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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 |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Overflowing Insight
Sorcery
Target player draws seven cards.




Kazierts on Which is More Important: Total …
4 months ago
DemonDragonJ, again the reason is context. You do not get all of that for a mere 2 mana. Let's dissect each of those upsides.
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You have no maximum hand size - Genuinely good, no complaints here. However, this by itself a good card doesn't make. Graceful Adept is a card that's not even close to being a staple even though it has the same effect. This is because nobody puts a card in their deck exclusively because it just gives them no maximum hand size (Reliquary Tower is a very different case). This effect is more relevant when attached to something else. Examples being Proft's Eidetic Memory, Sea Gate Restoration Flip, The Magic Mirror and, most notably Thought Vessel. Notice something? None are creatures and provide more immediate and impactful effects.
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At the beginning of your upkeep, if you have exactly thirteen cards in your hand, you win the game. - This is honestly because Innistrad haha 13 funny. It's an extremely clunky alternative win condition. Just because something has you win the game written on it doesn't mean it's good. Example (focusing on cards that can go on any deck) being Luck Bobblehead. Alternative win conditios are always attached to something, which is why Coalition Victory is banned since that alternative wincon is actually pretty easy to achieve. Thassa's Oracle is also another very good example. It's really easy to mill your entire deck, which literally makes Thoracle a you win button.
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: Draw a card - Although good, let's think a little bit about costs. Triskaidekaphile costs to cast and to activate, meaning you have to pay a total of for 1 single card, for two cards and so on. Hey, guess how much mana are 7 cards worth. The answer is Overflowing Insight (7 cards for 7 mana) meaning the rate mana-to-card isn't that good. You might argue that paying that much mana in a single go is too much, and that would be correct. Still, for a measly , Wizard Class gives you no maximum hand size, draws two cards, is more resilient to removal and the +1/+1 counters can actually be a decent win condition.
Long story short, the cost deceptive. There's way more involved than just paying two mana. However, I'll admit that Triskaidekaphile isn't necessarily bad. I just think it's bait. There are so many cards that either look incredible by themselves or look like they should be amazing in certain decks, but when you actually play with them they're just ok.
There's a lot more that could be said, but the main thing is a lot of cards need context to be properly evaluated. Siege Rhino was a absurd monster when it first released. Years later, now it's just ok.
DemonDragonJ on Which is More Important: Total …
4 months ago
Kazierts, I agree that both Faerie Mastermind and Spectral Sailor are excellent creatures, but why do you not believe that Triskaidekaphile is a good creature? It provides four benefits in one card: unlimited hand size, a mana sink, repeatable card advantage, and an alternate win condition, all for a mere 2 mana, so how is that not a staple for every blue deck?
TheOfficialCreator, I have noticed that, in most cases, except that Shared Summons is not as efficient as is Eladamri's Call, and I also would prefer Opportunity over Overflowing Insight, because the former card is an instant, while the latter card is a sorcery, and that difference can be crucial in a desperate situation.
DeinoStinkus on Which is More Important: Total …
4 months ago
Something that I haven't seen mentioned yet that I would like to touch upon is that in general, cards (at least good ones) get more mana efficient as they get more expensive. Take your example of draw spells. Opportunity may not be very useful, but there is a better cost-to-draw ratio for cards like Overflowing Insight, and Finale of Revelation-esque cards have an arithmetic floor for their effects, which also changes things.
But playing anything later in the game comes with higher risk because the boardstate late game is usually going to be much more hostile/high interaction/complex than early game, so higher cost effects even if they have a higher impact are a lot riskier to invest in.
But to answer your question, I'm personally a mana cost focused builder, not necessarily a mana efficiency focused builder. I'll obviously choose the most mana efficient option for each effect at each mana cost, but mana cost in general will take precedence unless there's a truly unique or insane effect I'm missing out on by not going higher (for example, finding a finisher at 10 mana is a lot easier than finding one at 9 mana).
8netherwind8 on
Oona, Dead-Speaker
1 year ago
I love how intensely Faerie-centric this is! =D One of the best I've seen... my only concern would be hitting your 4-drop on-tempo with that Land Count... maybe replace a couple with equivalent MDFC (lands on back)? eg. Overflowing Insight < Sea Gate Restoration Flip (Glasspool Mimic Flip - Malakir Rebirth Flip - Agadeem's Awakening Flip would be the others) Cheers mate, nice deck!
joshawatt on
Jodah
3 years ago
Raben-schwarz Thanks for the suggestion, and sorry for the three year wait lol, I took out Fierce Empath for Smothering Tithe. I also recently got my hands on Rhystic Study so I will likely be putting it in this deck as I feel it is missing good card draw, possibly instead of Overflowing Insight, or even Planar Bridge. Thoughts?
midget_overlord on
Svyelun of Sea and Sky
3 years ago
First things first. Add 22 Island to get up to the card minimum, and round out your lands. You want to cut at least 300$ based on what you've said, so getting rid of Kindred Discovery, Nykthos, Shrine to Nyx, Oboro, Palace in the Clouds, Cavern of Souls, Sapphire Medallion, Rhystic Study, Cyclonic Rift, and Aether Vial would cut about 335$ off your deck cost. I'd replace 4 or 5 of those cards with islands again to keep your land count where it should be. Don't get me wrong, they're all fantastic, and with a few exceptions would greatly power up the deck from their inclusion. The only ones that I don't think justify their costs in this deck are sapphire medallion, oboro, and aether vial.
Your deck is also a little light on finishers. I personally really like Rite of Replication to suddenly build a huge board, some other great alternatives (at varying price points) are Blatant Thievery or my personal favorite Expropriate.
This is a bit more up to personal choice, but I'm really not a fan of cantrips in a deck like this. If it were me, I'd cut Ponder, Preordain, and Brainstorm for things that are a bit more impactful. You're drawing a lot of cards anyway, so card selection isn't as important as raw draw power. I'd consider something like Overflowing Insight or even something simpler like Weave Fate.
I have no doubt more refinements will become apparent as you playtest, but I hope that helps!
Lord_Grimm on
Mizzix
3 years ago
That was fast! Now that we are on v2, I can get a little more detailed.
Cards to cut: Fire Servant - Only works with like 4-5 cards in the deck Desert of the Mindful - It is double the cost of the other 2 cycling lands in the deck Spirebluff Canal - Literally a tap land outside turns 1-3... Jaya's Immolating Inferno - Can only be cast if you have a legendary creature... you have 6 in total Expropriate - This card alone will give this whole build a bad reputation Spelltwine - It is so slow, and weak if there are no good choices in opponents graves Tidings - Honestly, Overflowing Insight would be better, if that is the type of effect you want in this slot Fiery Emancipation - May be good, or 'win more' Sensei's Divining Top - Feels like this is solely to help smooth out your draws
Knowing this deck's success depends on quickly accessing resources, still feels like it may be too slow. If possible adding a few more rocks, and access to proliferate cards like Tezzeret's Gambit to help tick up your counters even if Mizzix is off the board could be subtle steps toward victory. Lastly, 40 lands seems high, and 18 of them are basics. Look over my last comment and try to see if you can slot in some of the other lands I listed. Karn's Bastion seems like an auto-include on this build.
Sultai_Sir on Advice for jhoira weatherlight captain …
4 years ago
Hey, Monomanamaniac! I'm a big fan of artifacts, and your list looks pretty solid. Here are some suggestions, though:
Hurkyl's Recall, Rebuild, Retract, and to a lesser extent, Reduce to Dreams: With all your zero and one mana artifacts, these are basically an Overflowing Insight for one-seventh of the mana. These bounce spells also ramp you with cards like Sol Ring.
Reckless Fireweaver: Great wincon, just cast all your artifacts, bounce 'em, cast again, bounce again, and boom, you've killed your opponents and drawn 30 cards for about 5 mana.
Krark-Clan Ironworks: If you're sure you'll win, this card is great. Just sac all your artifacts, generate a butt-ton of mana, cast more artifacts, sac, add mana, repeat. Works great with Scrap Mastery, if you want to add that.
Well, hope this helps, and as always, Happy Tapping!