Telepathy

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Big Apple Highlander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Telepathy

Enchantment

Your opponents play with their hands revealed.

Fallerup on Pet Card Database

2 months ago

Telepathy <-- funny turn 1 play, you get to see everyone's hands hahaha. I play this right before I go off to make sure no one has removal or counterspells.

Icbrgr on Damnatio memoriae

1 year 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.

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.

Basshunter on Cool/Unique EDH Cards

2 years ago

Should you add Telepathy ?

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)

Telepathy, Dramatic Reversal

Tainted Strike, Tainted AEther

Goblin Welder, Greater Gargadon

Crop Rotation, Constant Mists

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.

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