Read the Bones
Scry 2, then draw two cards. You lose 2 life. (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.)
|Have (3)||orzhov_is_relatively_okay819 , , TrystonSpencer|
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|Commander / EDH||Legal|
Latest Decks as Commander
Read the Bones Discussion
6 days ago
2 weeks ago
Deserted Temple - Untap coffers, nkythos or thawing glaciers (for extra use/ramp)
Profane Transfusion > Soul Conduit. Splits the difference of 12 mana soul conduit (6 to cast and activate) and doesn't telgraph your plays. Also, Mirror Universe is worth mentioning given you have no budget, but I digress...
Rings of Brighthearth - Draw with top, extra activation of PW abilities. If you add fetches (that go well with top btw), you can use rings to ramp further. Lastly, Rings + Deserted Temple + Coffers = Infinite black mana. It's a bit of a stretch given your current list, but worth mentioning.
Necropotence > Underworld connections - Same CMC, can give you a major boost to give you best chance of finding the card/combo or tutor you need. It works very well with profane transfusion (or soul conduit for that matter).
Cavern of Souls - Naming commander. If you drop all your mana into it just for the blue player to say NO, then you're gonna have a bad time.
Imp's Mischief - As you only have 1 instant, opponents will know not to fear instant speed interaction. Be sure to keep them on their toes and bluff with mischief. It counters counterspells, and redirects targetted removal, draw, extra turns and more! So much utility.
Lili and Ob Nix walkers are both weak for their CMC and impact. I would swap with more draw or interaction.
Feed the Swarm - Enchantment interaction
Oubliette - Commander removal and watch black and red players cry. Or just regular removal
Hero's Downfall - Removal that hits walkers
Dismember - Cheap interaction
The remaining suggestions are less impactful but worth noting...
Mind Twist - Its random discard that also acts as counterspell bait.
Night's Whisper - Draw
Sign in Blood - Slightly harder to cast than above but can be used as such..... Necro to 1 life, profane transfusion, then cast sign in blood on opponent (night's whisper doesn't target but easier to cast)
Read the Bones - The ease of cast, scry 2 is nice. Although I'm biased since it was my first foil since coming back to MTG, again, I digress...
Syphon Mind - Lastly, potentially the best option. 4 mana, draw 3, each opponent discard a card. Dependent on # of opponents, fuels opposing reanimator, but usually a solid card.
I would love to hear your thoughts on each suggestion.
2 weeks ago
3 weeks ago
Ashnod's Altar , Bottomless Vault , Ebon Stronghold , Everglades , Field of Ruin , Terminal Moraine , Head Games , Diabolic Tutor , Demonic Tutor , Harvester of Souls , Read the Bones , Cover of Darkness , Boneknitter , Erratic Portal
3 weeks ago
Thanks, harkness, for the upvote and the comment. Jegantha, the Wellspring definitely looks like a good fit. I may have to make room for it in my list. I would ignore the Companion portion and just play it as a regular card, but it also has the possibility of being an alternate commander, which always makes me happy (even if I don't play with it as a commander much I like having the option - the more variety the better). I also like your budget-friendly replacements for the praetors. We could obviously make the deck better by adding all of the most powerful creatures in the game (usually also the most expensive), but it takes a different kind of skill to build decks on a budget. I like your mentality!
As for draw, at least on paper the deck appears to have a good amount of draw options to me. I count 11 cards in the current list that have the potential to net you cards, not including Fierce Empath or Sultai Charm (which don't technically net you cards but do improve the value of the cards you keep). The rule of thumb I try to follow is to have 10-12 draw spells in the deck so it's right there. And I do think it's very valuable to have plenty of draw after your Hypergenesis turn as it usually leaves you with an empty or near-empty hand and you want to be able to recover from potential board wipes.
That said, you're right that most of the card draw is in the form of creatures or enchantments that come down after Hypergenesis . And it would obviously be ideal to draw before your Hypergenesis turn to make sure you have a hand full of threats to lay down. So I did a search for all 3-mana sorceries and instants that draw two or more cards. The best options, in my opinion, are the following: Abzan Charm , Esper Charm , Field Research , Ingenious Mastery , Probe , and Read the Bones . You could also try Fiery Gambit if you have good luck with coin flips (not a card I would want but I imagine some folks would find it fun, and it would be fantastic every time you actually pull it off).
It might be worth it to swap some of the other instants and sorceries for these, so I will definitely consider it myself. I already have one similar card in the list with Dismantling Blow so I'm not sure how many more I would want or which cards I would want to take out. I believe with these cards you would get to draw the cards first and then do Codie's ability to find and play Hypergenesis, but hopefully someone can correct me if I'm wrong. Of course, this also has the potential downside of drawing Hypergenesis and then not being able to find it, which gives me pause. So I'm not sure if it's worth it or not, but it's at least worth considering and testing!
4 weeks ago
1 month ago
Update 6/14/2021 - Kaldheim + Strixhaven Changes
1 month ago
Update 6/14/2021 - Kaldheim - Strixhaven Changes
Omnath, Locus of Creation replacing Hope of Ghirapur
Cosima, God of the Voyage Flip replacing Jalira, Master Polymorphist
Maja, Bretagard Protector replacing Emmara, Soul of the Accord
Sign in Blood replacing Read the Bones
Wandering Archaic Flip replacing Brass Squire
Barkchannel Pathway Flip replacing Arcane Sanctum
Blightstep Pathway Flip replacing Crumbling Necropolis
Branchloft Pathway Flip replacing Frontier Bivouac
Brightclimb Pathway Flip replacing Jungle Shrine
Clearwater Pathway Flip replacing Mystic Monastery
Cragcrown Pathway Flip replacing Nomad Outpost
Darkbore Pathway Flip replacing Opulent Palace
Hengegate Pathway Flip replacing Sandsteppe Citadel
Needleverge Pathway Flip replacing Savage Lands
Riverglide Pathway Flip replacing Seaside Citadel