Imprint When Knowledge Pool enters the battlefield, each player exiles the top three cards of his or her library.
Whenever a player casts a spell from his or her hand, that player exiles it. If the player does, he or she may cast another nonland card exiled with Knowledge Pool without paying that card's mana cost.
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|Commander / EDH||Legal|
Knowledge Pool Discussion
1 day ago
Mcat1999 I've been planning on building Nassari, Dean of Expression , and I feel like the lock ties in neatly enough with many of the cards I was going to run already that its almost more effort to not run it.
1 day ago
- Teferi says opponents can only cast during sorcery speed, defined as during a main phase when the stack is empty
- Upon any cast, Pool goes on the stack and they choose any exiled spell to cast
- This puts it at instant speed, as Pool is on the stack waiting to resolve
- Teferi blocks it
- No opponent can cast a spell anymore for the rest of the game
- Use Jace to bounce Pool so you can reset it once no spells exist exiled with it anymore, and use Daretti to recover it should it be countered or blown up somehow. As both are abilities and not spells, they will bypass Pool. You just need them out first
3 weeks ago
Your first two points are correct, So I am not going to address anything you said in them. I will address the rest of the question in the order the ideas are presented. Though it isn't going to be a nice ordered list, because some of your numbered points are mixing cards that operate differently.
Niv-Mizzet, the Firemind triggers off of drawing cards, not casting spells. The effect of the spell triggered Niv, not the casting of the spell, so Veyran, Voice of Duality has no interaction. Baral is the same. As is anything that doesn't trigger from casting a spell.
No cards in MtG need an extra cost to trigger. They trigger and go on the stack, and then have an optional cost to have an effect. Lunar Mystic and Mirari will trigger twice. You can pay as each trigger resolves to get the effect. You can pay for none, one, or both.
An instant or sorcery that triggers Knowledge Pool or Eye of the Storm will trigger them twice. Knowledge Pool requires you to exile the spell to have an effect, so only the first to resolve will have an effect, though there will be two triggers. Eye of the Storm doesn't require you to have exiled the spell to get the effect, so both triggers will have an effect.
Spellweaver Volute is an interesting case. I will look up the rules to copying objects that have left the expected zone and get back to you on it. My gut feeling is that 2 copies of the instant will be made.
3 weeks ago
I'm probably not the only one confused with which triggers Veyran, Voice of Duality works with.
603.1. Triggered abilities have a trigger condition and an effect. They are written as “[When/Whenever/At] [trigger condition or event], [effect]. [Instructions (if any).]”
So cards like Guttersnipe or cards with magecraft clearly work (she triggers her own magecraft), cool, no problem.
There seems to be a consensus that cards with prowess and similar ( Stormchaser Mage , Aetherflux Reservoir , Wavebreak Hippocamp ) also work so long as it triggers with an instant or sorcery and not another card type. Ok, so maybe the permanent's trigger condition does not need to say 'instant' or 'sorcery'.
What about if something like Niv-Mizzet, the Firemind was triggered with a Brainstorm ? Does the permanent's trigger condition need to say 'cast' too? What 'causes' the triggered ability to trigger? Is it the casting or the drawing? Same question with Baral, Chief of Compliance .
How does Spellweaver Volute work? DO you get two copies of the same instant?
1 month ago
You might like these: Knowledge Pool , Zur's Weirding , Walking Archive , Guild Feud , Mind's Dilation , Proteus Staff , Charmbreaker Devils , Angel's Trumpet , Nature's Revolt , Overabundance , Zhur-Taa Ancient , Fractured Identity , Coalition Flag , Guided Passage , Unexpected Results , Captivating Glance (this one is neat in multiplayer cuz you can enchant one opponent's dude, then clash with a different opponent for control of that dude)
1 month ago
If you're playing a very heavy control theme in commander your win condition is going to probably be a game lock. There are a few different kinds of those. Hard locks will literally stop your opponents from being able to play the game at all. You accomplish this by setting up a situation where they can't cast spells, they can't untap, or they can't generate mana. Soft locks are where you severely diminish an opponents ability to play the game. This is often done by forcing your opponents to discard all of their cards.
The hard locks I would suggest with this are the Karn lock and the Knowledge Pool lock. The Karn lock is very specifically Karn, the Great Creator + Mycosynth Lattice . Your opponents can't activate any abilities of permanents on the battlefield. This means that opponents can't tap anything for mana. The cards are also useful to you individually because Karn, the Great Creator stops opponents from using mana rocks and Mycosynth Lattice helps you cast opponent's spells by allowing you to spend your mana as though it were any color.
The Knowledge Pool lock has only one required card. Knowledge Pool exiles every spell that any player casts from their hand. Players can then cast a spell from the previously exiled cards. This means that a player must cast two spells for anything to resolve. Rule of Law prevents casting any spell after the first spell. Effectively this means to no one can play spells from their hands. But you can cast cards from other players hands if you have Sen Triplets out. This is also true for Arcane Laboratory , Eidolon of Rhetoric , Archon of Emeria , Drannith Magistrate , Teferi, Time Raveler and Ethersworn Canonist to an extent. All of those cards, are also things you use to limit the amount of actions other players can take as a part of your control strategy.
The soft locks all involve preventing players from drawing cards. Narset, Parter of Veils , Hullbreacher , Alms Collector , and Notion Thief . All of these prevent opponents from drawing cards to some extent, which benefits your control plan. The lock is formed when you have one of those pieces out and you cast a spell like Windfall , which makes everyone discard their hand and draw new cards. But they can't, so only you draw new cards. Cards like Windfall are also very strong as they allow you to refill your hand. Similar cards are Echo of Eons , Day's Undoing , Jace's Archivist , Time Reversal , Commit / Memory (Probably pick two or three, not all of them).
You could also use the Laboratory Maniac combos as a win condition, since you are in the right colors for it. It's probably the most common win condition in high powered competitive decks. The way it works is you draw through your entire deck while Laboratory Maniac or Jace, Wielder of Mysteries are on the board then you attempt to draw a card and you win. Similarly, you can draw through your entire deck and then play Thassa's Oracle . The ways you "draw" through your deck are either Tainted Pact , Demonic Consultation , or Doomsday . Because they are common competitive win conditions, some of those pieces are expensive.
Allow me to advise you on getting to these win conditions though. You can tutor for these pieces with Vampiric Tutor , Enlightened Tutor , Demonic Tutor , or similar cards; but you probably would rather draw into them because that also gets you your control cards. Two cards that are surprisingly good for this are Ad Nauseam and Peer into the Abyss . You have to keep the mana cost of spells very low for Ad Nauseam, but it's worth it especially because it was reprinted recently and is only a few dollars I think.