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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Telepathy
Enchantment
Your opponents play with their hands revealed.






Icbrgr on
Damnatio memoriae
7 months ago
Looks like you need to make some cuts... i think Telepathy is an easy out because its redundant with your Commander ability? obviously they aren't the same but idk just trying to help trim the list a bit.
KongMing on
Ertairlessly Countering
1 year ago
Allow me to be of assistance.
Pemmin's Aura, Freed from the Real, Ophiomancer, Academy Rector, Galecaster Colossus, Telepathy, Knight-Captain of Eos, Unbender Tine, Morbid Opportunist, Boromir, Warden of the Tower.
DemonDragonJ on Which Card(s) Should Replace the …
1 year ago
Mortlocke, those are both excellent cards, but Telepathy does not have quite a sufficient impact upon the game for me to consider it, and Unburial Rites is a sorcery, while I was looking to replace The Immortal Sun with another permanent card.
Mortlocke on Which Card(s) Should Replace the …
1 year ago
For your Sen Triplets deck have you considered Telepathy? With that on the field you could make more informed decisions on which player you were going to control for the turn. As for your Teneb deck, maybe Unburial Rites? It's great for those situations where you can't get any combat damage in with your commander and you really need to reanimate a creature from your graveyard. And you get the added bonus of doing it again when necessary.
SteelSentry on top cards of each color
2 years ago
Partly a list of the best, partly a list of pet cards
Mother of Runes, Swords to Plowshares (I know Giver is usually better but mom protecting herself, or threatening to, has come up surprisingly often in my games)
Tainted Strike, Tainted AEther
SaberTech on EDH - Kill 1 opponent …
2 years ago
One of the first few Commander decks that I ever made was a Glissa, the Traitor deck that could keep recycling Mindslaver with the help of Forbidden Orchard. Give the opponent a token with the Orchard so that they always had a creature you could run into Glissa to get Mindslaver back.
I'm personally not a fan of Telepathy, despite being the one who mentioned it. Like I said, I find that it often slows games down and I don't like that. It's also a card in the deck that doesn't really affect the board state at all if you are behind. What it does do is not let the sneaky opponents hide just how close they are to comboing off.
Glasses of Urza is a similar sort of card but since it only lets you see the opponent's hand it's better for letting you barter information. It also doesn't slow the game down as much since opponents will still be taking risks due to not knowing if opponents have removal or counters in hand. Still, most people would rather run something like Gitaxian Probe if they want a chance to peek at someone's hand and get some sort of additional benefit.
I do like that playing politics is a part of Commander gameplay. It helps distinguish the format from others and it can give players who are behind a potential avenue to still feel relevant in the game. A person who is new to the game and doesn't have much of a card collection yet can just play a cheap deck with a bunch of clones, steal spells, and disruptive instants so that they can take advantage of the strong spells other player are playing and cut deals to help stay in the game.
SaberTech on EDH - Kill 1 opponent …
2 years ago
I can understand that situation. I've been there plenty of times myself.
How good would you say the people you play with are at threat assessment? That's probably one of the biggest learning curves to multiplayer games, and it often just requires time and experience. It's annoying to know that you need to take down the player who has been sculpting their hand and dropping the occasional potential combo piece only to get sideswiped by someone else who thinks that you are scarier because you have a few notable creatures out.
There's a card I hate to mention because I think it seriously slows games to a crawl until it is removed, but Telepathy is one of those cards you can use to help force into the open the plans of those people who like to hide their game plan in their hand. Other effects that force an opponent to reveal their hand also help. Even if it is an effect that only lets you look at an opponent's hand, you can use that information to barter and politic with your other opponents.
"Do you really want to destroy my mana rock? I know that Player C is holding something worse in their hand."
"You look like you want to cast something big. I know that Player D has a counterspell in their hand. You may want to wait a bit."
"You might want to leave mana open for a response to Player B. They have a card that will screw you over if you don't."
Spoon-feed little bits of info to try to keep them hesitant and slow their game play. You can be a bit vague and choose not to give up important details if need be, but never outright lie. That sort of table-talk approach requires opponents believing what you tell them and lying even once can seriously undermine that.