Telepathy

Telepathy

Enchantment

Your opponents play with their hands revealed.

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Trade

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Printings View all

Set Rarity
2010 Core Set (M10) Uncommon
Tenth Edition (10E) Uncommon
Ninth Edition (9ED) Uncommon
Ninth Edition Foreign Black Border (9EDFBB) Uncommon
Eighth Edition (8ED) Uncommon
Seventh Edition (7ED) Uncommon
Urza's Saga (USG) Uncommon

Combos Browse all

Legality

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

Latest Decks as Commander

Telepathy Discussion

libraryjoy on Best 1-drops?

3 weeks ago

I like

Blue:

Cloudfin Raptor

Cosi's Trickster depending on meta (ran it in a Thada Adel, Acquisitor deck for a while)

Telepathy

Green:

Taunting Elf

Elvish Herder

Sakura-Tribe Scout

Skyshroud Ranger

Scattershot Archer (especially if you have ways to give it deathtouch)

Sedge Scorpion

Traproot Kami in mono-green

Utopia Sprawl

Wild Growth

Red:

Dragonmaster Outcast

Quest for Pure Flame

White:

Kami of False Hope

Soulmender in any build that has "Whenever you gain life" triggers

Sigarda's Aid

Spirit Link

Colorless:

Skyblinder Staff in flying heavy decks

Elixir of Immortality

Signal Pest

Animation Module

Darksteel Axe

Glaring Spotlight

Gorgon's Head

Runed Stalactite in tribal builds to protect utility creatures

Stoneforge Masterwork

And I didn't forget black, I just don't play it so I don't have anything to add for that color.

TriusMalarky on High power and below Compendium?

1 month ago

I think, to have a list of lists for each commander, you'd have to take a lot into account.

  • First, the commander(Kykar for this example)

  • Second, the variation(Kykar Anthems, Kykar Storm, Kykar Spirit Tribal)

Then you get the fun stuff:

  • Win Turn at optimized uninterrupted draw(absolute fastest you can win)

  • Average uninterrupted win turn(Average turn you can win without interruption)

  • Average land-drop threshold(the turn at which you tend to stop getting land drops)

  • Average mana at each turn(up to 15-20 for EDH)

  • average cards played each turn

  • average p/t in play on each turn

and more and more fun statistics with which you can analyze play patterns. But of course, we all know that mono blue is the best because FoW and Telepathy. Also Stasis.

azja on Gisa and Geralf Zombies

1 month ago

Creatures:

  • cut Doomed Dissenter since it can't be recast with your commander, and there are plenty of 2/2 zombies for 2 which can
  • cut Festering Mummy because in commander, most creatures will not die with a couple of -1/-1 counters. Consider keeping it if your opponents play lots of mana dorks such as Llanowar Elves
  • cut Ghoulraiser, your commander casts a zombie of your choice from the graveyard anyway
  • cut Liliana's Steward, targeted discard is bad in commander. You and the targeted opponent lose a card, but your other two opponents don't.

My suggestions for possible replacements are Cemetery Reaper, Cryptbreaker, Rot Hulk, Sidisi, Undead Vizier and Undead Warchief.

Sorceries:

  • cut Increasing Ambition, it simply costs too much mana for the effect in my opinion
  • cut Sealed Fate, it's pretty bad unless your opponent just used a Worldly Tutor or something
  • cut Shamble Back, you don't want to exile your own creatures, and it's a pretty poor form of graveyard hate.

Suggestions: Demonic Tutor or the budget replacement Diabolic Tutor, Windfall, Night's Whisper, Reanimate and Buried Alive

Instants:

Suggestions: Cyclonic Rift, Entomb, Swan Song, Pull from Tomorrow

Artifacts:

  • cut Manalith and Nyx Lotus. When you're in 2 colours, you generally don't want to pay more than 2 mana to ramp. Plus if you ramp on turn 2, you'll have 4 mana on turn 3, allowing you to cast your commander early

Suggestions: I think you're a bit low on ramp, most commander decks want 8-10 ramp pieces. Try Arcane Signet, Dimir Signet, Talisman of Dominance, Fellwar Stone, or Mind Stone.

Enchantments:

  • cut Telepathy, it's not worth using a card to see your opponents hand unless you're playing something specific like maybe Sen Triplets.

Suggestions: Animate Dead, Phyrexian Arena, Rhystic Study

Lands:

  • For semi-budget 2-colour deck, your mana base looks pretty good. I would just cut Skyline Cascade, having it come in tapped isn't worth it for it's effect in commander. You can probably just play a basic island in its place.

If you want to upgrade your mana base, avoid lands that come in tapped like Dimir Guildgate. A few suggestions would be Command Tower, Choked Estuary, Darkwater Catacombs, Drowned Catacomb, Tainted Isle, Underground River, Watery Grave.

I hope that was helpful! Here's a link to my The Scarab God commander deck which has a pretty similar zombie tribal theme to what you have. Take a look through it and maybe you'll find more cards that I forgot to mention. If you have any questions don't be afraid to ask!

https://tappedout.net/mtg-decks/27-08-19-scarab-god-edh/?cb=1597359288

SteelSentry on What are your favorite underused, …

2 months ago

Telepathy and Need for Speed. They're only one mana, and both feel bad to waste enchantment removal on. I put Telepathy in every deck I can, and Need for Speed in everything outside of Boros, and are frequently one of the best cards on my side of the field. Plus, Need for Speed is literally the best card in my Korvold, Fae-Cursed King lands deck.

Grind on Surveillance

3 months ago

cool deck!
have you considered Mnemonic Betrayal? i think this card is great value.
also the name of your deck would make me want to run Telepathy even though it is not as good as gitaxian probe.
and Retreat to Coralhelm is another way to see your topdeck after your draw step.
cheers and keep having fun!

Tzefick on Windriddle Sphinx

3 months ago

I immediately also went to the knowledge part of this card; getting to know your opponents' every draw is powerful (PS: I didn't notice at first it said each player plays with top card revealed, that does put a slight damper on the knowledge advantage). While you could just play Telepathy and know their hand, this card is also an evasive attacker and blocker that is moderately hard to kill. Because you can play cards off the top of the library and not just cast, you can also use it to choke people out of land drops by playing their lands - and since the activation is generic mana you can at the very least always use those lands for something.

I'm not sure if it's overpowered as Funkydiscogod claims, as it is a 6 CMC, but it is definitely powerful.

jboss1642 on Nek Wheels

4 months ago

Things I'd cut: Frost Marsh just a tap land, not worth it

Spire of Industry not enough artifact to turn it on early and you don't really need it late

Diabolic Tutor too slow, you'll be drawing so many cards anyway

Karn's Temporal Sundering also slow and expensive, you'd need upwards of 10 mana to make this thing worth it

Folio of Fancies nonbo with much of the discard stuff, and mill is not the way this deck wins so why let your opponents keep extra cards?

Breathstealer's Crypt just feels not very impactful, basically an overpriced Telepathy

Exquisite Blood same deal, you don't really need lifegain and at 5 mana youd rather play nek himself

Psychosis Crawler this one's a hot take, but in a deck dedicated to making your opponents draw, he is looking for the opposite. Also 5 mana is neks spot.

Niv-Mizzet, Parun casting cost is fucking rough, but this is a maybe cuz he is really strong

Psychic Corrosion same deal as folio about this not being a mill deck

Sangromancer you don't need much life gain

Spark Double not sure what you're copying, an extra nek is nice but doesn't seem like that huge of a difference, nothing else seems worth it.

Torbran, Thane of Red Fell triple red is tough and he doesn't really change the clock that much. This is more a matter of preference though

Mission Briefing you're almost certainly using this for a wheel but why not just run another wheel and not have to pay an extra UU?

Before I say what I'd add specifically, in general I think you need a little more speed, a few more lands and a lot more interaction. 2 counters, 2 spot removal, and 3 board wipes does not feel like enough, especially for a relatvely slow deck that doesn't combo out. I would add a mix of 4-5 spot removal and counter spells and 4 more lands before even looking at any of the cards below.

Cards I would add:

Another land or two in addition to the above. Your commander is 5 mana after all and your average CMC is over 3. Average CMC times 10 or 11 is my baseline for lands

Curiosity stellar, cheap card draw

Nightscape Familiar effectively a mana dork, helps with the speed

Whirlpool Warrior another wheel

Archfiend of Ifnir pet card, turns wheels into board wipes

Vision Skeins fun card, works perfectly with your strategy

Ponder consistency

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