirror Breaker combo package


-1 Glasses of Urza... this card will never be relevant. Ever.


Nothing much to say here in terms of cutables.


-1 Angrath, the Flame-Chained... To expensive, too little payoff

-1 Ob Nixilis Reignited...inefficient card draw/removal engine

Cards to Consider

Note: Add more sacrifice outlets like Yawgmoth, Thran Physician or Phyrexian Altar to prevent your opponents from getting any creatures you stole back. Additionally, I would suggest to find a few more cards of removal and focus on making the deck play as smoothly as possible. Really love where the deck is headed. Good work =)

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