Precognition Field

Precognition Field

Enchantment

You may look at the top card of your library. (You may do this at any time.)

You may cast the top card of your library if it's an instant or sorcery card.

: Exile the top card of your library.

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Trade

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Printings View all

Set Rarity
Dominaria (DOM) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Historic Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
2019-10-04 Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Precognition Field occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Precognition Field Discussion

leesteak on Turbo Lantern

2 months ago

I think the "ramp" package this deck has could be much further developed. The deck is running many creatures that add additional land drops, but only running 33 lands. The odds of having an extra land to play in the first 4 turns is only 15% or so. There are many 3 mana spells that ramp you and would allow you to play pako at least a turn early, and with the access to green, it would make much more sense to run things like Cultivate, Kodama's Reach, Farseek, Rampant Growth in those spots. I would also run at least 35 lands.

Additionally, urza might make a bit of a weird addition with all the counterspells and instant speed spells you are running. If you want to use artifacts for ramp, something like Inspiring Statuary could help.

Because you are already able to control the top's of players' decks, running cards like Stolen Strategy, Etali, Primal Storm and Grenzo, Havoc Raiser will have additional value for you.

If you were looking to garuntee hits for pako off your own deck, there are a few enchantments that might help, such as Precognition Field, Soothsaying, and Future Sight.

Hope this helps. Good luck with your deck :+)

Profet93 on Talrand, Drake Summoner

6 months ago

Let me start off by saying I hate being mana screwed, that being said, you should cut 2 islands to go down to 38 lands.

Cut Curious Homunculus, Docent of Perfection, Murmuring Mystic, Sphinx of Uthuun and Stormtide Leviathan. Talrand decks don't need creatures. The few good creatures to add are out of your budget. I know you have the polymorph package but the creatures you are getting arent even that good. If you want to make this optimized (even on a budget), replace them with the 5 following cards....

  1. Rapid Hybridization - Removal
  2. Essence Scatter - Counter
  3. Wizard's Retort - Or another counterspell
  4. Pongify - Removal
  5. Deep Analysis - Draw. Bonus points if you yell DEEP ANAL!

REMEMBER, the biggest issue with Talrand is being forced to tap out! Keep this in mind for below...

Cut Coat of Arms for Coastal Piracy - Winmore. Helps you if you have lots of drakes, otherwise its a dead card that can help opponents. Piracy helps you maintain gas.

Cut Heraldic Banner for Mind Stone - Doesnt help you bring talrand out any faster and the boost is minor. Stone brings talrand out T3 and replaces itself later.

Cut Arcane Melee for Gilded Lotus - Helps opponents, forces you to tap out and you don't need that kind of ramp. Lotus helps you ramp without tapping you out.

Cut Gravitational Shift for Misdirection - Shift is winmore. Misdirection allows you to interact while tappedout making opponents think twice before trying to remove your talrand. Note that misdirection can redirect removal, counter counterspells (should you not be the only blue player) and redirect some extra turn spells

For the 2 lands you cut, add Isochron Scepter and Future Sight - Scepter is just pure value (remember to make sure to have mana open to cast the imprinted spell AND another counterspell in hand to ensure they don't bait your counterspell!). Future sight, while redundant to Precognition Field , is very powerful. I understand it costs 1 more and reveals the card, but it allows you to play lands and everyone knows you are counterspell + draw tribal so it really doesn't matter. I would tell you to cut the field for future sight, but I think both might serve your deck well.

Cut Unsummon for Mystic Confluence - Confluence draws you cards and is more versatile.

Cut Boomerang for Capsize - Very powerful card, do not underestiamte it, and ALWAYS try to buy it back.

Cut Island (3rd island to cut) for Strip Mine / Ghost Quarter / Tectonic Edge , etc.... Cavern of Souls , Boseiju, Who Shelters All , urborg, coffers, field of the dead are all powerful cards that need to be dealt with.

Cut Island for Blast Zone - While it comes in tapped, it allows you to deal with problematic cards that resolve because you can't counter everything.

Cut the polymorph package aside from polymorph itself

Cut Mass Polymorph for Narset's Reversal - Oh no, you cast Thought Distortion ? What ever will I do.... get's around can't be countered. What's better than countering their Torment of Hailfire ? Copying it and returning it back!

Cut Reweave for Precognitive Perception - Not entirely sold on it, but it has strong potential, especially for a budget player.

Be sure to let me know what you think of the sugge

dingusdingo on Budget Kefnet Turns

10 months ago

I enjoy the Kefnet Turns build, haven't seen it before for this commander and I think its rather neat. You should focus exclusively on assembling your win and remove the extra side cards, like your mill sub-theme. I also think you should replace expensive removal and interaction with cheaper pieces, as you're less likely to cast them off the top with Kefnet. I also think you should add in more ways to discard and also tutor to top of deck. Your combo requires a handful of specific cards and also to be in a specific spot in your library, so topdeck manipulation and tutors help immensely.

My complete list of changes would be

Dismiss -> Counterspell

Everdream -> Ponder

Exclude -> Arcane Denial

Precognitive Perception -> Concentrate (You're never copying the addendum with Kefnet)

Supreme Will -> Mana Leak

Thought Collapse -> Mental Misstep (Every deck runs 1 cmc spells so Misstep is unbelievable value for EDH)

River's Rebuke -> Wipe Away

Zndrsplt's Judgement -> Vapor Snag (That card is hard to link to :O )

Mistfire Adept -> Long-Term Plans

Riverwise Augur -> Sleight of Hand

Niblis of Frost -> Mystical Tutor

Drowned Secrets -> Serum Visions

Fraying Sanity -> Preordain

Precognition Field -> Careful Study

Psychic Corrosion -> Fabricate

I think its worth noting

That to combo off, you need Library + Aminatou's Aug + Dino + Turn card + Commander. That requires 4 cards outside your commander, 3 of which are exactly specific. Finding another enabler or outlet to reuse your turn spells or another way to put cards on top would help the consistency of this deck a lot. Running more draw and tutors to topdeck also lets you value copy a turn spell to start chaining turns, and even if you don't hit an infinite loop getting 3 or 4 extra turns will get you much closer to establishing the lock. You should shave off alternate wincons and focus on getting infinite turns, because once you have them you've won.

dingusdingo on Urza, Lord High Artificer cEDH *Primer*

1 year ago

I found your response of calling card selections "cute" to be incredibly patronizing. You'll have to forgive my terse tone if you truly weren't trying to patronize me, but regardless, you have as much time as you need between postings to look at your deck and the suggestions. If you are truly a competitive player and this is truly a competitive deck, people should not have to spoon feed you the reasoning as to why a card works with 8% of the cards you run (I didn't even include the mediocre synergy Seat has with Sai, Master Thopterist or Fabricate ). You have to consciously put every card into the list, so they were all intentional choices you made. You should have familiarity with the cards you run, especially if you claim this to be a competitive deck. You should also have familiarity with competitive concepts, like removal that requires 2 turns and 2 mana to work is far worse than removal that requires 1 mana to work at instant speed (why run Legacy's Allure before Pongify or Rapid Hybridization ? They are both less conditional and cheaper).

A close reading of my earlier comment will also show I only had a strong tone towards the card choices and deck building ideas, not at a person. Also quick shout out to all the people swearing at me and calling me a douche, the bad card suggestions, lack of card suggestions, and ad hominems have been pivotal to the development of this list. I'm not gaining anything from writing paragraphs explaining easy includes for YOUR list, so if you want to keep flinging mud I'll simply leave you to it. If you want to talk cards, put on your big boy pants, realize that you can make an ignorant or bad card choice without being an ignorant or bad person, and lets talk winning.

Mind Over Matter is expensive to cast, and combos out with tap to draw permanents, which this list doesn't run. It's been ignored by cEDH due to the massive color cost requirement + CMC and how weak the combo pieces are outside of combo.

Riddlesmith could have value, but this list doesn't have the artifact density required. It also does absolutely nothing by itself, meaning it has no value without other pieces to make it go. Relatively weak card and any loot effect for 1 or 2 cmc will outperform in a fast format like cEDH.

Time Spiral is also mostly ignored because it doesn't generate the value you want. It isn't reusable like Timetwister , so it doesn't generate value with looping as a wincon. It requires 6 mana to cast, and you're only getting 6 untaps with 6 lands in play, meaning turn 6 as the earliest (read: 3 turns after someone else has won). Even with 3 mana and getting 3 mana back (so it effectively costs 3), it has a high initial cost which means it will sit in hand without being used, while Timetwister could be used earlier. Hits for a lot off Ad Naus and Dark Confidant , which are format staples. Mediocre replacement for twister, but you'd be better off running another 1 2 or 3 cmc draw piece that isn't already used, Sleight of Hand comes to mind for this list.

Precognition Field does the same thing as Urza but allows you to peek top of library. Just like Future Sight , the slot is literally wasted with this commander, because you don't need another infinite mana outlet. If you need help getting to your infinite mana combo pieces, you should run more tutor and draw, not a slow and expensive top of deck value engine.

Cephalid Coliseum is usually ignored because of how unreliable threshold is. Timetwister resets it, and GY hate is very common. Its a painful non-island island in the vast majority of games, and generates land disadvantage when you can use it. Coliseum has its place though; it's very useful in Doomsday decks as a low opportunity cost pile cracker and sifter, but is still sometimes passed over in those lists because of the cost of Doomsday. It can also be used in decks that run Laboratory Maniac as a way to draw on an empty library, but most ignore Coliseum because they achieve no cards in library by drawing the deck, which means they will almost definitely have a draw card they can play that isn't dependent on a land drop. Also Coliseum gets caught by all the non-basic land hate that sees play.

Darksteel Citadel is a worthwhile include if blue mana density is high enough. Dodges Armageddon and opens up same lines that Seat of the Synod does.

I also have one more suggestion. Baral, Chief of Compliance has more value in this list than Etherium Sculptor . You run a total of 32 instants and sorceries, 15 of them which can be cost reduced (the 32 matters in case opponents play a tax effect). Meanwhile, of the 21 artifacts you play, only 15 of them can be cost reduced due to the amount of 0 cost rocks. Baral also generates value on the ridiculously large amount of counterspells you run though, which makes it a more worthwhile include. If you do decide to up artifact density (and include Mishra's Workshop , which you should due to playing under Trinisphere and orb effects anyways), then sculptor may end up being the better slot.

You also really don't need future sight in your infinite lines. Voltaic Key can replace it in the Paradox Engine line, and the other line is weak anyways because its creature based (easiest permanent type to remove). Voltaic Key untaps Sensei's Divining Top while top trigger is on stack, and use Top again. Sensei's draws a card, then goes to top of library on first trigger, then draws itself on second. Assuming you have 2+ mana in rocks you break parity, on 3+ you generate positive mana. You can do a similar thing with Rings of Brighthearth and Sensei's Top, plus Brighthearth combos with both the monoliths, so it serves as a second B for the A + B of Power Artifact and Monoliths.

Lokust on Urza, Lord High Artificer cEDH *Primer*

1 year ago

First off I want to say awesome deck, I continue to check it out for inspiration on my build. I just wanted to give you an alternative for Future Sight using Precognition Field you dont have to play with the top card up, and it can remove a pesky land.

LeeRoy_Jenkiins on Riku of Two Fireballs

1 year ago

How reliable is you card draw/advantage? I personally rely more on permanents as my form of card draw. I believe there are 5 permanents that provide some form card advantage ( Rhystic Study , Niv-Mizzet, Parun , Sylvan Library , Precognition Field , Melek, Izzet Paragon ) and then there are a handful of instants and/or sorceries that draw in much smaller increments in unique ways.

Have you considered Mystic Remora or Planeswalkers as a form of more consistent card advantage?

TehRazorBack on Mizzix Spellslinger

1 year ago

Had another look. I like:

There's a bunch other good cards there too. Most of the lands I see are good.

Spell recusion creatures are always good: Archaeomancer , Izzet Chronarch , Anarchist , Mnemonic Wall , Salvager of Secrets . Maybe just 2 or 3.

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