Enchantment — Aura
Whenever enchanted creature deals damage to an opponent, you may draw a card.
Printings View all
|Planar Chaos (PLC)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Keen Sense occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Keen Sense Discussion
5 days ago
Yeah, the etb won't double. That'd be too gross lol. It's good value too, for things like Keen Sense. 1 mana, ping someone, copy it with Unbound and draw 2 cards? It's pretty good. Then double the counters back up on Marath so you don't lose keen sense. It's a busted card, in my opinion.
And I'd honestly look into Earthcraft for Marath. It's kinda expensive, but totally worth it. It combos with Fertile ground, market festival etc. Combos with unbound, parallel lives, anointed procession etc. I think Hardened Scales.
2 weeks ago
I run slimefoot as my favorite go to deck. Look up Optimus Slime Prime Time. A couple cards to heavily consider: Spontaneous Generation and Saproling Symbiosis. These two cards can produce saprolings in a hurry. I know cards like bankrupt in Blood and altars reap look good but Skullclamp is far better as essentially its cast and first use will net you exactly the same amount of cards as altars reap ans will only to continue to do so the longer it sticks around. The Best draw engine for slimefoot is Keen Sense. Each time you sac a saproling, it deals 1 damage to each opponent, meaning keen sense triggers three times for each saproling death, so you draw up to 3 cards per saproling. Snake Umbra does the same thing but with a little more protection and a small power boost at the expense of more mana. Seedborn Muse is a powerhouse in slimefoot as she allows you to just pump whatever mana you have into slimefoot or jade made to just churn out tokens. I won't bore you with a bunch of other suggestions. Just check out my deck if youd like. I like to think its decently optimized. And wins consistently
1 month ago
Ok, Profet93, here we go on some card evaluation.
Bag of Holding : I've had this card actually do good work for me. Having the mana up to activate it usually isn't a problem, and it's easy to dump a bunch of lands in a turn, get the back, and dump them again. It's fun, and I like it, so I'll probably be keeping it. That, and getting as many effects to return chunks of discarded lands to my hand is good for this deck.
Grafted Exoskeleton : I could live without it. I thought that it would help provide another quick win condition towards the end of a game, but I think a better fit would be something like Illusionist's Bracers , which would double up the activations.
Horizon Spellbomb : Most likely was put in there as a low-budget option in the original list, and could probably be upgraded. It's low CMC, gets ammo into the hand, and can draw a card to replace itself. But it's easy to live without.
Summer Bloom : This one stays. Running this many lands, it doesn't whiff.
Rites of Spring : Open to suggestions.
Mulch : It's ok. I usually hit at least 2 lands with it, but I admit I could replace it.
Beneath the Sands : Gets one land, or draws a card, so it's never dead. But it could be better. Open to suggestions.
I do have some thoughts on adding some more draw/ramp, but I'm staying budget here, so no Exploration , Burgeoning , Oracles or that other stupid expensive elf. I'm thinking along the lines of Mina and Denn, Wildborn , Font of Mythos , Llanowar Scout , Sakura-Tribe Scout , and things like this. I do believe I will splurge for a copy of Life from the Loam .
As for card draw spells, I want to shy away from sacrificing BoBo to get the effect, since his CMC is so high to start with. Return of the Wildspeaker will be good, but more is needed. May have to get another copy of Rishkar's Expertise , and also Keen Sense . I plan on adding Creeping Renaissance , too.
These are my thoughts so far, and I'm open to other suggestions, too. Thanks for all the help!
pokey, those are good points, and worth considering, but I don't know how much I'll net land cards through his damage trigger. Wheel effects might be worth considering, though, so thank you for those suggestions!
1 month ago
Ivdar thanks for those great replys, I'll definitly buy a lot of your suggestions when I buy the deck so I can have some cards to edit and swap around. I especially like the Wheel of Fate / Magus of the Wheel suggestions. I don't want to necessarily attack my opponents mana base (my playgroup wouldn't take it too well), so as much as I love Blood Moon , its porbably not going to find its way in. Keen Sense and Snake Umbra worked really well in my mind, drawing 3 cards per Klothys activation just sounds so good. However, I can see where they don't work in practice. Thanks again for the suggestions, I'll keep this deck updated as I play it.
1 month ago
Really like this first draft, I'm hugely interested in Klothys as a group slug commander! Kudos for including Mindcrank , that's a great piece of synergy.
Including stuff to sacrifice your lands like Myriad Landscape and Springbloom Druid could help ramp you through Klothys' ability, especially if there's no budget for the full suite of fetch lands. More wheel effects would also fill graveyards and disrupt your opponents, like Wheel of Fate or Magus of the Wheel
As far as ramp goes, I would suggest throwing in Wild Growth and Utopia Sprawl . If they are in your opening hand, they can allow you to get Klothys out on turn two and they would turn into card draw later if you have an Enchantress out.
I'm just throwing a ton of suggestions now, but for more artifact hate, Collector Ouphe and Vandalblast are worth a look IMO. Storage Matrix is also a pretty hateful piece of slug if your opponents use artifact mana. Crawlspace can be pretty effective against opponents that want to attack with creatures.
I would consider cutting Keen Sense and Snake Umbra , since you don't have a lot of creatures and generally speaking I would want Klothys to stay an enchantement as that makes her much more resilient to removal.
Sorry if I don't suggest cuts to make room for these, those are just some first impressions but I'm glad to see a deck like this. Will definitely check it again to see how it evolves!
1 month ago
1 month ago
My friend runs a Borborygmos Enraged deck, and he runs it with 60-70 lands (I can't remember the exact number, but its in that range). I think that is a pretty high land count compared to other variations of the deck, but it does work quite well.
He settled on that number because he wanted to be able to "combo" with Borborygmos and Keen Sense / Snake Umbra . With that high of a land count, just getting one of those auras on him is usually enough to kill 2-3 players.
It does mean that he has to run cards like Abundance , Courser of Kruphix , Oracle of Mul Daya , Tireless Tracker and Wheel of Fortune to try and draw into the non-land cards though. There are some games that the deck floods out, so I think it depends on how fast your meta usually is. If your games tend to go into the late turns (8-10), then you could probably accomodate a high land count and sacrifice some consistency. But if your meta tends to be faster, maybe having a land count in the 50-60 range would be better.
1 month ago
Thanks for the suggestions, I don't really have the budget to spend on cards like Earthcraft or Damnation , Awakening seems good, but the symmectrical effect is kinda offputting. Moldervine Reclamation was originally in the list, but I cut it because the mana cost is quite steep for that effect, and it isn't a may ability, so decking myself to kill everyone is sometimes a possibility. I'd never thought about Arcane Signet like that before compared to Rampant Growth interesting thoughts.
I agree that the deck needs more card draw, I have Keen Sense , Snake Umbra , Psychotrope Thallid , Phyrexian Arena , Fungal Plots , and Fecundity in addition to Skullclamp , but the deck if often hit or miss with how many cards it draws. It feels like it either draws half my deck or none at all. I think I need to cut some ramp for card draw, as I have 18 different pieces of ramp