Long-Range Sensor

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Long-Range Sensor

Artifact

Whenever you attack a player, put a charge counter on this.

, Remove two charge counters from this: Discover 4. Activate this ability only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with mana value 4 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)

Worrad75 on Pia-tiful Impulse Control

4 months ago

The name of the game for this round of changes is simple: MORE EXILE.

Long-Range Sensor for Count on Luck: Let me just say, I have a soft spot for Loot as a character (so cute!), so this swap is difficult on a strictly art-based level. However, if we're comparing 3-mana long-term value pieces, its not even a competition. LRS is super slick; 4 mana (3 to cast + 1 to activate, 3 colorless) for your first discover 4 as compared to 3 mana (no colorless) for an impulse draw on upkeep is about equal, but then you factor that LRS can both store its counters and also activate more than once a turn. This would be useful if we have a dominant boardstate but are afraid of a board wipe, we could sandbag the activations. The impulse draw from Count on Luck is nice but 3 red pips is also just way too restrictive to consistently cast on turn 3, which is when youd like to cast it to get max value.

Warleader's Call for Painter's Studio / Defaced Gallery: Lets not get it twisted; Warleader's Call is a great card. But this deck needs more exile, and so more exile is what it'll get. Studio gives us the card advantage and access to exile we crave, while Defaced Gallery gives us that extra reach that we need to close out a game. Obviously, WC is better when all you need is damage, but this deck has a fail rate and we need to respect that by finding ways to deal damage while keeping the cards flowing. For what its worth, 3 mana -> 2 mana (and dropping a pip) isn't insignificant as a 'Im casting this from exile for as little as possible' metric, and the on-attack buff from Galleryrather than the constant one from Call can avoid anti-synergy with cards like The Battle of Bywater and Delney, Streetwise Lookout, which comes up more often than you would think.

Glimpse the Impossible for Reconstruct History: This is my hardest cut. I love Reconstruct History as a reload-and-do-it-again effect. It gives the deck its only recursion, and when it has its high points (like picking up Battle Hymn, Jeska's Will, Lantern of Insight, Connecting the Dots, and Quintorius Kand from your graveyard for 4 mana) it feels like the best card in the deck. However, that pendulum swings both ways; its not uncommon to impulse draw this early in the game and have nothing but an Infernal Plunge in your graveyard. Glimpse the Impossible is also card advantage, but it specifically circumvents the possibility of a wasting the spell by refunding you for un-used cards in the form of Scion tokens. Mondrak, Glory Dominus gets even happier with this swap, we go down in CMC and a color pip, and overall the deck should run a bit smoother with this. That said, There's a high chance I revert this change, as this deck has pretty close to the perfect card type distribution for a card like Reconstruct History to really shine.

And yes, I'm officially cutting Hidden Volcano and Cori Mountain Monastery for Mountains. Got burned in-game by the Volcano already, and we have cards like Clifftop Retreat to consider. The flavor win is there, but its time to be realistic; I've seen these cards a combined 15+ times in games and never activated their abilities.

CommanderNeyo on Isshin, Two Heavens As One - Eiganjo Uprising v1.4

4 months ago

I just asked Crow_Umbra this, but thoughts on Long-Range Sensor? I like it better than Enduring Innocence, Mentor of the Meek, and Tocasia's Welcome, especially since two of those can only get you a single card a turn, but it does require more mana investment.

Crow_Umbra on Musashi's Mosh Pit [Primer]

4 months ago

I think it seems decent CommanderNeyo. I could see it as an upgrade for Isshin players who are using stuff like Idol of Oblivion or Tome of Legends. The ceiling for Long-Range Sensor definitely gets better the more you are able to go Wide and attack multiple players.

I could also see it as a kinda budget alternative to Winota, especially if players don't want to have to commit to something like Fireflux Squad or Paladin Elizabeth Taggerdy. "Discover" type effects are fun, but can be tricky to work around, esp in situations where you'd prefer straight up drawing cards.

I'll keep it on my short-list for stuff to try out eventually, but I'm feeling pretty solid with where I'm at, also not really sure what I'd swap out.