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Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Pioneer Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Opt Discussion

9-lives on Azorius Testudo

2 weeks ago

Added 4x Opt instead of 4x Azorius Charm, which I realize that I've been using the latter mainly for card draw.

wallisface on Soulherder Flash

1 month ago

I would also suggest Counterspell instead of Remand. With the Eternal Witness and Ephemerate combo, you want your spells to be both instant speed and oppressive (imo this is why Path is much stronger in soulherder decks than Prismatic Ending). Remand doesn’t ruin lives like Counterspell does - and once you get the Witness/Ephemerate combo running, Counterspell should effectively lock your opponent out of being able to play.

I would also suggest ditching Opt for a mana dork (preferably Birds of Paradise or Noble Hierarch)

wallisface on Blue Prison

1 month ago

Peek feels like a very weird choice, i’m wondering how relevant it is checking up on your opponents hand instead of fixing your own (via Opt, for example)

wallisface on Izzet Sway Combo

1 month ago

Stolos Ahh yeah my bad - i missed that sway set life totals to 7. This combo does indeed feel a LOT more feasible to me now that i understand the actual interaction.

I still think aiming for a turn 6-8 win is a bur slow, especially when most modern decks aim for a turn 4-5 win, and even a lot of casual creature-based strategies will be able to beat you down before turn 7. Here are some thoughts on potential improvements:

  • The combo only realistically needs Cerebral Vortex, Sway, and Mana Seism, with 8 lands in play. I would suggest making the rest of the deck hard-control to stall out the game that long. Going to 25-26 lands, and including White as a 3rd colour, gives you a lot of hard-control options to buy you all the time you’d need to pull this off. Control thrives on dragging the game out long, so that feels like the best-bet.

  • To that end, i’d suggest adding Archmage's Charm, Counterspell, and Cryptic Command, as well as some draw packages like Opt or Serum Visions. White becomes useful for running Prismatic Ending, and a few copies of Teferi, Time Raveler.

  • A must, imo for this deck would be 2ish copies of Memory Deluge - this will help you assemble the combo pieces quickly late-game when you have enough lands to go-off.

The reason i’ve suggested going down the hard-control route is that your current plan leaves your opponent too much ability to do what they want - and for a slow deck that spells doom. The other option could be to add Green and try going for heavy-ramp, but that will leave your deck a lot more unreliable in its ability to complete the combo.

Corrosive_Cat on Big Weaklings [Budget Azorius Jank]

1 month ago

Yes, the Mischievous Catgeist  Flip should go - I think in my Historic version I replaced it with another Opt and a third Surge Mare, so I should actually remove it here, probably.

Glacial Fortress is great - any dual lands’ll help if you have them!

Best of luck dude, please feel free to ask strategy questions and the like - I’ll update the description with some comments on it.

RambIe on Why isn't Mythos of Snapdax …

2 months ago

I think Thassa's Oracle is a great example
This card is so powerful that more then half of the turn 0-3 win cons in CEDH depend on it.

yet Opt will out perform it, if you put it in just any deck that is not designed to deck itself
and if your play group got sick of your combos and started consistently running Hushwing Gryff or any other similar effects Hushbringer, Tocatli Honor Guard, Torpor Orb, Overwhelming Splendor (just to name a couple), Well then the win con just became a lost con

i'll stop now, because i don't want to ramble myself into an off topic debate. i'm just trying say that picking cards that function well with your deck and your friends is much more important then any online statistic so when you find a card that you love and works amazing in your games don't let yourself be bothered if online trys to tell you its not that good.

dgalarza on Izzet Spellslinger: Theoretical Board Presence

2 months ago

Actually, nevermind. 4 Opt and 4 Consider definitely get me there.

zapyourtumor on Izzet Spellslinger: Theoretical Board Presence

2 months ago

Consider can replace either Opt or copies of Radical Idea.

I wonder if Jori En, Ruin Diver would work?

Expressive Iteration a really strong dig spell in UR. It might not be as good here since it doesn't "draw" cards, but I think it's worth a shot.

The delve spells Treasure Cruise and Dig Through Time are definitely worth running here because of all the looting and spellslinging. I think 2 copies total of delve spells would be a decent balance. Treasure Cruise seems better because it draws so I'd try 2 of those.

Magma Spray might be a decent sideboard card over Dragonfire for phoenix.

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