Ingenious Mastery

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Tokens

Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl 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
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Ingenious Mastery

Sorcery

You may pay rather than pay this spell's mana cost.

If they cost was paid, you draw three cards, then an opponent creates two Treasure tokens and they scry 2. If that cost wasn't paid, you draw X cards.

tiffanyann on I HAVE TWO DADS...♡ [BUDGET PRIMER][ENABLER]

2 years ago

Omniscience_is_life Added Tempt and Offering! The Horse seems fun but I'd rather give them something they can play around with more than just a sac target etc. Added Ingenious Mastery cuz it's awesome. Swapped the Temples for the Jumpstart lands for better options. Thanks for the input!!

Darb_the_Bard on Codie: Hypergenesis

2 years ago

Thanks, harkness, for the upvote and the comment. Jegantha, the Wellspring definitely looks like a good fit. I may have to make room for it in my list. I would ignore the Companion portion and just play it as a regular card, but it also has the possibility of being an alternate commander, which always makes me happy (even if I don't play with it as a commander much I like having the option - the more variety the better). I also like your budget-friendly replacements for the praetors. We could obviously make the deck better by adding all of the most powerful creatures in the game (usually also the most expensive), but it takes a different kind of skill to build decks on a budget. I like your mentality!

As for draw, at least on paper the deck appears to have a good amount of draw options to me. I count 11 cards in the current list that have the potential to net you cards, not including Fierce Empath or Sultai Charm (which don't technically net you cards but do improve the value of the cards you keep). The rule of thumb I try to follow is to have 10-12 draw spells in the deck so it's right there. And I do think it's very valuable to have plenty of draw after your Hypergenesis turn as it usually leaves you with an empty or near-empty hand and you want to be able to recover from potential board wipes.

That said, you're right that most of the card draw is in the form of creatures or enchantments that come down after Hypergenesis . And it would obviously be ideal to draw before your Hypergenesis turn to make sure you have a hand full of threats to lay down. So I did a search for all 3-mana sorceries and instants that draw two or more cards. The best options, in my opinion, are the following: Abzan Charm , Esper Charm , Field Research , Ingenious Mastery , Probe , and Read the Bones . You could also try Fiery Gambit if you have good luck with coin flips (not a card I would want but I imagine some folks would find it fun, and it would be fantastic every time you actually pull it off).

It might be worth it to swap some of the other instants and sorceries for these, so I will definitely consider it myself. I already have one similar card in the list with Dismantling Blow so I'm not sure how many more I would want or which cards I would want to take out. I believe with these cards you would get to draw the cards first and then do Codie's ability to find and play Hypergenesis, but hopefully someone can correct me if I'm wrong. Of course, this also has the potential downside of drawing Hypergenesis and then not being able to find it, which gives me pause. So I'm not sure if it's worth it or not, but it's at least worth considering and testing!

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