Preordain

Preordain

Sorcery

Scry 2, then draw a card. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

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Trade

Have (2) Azdranax , metalmagic
Want (8) Suicune , yourfavoritenoob , BSwCDo , nconiglio , tloor27 , hp49 , paullmall96 , princessrin

Printings View all

Set Rarity
Commander 2015 (C15) Common
Duel Decks: Venser vs. Koth (DDI) Common
2011 Core Set (M11) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Preordain occurrence in decks from the last year

Legacy:

All decks: 1.07%

Commander / EDH:

All decks: 0.11%

Blue: 0.66%

UR (Izzet): 1.03%

WUB (Esper): 0.54%

UBR (Grixis): 0.67%

Preordain Discussion

Sidisis_unfaithful on Grixis Control pioneer

38 minutes ago

Chang-Oz Agonizing remorse seems like very strong selective grave hate (and hand hate too) Sultai delirium etc is something I'm concerned about, but currently the closest thing to reanimator in my meta is izzet phoenix xD. Having siad that Kalitas is decent grave hate, but would it be worth putting erebos' intervention back in the sideboard in case of a reanimator based matchup?

I'm still not convinced I should cut the omens, as they're effectively instant speed Preordain with the upside of 2U: scry 2.

Unmoored ego is a very strong card against lotus breach and inverter decks, as you can hit Lotus Field itself (which really cripples them) and/ or inverter (which cripples the inverted deck), so I'd rather not remove my silver bullet to those combo decks if possible.

Thanks again for your help!

Azeworai on Atemsis, Gochta!

1 day ago

Ah, quirky commanders are always an oddity, but delectation to brew. Now, Mono-Blue isn't exactly my forté, but I believe I may be of aid.

So, I am an adherent to running fewer lands; Thirty-six in Mono-Blue should be a crime. In their lieu, I would recommend many cantrips. If it goes three cards deep, say Preordain, then I consider it a half of a land. Four or more cards, I deem a full land. At least, this is with my experience in gameplay. As such, Impulse is absolutely lovely. Two-mana, instant-speed, what more could a player desire?

Forbidden Alchemy, Chart a Course, Strategic Planning, and Frantic Search are of note.

Baral, Chief of Compliance could be absolutely lovely: For one person, at least.

Spellseeker has never disappointed me. She finds Cyclonic Rift, Preordain, Counterspell, and Finale of Revelation, for ones in the decklist.

Every deck needs graveyard hate! Tormod's Crypt and Relic of Progenitus are both things that Trinket Mage can tutor for, but there are far more options out there. If you are to add Tolaria West could search for Scavenger Grounds.

Quicksilver Fountain is fantastically mean, though effective. It combos painfully well with Oboro, Palace in the Clouds. Target the land with the fountain, bounce it in response, whereupon the trigger fizzles and you are not to be afflicted by infinite islands.

Anent what I would cut:

Flow of Ideas seems slow, sorcery-speed, and expensive to cast. Big draw spells shouldn't be dependent on board-state unless you're playing green and have no choice. Try Stroke of Genius or Pull from Tomorrow.

This deck looks to have some busy early turns, seeing the abundance of 1-3 mana spells. Myriad Landscape enters tapped and still requires mana to ramp. I'd prefer just another Island. Though, a land worth considering is Riptide Laboratory just has quite a bit of utility.

Something I merely wish to put out there; I dislike Temple of the False God very much. That's all for that point.

One direction you could take this deck is group-hug. It draws you cards, keeps others from heeding your schemes, and allows for kills out of the blue. (get it?)

I suppose that's all from me. May fortune be with you!

SideBae on The Sea Summoning (Cthulhu inspired and help!)

3 weeks ago

I mean, I think the easiest way you could improve the deck is through including more ramp. I've personally always been a fan of Ancient Tomb in mono-colored decks, and it's especially good if you can use it to land a turn one Mind Stone, Sapphire Medallion etc. While those are good two-drops, you might want to consider running other ones in addition to the ones you already have: consider Sky Diamond, Coldsteel Heart, Arcane Signet, Prismatic Lens... Being able to add {u} is generally a big upgrade. Also Sol Ring. Also consider running Castle Vantress to use up the mana you don't need at the end of your OP's turn.

I see you're running Brainstorm and Preordain, which I think are simply absurd cards that should be in any blue deck. I think you should also be running Ponder. Additionally, you should (if you have the budget) consider running land-based shuffle effects to pair with your Brainstorm. Flooded Strand, Misty Rainforest, Prismatic Vista etc. allow you to shuffle away any cards you put on top so you don't have to redraw them. Also, if you choose to include Mystic Sanctuary, you can fetch it out to redraw a Cyclonic Rift or Engulf the Shore when you need to.

Card-draw is good. Consider cards like Windfall, Fact or Fiction, Chart a Course...

Grubbernaut on Exalted Agent

3 weeks ago

Love the idea. Only thing I'd swap is Opt for Brainstorm, Ponder or Preordain.

Cheers!

dingusdingo on Yuriko (Slowly making it more competetive)

1 month ago

Its cool you like building decks, but this is not really competitive. Its a good deck, and you've certainly got some of the correct tech in here, but it really is a waste of my time and yours when you mislabel shit. Its cool you're building on a budget, but don't tag it as cEDH. Simple as.

Land base is fine for budget. Obviously it extends with fetches and Underground Sea if no budget. Your mana rock base is pretty unfortunate too, as you don't have any of the good 0 or 1 CMC accelerators.

Running Labman + Pact as your wincon in Yuriko seems strange. Yes you're getting additional draws off Yuriko triggers, but why don't you build a different deck if you're interested in a pact combo? Especially since the partner commanders lend themselves so well to this strategy. You could be running Tymna the Weaver + any blue partner and be getting much better draws with better overall card quality. You're missing the Draco + Emrakul package that makes Yuriko an actual competitive deck, and you're missing all the topdeck manipulation pieces that allow you to wipe the board with Yuriko triggers. Your lack of ninjas also means you're failing to get all the Yuriko triggers you would want anyways, and the triggers you do get aren't going to be very effective.

Your creatures are all over the place. Even if you don't have the full ninja suite (they are really not expensive at all), you still need to prioritize evasive creatures to get Yuriko ninjutsu. Benthic Biomancer is a cut. Foulmire Knight is a cut. Universal Automaton is arguably a cut, but it is a ninja. If you aren't going to slot the ninjas, at least get evasive 1 drop creatures for ninjutsu.

You have almost 0 topdeck manipulation. Tutors that go to top are a must for Yuriko triggers. Personal Tutor Mystical Tutor Vampiric Tutor Imperial Seal . Even cantrips or draws that manipulate topdeck are going to be good here. Brainstorm is an absolute must, and its shocking you don't already run. Other topdeck cantrips like Ponder Preordain or Serum Visions can set up big Yuriko triggers, even if you can't afford the MVP Sensei's Top or Scroll Rack.

You run a lot of dead draws, like Arcane Adaptation and Unnatural Selection . If you just ran a ninja in those spots, you wouldn't need those cards. Even spamming your creatures into ninjas, you aren't going to get very good triggers off Yuriko because you run no high CMC bombs to take advantage of the triggers, and no topdeck manipulation. Its easier to kill off of 3 triggers that do 15 damage than it is off of 15 triggers that do 3 damage. You're far more likely to get 3 triggers in than get 15.

This is not a competitive deck mate. It has a long way to go. Thanks for posting, welcome to tappedout, tag your shit appropriately and we'll both have a more pleasant day.

rhinosoul on Alela, Faerie Comboteur

1 month ago

For cEDH level, I'd recommend putting in:

Mox Diamond , Fellwar Stone , Talisman of Progress (better than Signet) for additional mana source

Mystic Remora for additional card draw

Ponder and Preordain for draw/top deck manipulation cantrips

Drown in the Loch for good removal/protection, as well as Reality Shift for extra removal.

Dispel , Delay , Flusterstorm , Spell Pierce , and Mental Misstep are all good protection/mitigation spells at cEDH tables, as well as Force of Will

Vampiric Tutor for your instant generic tutor and Imperial Seal if you can afford it. Lim-Dul's Vault is also a good tutor/pile maker and Merchant Scroll can search Dramatic Reversal and any counterspell/blue removal spell.

Maybe cards are Chain of Vapor , Blink of an Eye , and Into the Roil if you want more removal, or Pongify and Rapid Hybridization if you want more creature removal.

I'd recommend removing Lightning Greaves and Swiftfoot Boots as these are only relevant when you have a creature on board and are only sorcery speed protection for said creature.

With the banning of Paradox Engine , Despark does not have many relevant targets. In fact, I'd say it's only niche to reanimator targets or any other big creatures that get cheated out, which is VERY dependent on your meta.

Arcane Denial is something I'd only find not bad if it's literally used to protect your win con on the turn that you're going to win; otherwise, you just netted your opponent over you. This one's up to you but I'd rather not play it.

dingusdingo on How do you all out ...

1 month ago

TypicalTimmy yeah dude, "combo" is short for "combination", like a combination of cards. Flexing knowledge and then giving two identical definitions and then stressing the difference between them hasn't actually transmitted any underlying concepts of deckbuilding or game knowledge.

"Combos are when you use one card to interact with another card to gain benefit, then use that benefit to interact with another card."

"synergy means several cards interact with one-another, allowing tighter play"

Just to be clear, you define both as multiple cards interacting with each other. You should try to be more clear than just saying "tighter play" in your definition too, which is another term you would have to define for someone not familiar. I appreciate you trying to spread knowledge, but if anything I think you have obfuscated meaning with overbearing usage of jargon.

To respond to your actual post though, asking him to remove Golos from the equation is silly. Citadel utilizes topdeck manipulation just as well as Golos, and the 5 color access means a Golos deck has every tool available for its own synergy, as well as a Citadel combo. Its much better to add a few more pieces like Sensei's Top or Scroll Rack instead of suggesting to drop the Golos entirely, especially since the OP wishes to run high CMC bombs like Omniscience and Vilis, which can come in for free off Golos activations.

Mr_X_Lewis To respond to you specifically, yes this combo does require a lot of set up. It is also a lot of cards and mana used for a combo that doesn't explicitly win the game for you.

You can make hitting your combo much easier and much better with topdeck manipulation cards. Sensei's Divining Top can combo with Citadel, but it also is strong with Golos even outside Citadel combo. Scroll Rack allows you to put your hand on top, which means you can plop 3 huge spells right on top for a Golos activation. Brainstorm is another great way to manipulate the topdeck from the cards in your hand and set up Golos plays. Cheap to cast cards with scry like Preordain or Serum Visions are also neat ways to set up Golos, but obviously aren't as reusable as other methods.

If you're looking for a winning combo with Citadel + Sensei's Top, please look at Aetherflux Reservoir . You can keep replaying Sensei's Top off the top to build up massive storm, and then zap players down after you've built up a huge life total.

SideBae on Narset, Enlightened Master

1 month ago

I mean, the easiest way to improve the deck as I see it is to improve the mana situation, both in the lands and in the rocks. For the lands, I suggest cutting one or two, since if you play more rocks (see below) you'll play faster and still have all the mana you need. Fetch lands (like Scalding Tarn or Windswept Heath ) are the easiest way to improve your mana consistency, but unfortunately they tend to be prohibitively expensive. I suggest running more duals like Shivan Reef , Battlefield Forge , Sea of Clouds , etc. instead of your ETB tapped lands like Mystic Monastery .

With regards to rocks, you're already running two of the best ones ( Sol Ring and Arcane Signet ). However, I've never liked 3-mana mana-rocks like Chromatic Lantern or Jeskai Banner , since in my experience things like Talisman of Progress , Talisman of Creativity , Fellwar Stone etc. are simply better. I'd advise increasing the number of cheap (CMC<=2) mana rocks in your deck, as well as cutting one or two basic lands for the same number of cheap rocks. This'll both speed up your deck in the first few turns AND increase the number of hits you get from your general's attack trigger.

Speaking of the attack trigger, consider Strionic Resonator . I play it in my Ulamog, the Ceaseless Hunger deck, and I've found it to be a pretty good way to press an advantage. Being able to see 8 cards rather than 4 with Narset, Enlightened Master 's trigger seems pretty good.

Depending on your personal theory of ethics, you may wish to consider mass land destruction (MLD) as another method of winning. I personally have no problem with it, but some people might not like it. Anyway, if you want to go that route you should run Armageddon , Cataclysm and (potentially since it's about $100) Ravages of War . Note that Jokulhaups doesn't really work, since it'll kill your general, too.

Wear / Tear is, I think, an auto-include in any deck including Boros colors. It's an extremely efficient method of spot removal.

Reconnaissance is a card you may wish to include, depending on your meta. It'll allow you to attack and trigger Narset even if all your opponents have profitable blockers. Same goes for Maze of Ith .

I've always loved Dack Fayden in EDH. He steals rocks, loots you to where you need to be, and only costs three mana... If you have access to him, I highly advise including him.

Preordain is a good cantrip on par with your Brainstorm and Ponder . While it is admittedly less powerful when it comes to leaving a card you want to cast with Narset on top of your library (since you'd have to scry both to the top), it is a powerful enough turn 1 play that I think you should run it anyway. I have frequently found one-land hands keepable on account of cantrips, and running Preordain will make it that much more likely for you to hit a good opening 7.

The last card I want to mention is Proteus Staff . If you cut all the creatures in your deck except your general (which I honestly think you should strongly consider doing), you can use Proteus Staff to reorder your entire deck. The way it works is this: second main phase, after you've attacked with Narset, Enlightened Master and (hopefully) gotten an extra turn coming to you, you target Narset with the staff's ability. That tucks her to the bottom of your deck, but then immediately finds her again and puts her into play (since she's the only creature in your deck). Because Proteus Staff says to put the other revealed cards on the bottom of your library IN ANY ORDER, you can then put all the other cards in your deck in any order you wish (since your whole deck has been revealed). That means you can stick 4 extra turn spells on top, cast them during your extra turn, rinse and repeat.

Good luck! Hope this helps.

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