Telepathy

Telepathy

Enchantment

Your opponents play with their hands revealed.

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Legality

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

Telepathy occurrence in decks from the last year

Latest Decks as Commander

Telepathy Discussion

RedFlag on Niv-Mizzet Counterwheel

4 weeks ago

jalapenofish you can try to test decks on websites such as Untap.in. However, I've tested it a hundred times or so. The deck gets a lot of hate in multiplayer. As soon as you counter one spell, people will just collectively start removing your rocks etc., and attack you, so I'm usually out first. When I don't get this much hate, performance is fairly good.If you manage to get niv-mizzet out on a timely fashion, opponents will struggle to keep up with you.

The Wheel / Counter strategy works, but I am considering removing 2-3- counters for removals (e.g., Anger of the Gods) or alternative costs. On Untap.in, I have removed muddle the mixture for Dispel (but I was also thinking Misdirection since the tutor is extremely slow, and the counter is a bit too restricted for UU and I find myself often in the situation of having one mana and need to counter an instant vs. Niv-Mizzet). I have also removed Baral for Dockside Extortionist. The former does not see so much utility overall.

It may happen to be fairly empty handed occasionally, at which point I usually wheel but if the opponent has already an advantage that can be a problem.

Also, notice that I don't play all traditional cards for the niv-mizzet combo, such as Tandem Lookout, as I don't necessarily aim at getting that. I also play Telepathy which is largely outside the meta, but I think this might be the most underrated card in the whole MTG history. It's just so good and I am very unlikely to remove it.

I usually have no land problems as I run a lot of advantage cards like Brainstorm, Ponder or Preordain. Wheels also help on that. I am considering giving some space to Fabricate as I run quite a lot of mana artifacts.

Overall it's fun, and it works, but if you're planning to buy in real life, just know this is not yet a cEDH (it does not play Timetwister nor Volcanic Island neither any other highly expensive card), and you can get a lot of hate in your playgroup.

Hope this helps.

Ravenrose on IN YOUR HEAAAAAD

2 months ago

Telepathy needs to be added for the title alone!!! And yes - I upvoted because of that. I am weak -.-

SteelSentry on Staples?

2 months ago

Do you guys consider pet cards that are goodstuff to be staples? For example, I try to jam Telepathy into every deck with blue that I brew, because I consider it a 'personal staple', even if nobody else I know runs it.

I_Want_To_PlayAllTheDecks on Burn Baby Burn

3 months ago

Glasses of Urza but it might be better in some ways then Telepathy because you opponets don't get any more information. It is slower thou, but if you have cards that can untap it thats good.

TotesMcGoats on Wizzardrix (Kwain, Itinerant Meddler)

3 months ago

OatmealBear

The Magic Mirror is some pretty INSANE card draw and we'll have a lot of instants and sorceries to get that cost down, but the ever-increasing non-optional card draw gets me worried about decking myself, so I don't think its necessary either. Once you're drawing even 1 or 2 extra cards a turn, you're really no longer concerned with needing more card advantage. That's why I love the consistency of having Kwain in the Command zone to come down on turn 2 every single game.

Shabraz, the Skyshark was another one that I was actually considering running as the commander before Kwain got spoiled because I liked the life gain and card draw. And I liked the vibe of sitting down at a table and intentionally playing partnerless. But Shabraz is a bit expensive at 5 mana and I doubt he'd ever live for long because of how fast he'd end up getting HUGE and scary and threatening with Flying.

I also considered Gwafa Hazid, Profiteer, but he's not actually as political as I wish he was. I wish he only stopped your opponents creatures from attacking you, like a pseudo-goad effect where we bribe their creatures with cards to not attack us. Alas, he basically just acts like a bad Banisher Priest.

As for Dream Trawler, Shabraz, Consecrated Sphinx and some of the other big creatures I mentioned before, you can definitely run them if you want, you just have to politic a little differently. Instead of playing the fun-loving group hug spectator, treat your creatures more like just another way to protect yourself. Save attacking with them as a last resort, or make sure you ally yourself with the rest of the table to fight against whoever is the biggest threat at the table. You just don't ever want to be that person being ganged up by everyone else, and the problem is that a lot of those creatures tend to end up quickly becoming the biggest threat. I'd say make sure to include a Rogue's Passage so that you can make sure to land the final alpha strike when you need to. People will almost assuredly have bigger boards then you, so we need a guaranteed way of getting through. Glaring Spotlight could be a good include to help you get through hexproof when you need to, or sac it when you want to go for the win.

One of my favorite aspects about this deck though is how we're playing on a completely different access from everyone else. We're here to have fun, speed things up, but also stall things out until we can combo off. Staying off everyone's radar until its too late is its biggest strength. Even if your playgroup KNOWS what your win condition is, our job is to let everyone else be bigger threats for them to have to worry about while we bide our time and set up for the win in our hand.

See, the battlefield is all about transparency. Its where most people play the game from, slowly building up boardstates and engines and scrapping back and forth here and there. Everyone can see what's in play, and who they should be concerned about. That's why I try to keep everything we put into play as unconcerning as possible, meanwhile all of our actual threats, removal, counterspells, and our win conditions, sit invisibly in our hand where no one can see them, so they don't know what to be afraid of, but everything on our battlefield tells them they probably have nothing to worry about, especially if they just leave us alone.

Telepathy is a pet card of mine that I always kind of want to find a way to fit back into the deck because it serves this purpose incredibly well. Everyone ELSE plays with their hands revealed, while you get to keep yours secret. Being able to see EXACTLY what your opponents are capable of and what you might want to save a counterspell for is GREAT for us, but its even better for our opponents to be scared of one another when they get to see every card everyone draws except for you. As good as it is for us, its not a very fun card to play against and people tend to get pretty mad about it and try to get rid of it quickly.

There's a similar issue with Zur's Weirding that seems like it COULD be an interesting inclusion with some fun politics involved, but basically every time it ends up playing out more like a STAX card that stops everyone from drawing cards and loses everyone a bunch of life instead. Its pretty unfun to be honest, and it can most likely be used against us to stop us from drawing our important combo cards, so I didn't include it either. Telepathy I'm still on the fence about.

I also tried out Approach of the Second Sun for a bit, but it had the same issue as Jace and Lab Maniac, its not good on its own, its a bit slow and obvious, and its otherwise kind of a dead draw cuz its not very good on its own. Seeing it in your opening hand is just gross. I think the concern over having a backup plan is understandable, but ultimately kind of unnecessary. I don't think I've really expressed it before, but this deck is consistent. We draw through so many cards and have so many ways of protecting ourselves and our combo that this deck tends to win a lot more than the average 25% of the time if I'm being honest. That's why I think its so important that you make sure the games are fun for everyone at the table and let everyone draw tons of cards and actually play their decks. Its why I like this specific combo too. Everyone ends up with almost their entire decks in their hands and it becomes one final ultimate showdown battle where everyone is furiously digging through their massive hand-libraries to try to find a way to stop you, and for you to try to stop them back. And if they do manage to do it, good for them! They deserve it!

Sultai_Sir on Underrated EDH Cards

4 months ago

Hey Snap157, great suggestions! I've never heard of Spy Network, but it seems amazing. I also love Telepathy, I used to run it in Modern, but it's also great in decks like Baral, Chief of Compliance or Talrand, Sky Summoner. Thanks for sharing!

Snap157 on Underrated EDH Cards

4 months ago

People always play Exploration but always forget about Skyshroud Ranger, Sakura-Tribe Scout, and Llanowar Scout.

False Prophet is a super political boardwipe. If people aren't swinging at you, theire helping you win. If they're attacking you, block with this.

Ashes to Ashes is very nice

Quicksilver Fountain ROCKS in mono blue

Spy Network gives you an insane amount of info, same with Telepathy

Daring Apprentice is very nice to just have out.

Grind on All My Homies Hate Public Knowledge (Morph EDH)

4 months ago

Sweet deck!
you probably don't need it but I always thought Telepathy was fun.

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