Read the Bones

Read the Bones

Sorcery

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.)

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Pioneer Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal

Read the Bones occurrence in decks from the last year

Latest Decks as Commander

Read the Bones Discussion

cyeRunner on B/W Token Control

3 weeks ago

Nice deck :)

For discard start with the bread-and-butter budget option: Duress , it's cheap budgetwise and only does not hit creatures, but if you have enough removal creatures should be easy to handle.

For draw I actually like the Village Rites since it only costs 1 Mana and is an instant. What you can do is after you declare blockers sacrifice a Token that you used to jump-block and sacrifice it so you don't lose on anything since the token would have died anyway.
Other good draw options would be Castle Locthwain and Night's Whisper (2Mana Read the Bones minus the scry).

Generally Castle Ardenvale is a good option if you have mana open at the end of your opponents turn.

For the sideboard exchange the Fatal Push for either Bloodchief's Thirst or Eliminate to hit early Planeswalkers as well.

VampRamped on The Ancient House of Markov [Primer]

3 weeks ago

I appreciate the passion and work that was put into this primer and hope you get some more recognition and comments for the work you put into it.

My main concern with your deck is that card draw choices, besides skull clamp, are far too modest. Minions' Murmurs and Pact of the Serpent , are all as much or less mana than your current card draw choices and will draw significantly more cards than with your current card draw. As more of a midrange deck Phyrexian Arena is a fine but I would replace Sign in Blood , Night's Whisper , and Read the Bones as even in commander generally I personally think they are pretty weak cards.

Besides that, I just wanted to shout out Sorin, Imperious Bloodlord as I think an amazing card for Edgar Markov EDH in general as it has so much utility and flexibility for its mana cost. As well with the Sac outlets you have Living Death is an awesome card that has so much utility from a one-sided board wipe, to a game finisher with artist effects and Malakir Bloodwitch ETB.

PS: Curious is Necropotence not in your deck because it's not allowed in your playgroup or a similar reason?

You can check out my own personal primer I wrote here, and would be happy to get you thoughts

Grubbernaut on Dragons,Speed, and Control

4 weeks ago

Inovcation seems "just okay," but definitely on-theme, to me. I also think it's important to focus on 2-mana spells with Goldspan (who I also think is good enough to play 4-of, in a dragon deck), since the treasure can be used ASAP the turn it comes down. For that reason, I'd look at Heartless Act , maybe.

I also think if you're going to play discard at all, it's worth having 4-6 discard spells. I'd go up to 4 Seize, and maybe 2 Duress to protect your fatties. You might cut Thrill, as it feels like the least impactful card. Or, if you want to retain some draw, you might go with Read the Bones or Sign in Blood for real card advantage.

Regardless, I dig it. Cheers!

NicodaPico on Sarulf, Board Wiper

4 weeks ago

this deck looks amazing i love it so far. My tergrid deck is kinda similar and one thing it struggles with is having cards after you're finished killing everything. So including more ways to refuel your hand is key, even simple stuff like Sign in Blood , Harmonize , Read the Bones , sacing a Commander's Sphere or Mind Stone late game when you dont need the ramp. One really key one is seeing as you have a lot of creatures with "etb sac" a Grim Haruspex or a Midnight Reaper would be amazing, you would draw on each death and replace itself.

Mcat1999 on What, Exactly, is Wrong with …

1 month ago

Let's look at draw, from a colored perspective.

Does white have the best draw? No, no it does not.

But to claim white "can't" draw is disingenuous and misleading. White isn't designed to explode full-force early in the game. It is designed to draw the game out and win over time.

But again. Nobody wants to sit down and play a 3 hour game with 20+ turns at the table. They want to win on T5 or sooner so they can pull out their next deck and do it all again.

Again, it's a cultural issue. Not a design one.

Omniscience_is_life on Mono White Ramp/Draw

1 month ago

plakjekaas they are percentages of all decks. But the very fact that no one would play any White draw spells if they didn't have to is a pretty good signifier that the color is struggling.

Read the Bones is in 12% of all decks, btw.

People shouldn't have to work harder, because that means you're playing poorer. Scathe Zombies is worse than Walking Corpse for the very reason that you have to "work harder" (pay more mana) to cast it.

The thing with those cards you mentioned that disrupt the land equilibrium is, from the top:

  1. Path to Exile is not going to a smart cast in the early game most of the time, unless you're in cEDH (in which case you're not going to be playing Cartographer's Hawk )--so it doesn't really put you behind in lands in the time when you actually need to be ramping. Same with Winds of Abandon , if not more so.

  2. Karoo is steadily falling out of favor in EDH, due to the vices of it entering tapped and making you vulnerable to being two-for-one'd with a Ghost Quarter or other.

  3. Guildless Commons is colorless. Nothing uniquely White about that one.

  4. Oath of Lieges is designed specifically as to have no one player be at a land disadvantage during their turn. Unless you flash in a Stoic Farmer with a Vedalken Orrery then you're going to have a hard time making that combo work.

And the issue with all those cards is there's an innate issue with giving lands to your opponent. The reason you're trying to ramp in the first place is that having lands in play is a powerful thing, especially when you have more than your opponent.

plakjekaas on Mono White Ramp/Draw

1 month ago

Omniscience_is_life and are those percentages of mono white decks? Or all possible decks running white? Because nobody who's allowed to play Read the Bones will consider a Martyr's Cry for their card draw. It's a lot easier to play with statistics than it is to play magic.

I did explain how I thought white is the underdog, the colour that needs to work a little harder for the same results, because the color is better suited for 1v1, and low played % can mean several things. Not only that the card is bad, it could also mean people don't want to work harder. It could mean the cards are less available, or unknown.

Plus, white is uniquely equipped to make sure it's opponents have more lands in play, with Path to Exile , Winds of Abandon , Karoo , Guildless Commons , Oath of Lieges etc.

King_marchesa I'm afraid Tithe is a reserved list card, yes. Gift of Estates is close though.

But if you're advocating a white Harmonize and Cultivate , do you really want to play white? Or do you actually want to play Simic, without the image of evil and overpoweredness that has accompanied these colors recently? Because if you don't want to play equipment (which has gotten a massive power boost with Commander Legends and even broke onto cEDH as an archetype because of it), or weenies, or lifegain, why do you want to play white? And if you'd rather play Cultivate or Harmonize but in white! but don't lose access to Wrath of God , Sun Titan and Swords to Plowshares , why not play selesnya? The color system works on colors both exploiting and complementing each others' strengths and weaknesses, and not every color is meant to do everything. If you want to Cultivate , play green, it's ok to play green.

Colorshifting with a white twist just to give the color access to the same staples that the other colors have, is not a solution that would fix white. It would make white just feel like the other colors, pushing out the actual interesting white cards to make room for green "light" gameplay.

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