Ideas Unbound

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Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed 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
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Ideas Unbound

Sorcery — Arcane

Draw three cards. Discard three cards at end of turn.

thefiresoflurve on Obekkin Up A Storm

1 year ago

Nice brew. Do you struggle with board presence? If so, Hate Mirage, Lagomos, Hand of Hatred, Mishra, Eminent One would all be decent additions. Mishra in particular looks like it might be really fun with all your artifacts.

As far as cuts: I think Thorn of Amethyst could probably be substituted by a stax piece that is more in your favor, like Aura Flux or Smoke.

Chrome Mox might be super inconsistent here since there are so many artifacts.

Hypersonic Dragon offers negative synergy with your commander and Ideas Unbound (since you can't end someone else's turn). Additionally, the dragon only even affects 6 cards.

Ruby Medallion should also be cut since it only even affects 5 other cards. Sapphire Medallion may be able to stay since it affects 15, but IMO that's kind of thin ice.


KongMing on $10 Controlled Burn, Arcane Edition! [UltraBudget]

1 year ago

Thanks for your interest ---Seth---, glad you like the deck.

To be honest, I don't think I've ever really attacked with The Unspeakable. He's more there for flavor. I've even considered cutting him before.

Even with that, Overblaze's 4 CMC cost makes it a very steep play. It's also only doubling the damage for one of your permanents, and only on the turn the card is played, and after you spend the mana. Not very cost effective, even with splice.

If you want a souped-up doubler that is still $ cheap, consider cutting The Unspeakable, the two Gelectrodes, and the two Goblin Electromancers for one more copy of Guttersnipe and four Quest for Pure Flames. The Quests can lead to an incredibly lethal Turn 5-6.

Gaze of Adamaro has a high CMC cost and is very situational. Some other good sideboard options might be Blind with Anger, Consuming Vortex, Eye of Nowhere, or Ideas Unbound.

darkin10s on Obeka, Reckless Chronicler

2 years ago

Cards like Act of Treason don't synergize with Obeka's ability, in case you don't know. I found it confusing at first, too, and have heard multiple different takes on the effectiveness of the card, but cards like Act of Treason, Ideas Unbound, or Insurrection end at 'End of Turn'. Obeka ends the turn, going straight to clean up step. Wasn't sure if you knew.

nicochulo on Weird Storm (Temur-ish)

2 years ago

Grubbernaut Well, maybe I'm worrying too much about the fizzle possibility, but due to the fact that this deck aims to be almost 100% optimized towards the combo, any chances to make it fizzle require much attention.

As it is right now, the deck doesn't have much use for the added mana. If you used this cantrip, you'd require one extra source of mana and you'd cantrip as usual and get 1 more mana as a bonus. This'd mean that, with the 2 mana in the pool and the 1 mana the Blistercoil Weird taps for, you'd be able to cast a 3-mana cantrip, or two 2-mana cantrips as the chain progresses. I could see a build where this is benefitial, maybe you go for a storm backup with Grapeshot , or want to get more power with Fists of Flame , or maybe you really wish to make sure you don't fizzle with Ideas Unbound , but otherwise idk what the idea would be

enpc on Wanna buy a sundial?

3 years ago

have you thought about Ideas Unbound? just really solid card draw.

JW398 on Twiddle Storm - The Worst Oiled Machine

3 years ago


I stole a game from one of my friends who was seeing Twiddle for the first time. Pact of Negation on a Spell Snare targeting my spliced Ideas Unbound. The sole purpose of Pact of Negation is to protect yourself.

As for Force of Negation, I was just covering my bases. I basically wouldn't recommend this one unless you face something like Boros Prison or whatever else that's evil and uses Chalice of the Void. Otherwise I don't have another purpose for it.

JW398 on Twiddle Storm - The Worst Oiled Machine

3 years ago


I've been using Sea Gate Stormcaller in place of Vizier of Tumbling Sands for the most part. At first glance it seems like a 'winmore' but being able to copy a spliced Reach Through Mists or Ideas Unbound. In practice it's basically arcane draw spell 9-11 for me and that's why I dropped Peer Through Depths in an attempt to increase game one resiliency by maining a single Echoing Truth and Eye of Nowhere as well as some Pact of Negations.

As for Underworld Breach, I've always preferred it because with Past in Flames required a bit of twiddle ramping to get it off. Breach only takes one twiddle effect on turn 4 to go off. Also, not really relevant but I liked how convenient it was to tap for red once to get a breach and grapeshot off. That wasn't always the case for me and Past in Flames.

Now I get Underworld Breach has inherent weaknesses because its an enchantment but the ability to drop breach immediately after resolving an arcane draw spell and recycling that same card numerous times in order to win. The escape cost is never an issue since there will naturally be Twiddles & Dream's Grip in the graveyard. Escaping a single copy of a spliced Ideas Unbound twice is more than enough to make sure I don't fizzle.

Lastly, with Underworld Breach the lower CMC also aids with the Sea Gate Stormcaller combo as you'd need to have at 4/5 mana floating to successfully copy a spliced arcane spell. In my limited trials, I found it's a bit difficult to have mana for Past in Flames after that.

Game 2, I always side out Underworld Breach for Aria of Flame and Sea Gate Stormcaller for counterspells / Echoing Truth.

tl;dr Of course it has its own issues but Underworld Breach is pretty consistent for me.

Wizard_of_the_Broke on Dig for Fire 2.0 (Twiddle Storm)

3 years ago

zapyourtumor Thanks for +1. Yeah I think a weakness of this deck is that you absolutely need 2 lands, including a Tolaria West or Lotus Field plus at least one cantrip to not mulligan. It's also something of an issue to have to play 20 lands in a Storm deck - but to make Lotus work, you have to hit your first two land drops. There are 20 cantrips and 12 Twiddles, so I'm surprised you had more than 1 draw without any draw power (though Ideas Unbound is not an ideal play before you start going off, and Peer Through Depths is no help if you need a land). The math on what you should see in an opening hand is sound, but math is one thing and actually drawing is another. I believe you are better off keeping a bad hand with 2 cantrips than taking a mulligan, which is dangerous with this deck. Thanks for having a look!

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