Sixth Sense

Sixth Sense

Enchantment — Aura

Enchant creature

Enchanted creature has "Whenever this creature deals combat damage to a player, you may draw a card."

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Set Rarity
Amonkhet (AKH) Uncommon

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

Sixth Sense Discussion

Normal_Night on Pioneer Bogles?

4 days ago

You could lean on the hexproof more with creatures like Bassara Tower Archer and Witchstalker. I'd also remove Indestructibility since most destroy cards can't get past the hexproof. The biggest problem I've run into with my bogles deck are cards that make you sacrifice creatures, so for the sideboard I'd try and fit in Aegis of the Gods. Getting rid of Collected Company should also help because this deck isn't about getting a lot of creatures out, it's about powering up you're one big guy. Remember to keep Heroic Intervention even though the creatures already have hexproof it's great for protecting your enchantments. The deck could also use some more card draw other than just Sixth Sense, so I'd throw in Season of Growth basically lets you draw whenever you cast an enchantment and it's cheaper than something like Satyr Enchanter.

SibilantScribe on Siona EDH

2 weeks ago

Welcome to EDH! Can't wait to see how this develops.

Would recommend mana rocks such as Talisman of Unity, Selesnya Signet and Mind Stone.

As for lands, get more value with cards like Selesnya Sanctuary, Khalni Garden and Stirring Wildwood, as well as the cycle staples Secluded Steppe and Tranquil Thicket.

Since you're running aura heavy, Rancor, Sixth Sense and All That Glitters may be worth swopping in.

Blackheart426 on Yes, Uril can... PRIMER

1 month ago

Awesome deck! Who doesn't love good Voltron? Just a thought, throw in Sixth Sense for some card draw, and Scourge of the Nobilis can be a good way to finish off an opponent with the +4/+4 and fire breathing aspect. Keep it up!

multimedia on Naya Commander

1 month ago

Hey, good start and budget version.

If you want to be quicker than consider reducing the avg. CMC? It's currently too high at 3.6. Reducing the avg. CMC makes it so you can play cards faster. In the case here getting more creatures onto the battlefield before Marisi. Consider more one/two/three drops creatures? One drop mana dorks are good with Marisi because they make ramp to help to cast him faster and they can also be attackers with or without cards that give evasion.

Creatures who are just attackers and don't do anything else are less good then others that can attack while also doing something else. In Commander you want the creatures you play to give you more value then just being a creature who can attack. The manabase can be much faster since all the dual lands you're playing always ETB tapped.

Some budget cards ($5 or less each) to consider adding:


One drops

Two drops

Three drops

More creatures with evasion and effects that can improve combat/attacking are cards to consider because you need to do combat damage to a player to goad that player. More creatures with flying and creatures with shadow is evasion to consider adding. Drawing cards with creatures who do combat damage to a player can be helpful to stay ahead. Double strike is a good ability for an attacking creature.

Shadow is a unique creature ability that makes the creature unblockable because your opponents are not going to have any creatures with shadow. Spirit en-Dal has shadow, but the reason to play it is to repeatedly reveal it from your hand at your upkeep to give a target creature shadow until end of turn. For two mana it can give Marisi shadow making him unblockable.

The manabase can be improved because there's a lot of subpar lands which will always ETB tapped. Dual lands that can ETB untapped can speed up game play letting you cast spells faster. Command Tower is a staple land for multicolored decks. There's a lot of basic lands in the manabase therefore consider adding others lands that have good interaction with basic lands?

Good luck with your deck.

Paeldroth on Happy Slappy Combat Pappy (Tahngarth FM Edh)

2 months ago

Made SIGNIFICANT edits to the original list. Increased ramp and mana fixing and focused the artifacts included. There's two overall themes: Voltron, and Control. The Voltron aspect comes from pumping up Tahngarth and slapping people in the face. With menace alone he becomes unblockable so commander damage is going to happen. The fun occurs when I can give him out for a combat loaner. By allowing Tahngarth's controller to draw cards with Snake Umbra and Sixth Sense , or by making it difficult for an opponent to block with War Cadence , I can get him around the battlefield slapping everyone. Like that video. Where the guy slaps everyone. The Control element is more akin to disruption as I've got cards that just penalize you for taking certain actions. Attack me? Cool, I get tokens. Cast an instant? Cool, you take damage. Target me with a spell? Cool, you take MORE damage.


I've got a Disrupt Decorum on the way.

So yeah, what started out as a jank group hug idea might actually be a legitimate table threat. A couple of playtest hands show my mana is almost perfect. We'll see how I update that once Disrupt Decorum arrives.

Comments are of course welcome! Bring it on!

king-saproling on Happy Slappy Combat Pappy (Tahngarth FM Edh)

3 months ago

Hey Paeldroth sure thing. Sixth Sense gives the ability to the creature, so the creature's controller will draw the card, not the aura's controller. Keen Sense has the draw ability itself (does not give any ability to the enchanted creature), so when a creature enchanted by Keen Sense deals damage to an opponent of the aura's controller, the controller of Keen Sense (not the creature's controller) will draw a card. An important note is that when exchange of control of a creature happens, control of the auras on that creature are not exchanged, so you still control Keen Sense if an opponent controls Tahngarth.

Sorry I know this explanation is really confusing haha. You can google " Lifelink vs Spirit Link " for a similar situation which might clear up any confusion.

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