Seed of Hope

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Pauper Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Seed of Hope

Instant

Mill two cards. You may put a permanent card from among the milled cards into your hand. You gain 2 life. (To mill two cards, put the top two cards of your library into your graveyard.)

sergiodelrio on The Best Deck Ever Made?

3 months ago

Seriously tho, Balaam__ is correct here.

"Gain control" does not mean what you think it means.

There are different ZONES in a magic game. One of them is the battlefield, another one is the stack. "Gain control" effects can only refer to objects in those zones (one exception: gaining control of another player ala Mindslaver)

An effect that COULD give access to your sideboard cards would have to be worded so that it includes the words "outside the game" (like Wish or Spawnsire of Ulamog). Cards do not naturally move inside or outside the game (or the sideboard) unless an effect specifacally states that and "outside the game" is also not a zone.

Permanents and "Permanent CARDS" are not the same. "Permanents" can specifically only refer to objects on the battlefield. In all other zones and in the sideboard those are "Permanent Cards" (Seed of Hope is one examle).

Under any circumstances, an effect that would bring a card from outside the game into the game would refer to the card as "(optional type specification like: Artifact, Permanent, blue, instant, Eldrazi) CARD" as seen in a Scryfall search here.

The way Brand is worded it can only (1) give you control of your own stuff on the battlefield (which in most cases is completely doing nothing), or (2) give you your stuff back that an opponent stole or got Donated or you exchanged with them (Spawnbroker and other cards could have done that), just like Balaam__ explained.

Don't you think a 1 mana spell that can slam any 15 cards on the table (or you can also cycle for , lol) would have been a format staple, or immediately banhammered???

"(am I the only one wondering why people don't use this more)?" - Yes, since it sadly does not work like that.

All I can tell you now is to not get discouraged by that. Happened to me before, happened to others before, prominently happened to MTG deckbuilding legend Patrick 'The Innovator' Chapin before (Link to StarCityGames article), and it will happen again. Move on, there are many other combos remaining to be found. Cheers!

leovolt884_ on That Simic Slime

4 months ago

I was having really good success with Seed of Hope in conjunction with Maverick. Sets up a slime really nicely, you can also grab a land if you need and mill one. The lifegain really helps against aggro until you can amass a couple big slimes.