Think Twice

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Tiny Leaders Legal
Vintage Legal

Think Twice

Instant

Draw a card.

Flashback (You may cast this card from your graveyard for its flashback cost, then exile it.)

Degaine on Why is Mulldrifter not a fish??

1 month ago

"This style of dimir" is like 3 decks combined together: Alchemy, Angler-delver and UB Control. I can believe that you can mill yourself out with alchemy, AC, preordains and mulldrifters pretty easily.

  • If you want to play angler-delver - swap mulldrifters for delvers, add brainstorms for alchemy, change preordains for ponders.
  • Alchemy plays only augurs and anglers. Or at least play one Stream of Thought
  • UB control would cut alchemy and throw more spells or non-selfmill CA. Black rose could be helpful.

I would cut main justice for Arms of Hadar. Maybe not repeatable but kills all bully creatures and they can't even protect themselves. Imo AC is not that great of a card. In alchemy it is fine, but even only one bog and this card just feels sad. In the same slot you can use Behold the Multiverse, Think Twice and Pop Quiz - this last one is weird, cause it can ramp you&gains you life and provide reasonable threat later. I takes 5-6 slots in SB, but after little testing, I am very surprised how good this CA is.

wallisface on

3 months ago

I’m going to add here a description of what a control decks purpose is about, as hopefully this helps with your deckbuilding decisions.

The primary goal of a control is to win by having more resources in-hand than the opponent, while ensuring the opponent can’t do anything too dangerous on-board. In this vein:

  • you need ways to increase your hand size, to get ahead of your opponent in cards - so you need ways to draw 2-or-more cards (or, a card that draws as-well-as disrupts, in one package) Current control decks typically do this vua 4x Archmage's Charm and 2x Memory Deluge. But other options include Into the Story, Think Twice, Expressive Iteration, Cryptic Command, etc. Without a way to get more cards than an opponent, a control deck will run out of resources, and then lose to top-decks.

  • you need a way to finish the game that also provides incremental value. Control decks want creatures that 2-for-1, so that they maintain their resource advantage - so their creatures are things like Snapcaster Mage, Solitude, a cycled Shark Typhoon, or failing that manlands like Celestial Colonnade. If the creatures you use don’t provide you resource advantage, then they’re more likely to hurt your plans than help you.

  • lands are super important. You need to be able to cast resources from your hand to gain & maintain your advantage. A control deck that can’t play a land everyturn for the first 4-5 turns of the game, will very-often lose. Because a Control deck often has a near-full hand, there’s often no-such-thing as drawing “too many” lands, while drawing too-few is disastrous.

  • So, in summary, every-single-card in your deck that isn’t a land, either needs to provide some form of resource-advantage, or trade 1-for-1 with an opponents card (i.e Counterspell, Prismatic Ending etc).

Taking the above points and comparing them to your current build:

  • Deflecting Palm, Boros Reckoner, Hover Barrier, Ugin's Conjurant and Basri Ket are all bad choices as they offer you no form of resource advantage (and some of these, like the Conjurant, are just terrible in general).

  • Your selection of counterspells leave a lot to be desired. Too many if them have very specific targets on what they can counter, which isn’t ideal as it means your “resources” may sometimes be useless. A lot of these also cost a LOT more mana than what they should, considering their average effects.

  • you don’t have enough ways to gain resource-advantage.

  • your land count is waaay too low.

  • you have no “finisher” card that actually wants to be in this deck.

heckproof on Draw-Go No

4 months ago

@Ragescoop Gosh, man, don't remind me Think Twice exists or I'll have to play it, even if it's bad XD

I'd probably consider Fire / Ice before Think Twice in the 2-drop cantrip slot though

Degaine on UB-dreadge-Delve

4 months ago

I would never play Otherworldly Gaze, it wastes one card and gives you only a little bit bigger gy.

From things you mentioned - you are not fast enough. Well, if you can not make your deck faster, then you need to slow your opponent down. Put more destroy&sacrifice effects (Diabolic Edict, Chainer's Edict) or mass removal like Pestilence, Crypt Rats, Evincar's Justice, Suffocating Fumes with an actual card draw spells like Accumulated Knowledge (it is dead against decks with bojuka), Think Twice, Behold the Multiverse or Deep Analysis.

Good creatures - Delver of Secrets  Flip (very aggressive), Augur of Bolas (good against aggro decks), it is slow but it fills gy - The Modern Age  Flip

Other things - at this moment I would cut like 5 lands and you can swap some of them with Evolving Wilds or Ash Barrens (additional cards that can fill gy) cause you have so many cantrips. The same as I would cut imps. It is more for gy focused decks, UB is not.

lagotripha on help me improve my deck

5 months ago

Its such a shame that Curse of Misfortunes can't see the back side of that card.

II'd look at the dice factory archetype (Everflowing Chalice+Coretapper backed by a bunch of counters matter stuff) as the best chance of paying 7 mana and proliferating in modern, backed by some x cost control.

Its never been competitive, but I think its your best bet for 'pay 7 mana quick, then delay for 3 turns'.

Lock pieces to avoid dying might break any budget though.

Secondary option is defender tribal tools - combo lines with their incredible ramp makes it unlikely this'll be the wincon that goes off, but you could do it.

I gave a little thought to animating sinner's to get counters onto it via ozolith, but can't think of anything that'll stick reliably - Starfield of Nyx isn't enough on its own.

Dennick + Secrets of the Dead might make for a nice U/W 'graveyard spells' control list with Think Twice and whatnot, but once again, stalling to 7 mana is hard.

InzHornet4 on Need help finding a focus …

9 months ago

Yeah, tri-color decks suck for land prices. Scurry Oak would work with the Nissa, since her minus 2 puts counter on each of your creatures. Then you could maybe play Jiang Yanggu, Wildcrafter to add a few counter on him, and turn him into a mana producer,

The Nissa and Verdant Command could still get you the turn 4 Junk Winder, and the Scurry Oak could follow on turn 5 to make some Squirrel tokens with an established Nissa on board. Jace, Cunning Castaway could be a cool card that acts almost like Dovin, but can draw you cards. Simic could still play the Saheeli in it, and casting a Nissa and Verdant Command would get you a token from her.

I do like Young Pyromancer, but there aren't a lot of spells that make tokens reliably in blue or red. You could go that route, then play some cheaper obvious spells like Shock and Lightning Bolt to burn your opponents and make a few tokens.

Another deck idea I had for this at first was an Ominous Roost deck. Maybe pair that with the Young Pyromancer, then play some flashback spells. 4 Cackling Counterpart to copy the Pyromancer, maybe Think Twice to draw you cards. Then if you have the Pyromancer, Saheeli and the Roost out, every flashback would get you 3 tokens.

For Azorius, you'd then be able to play the Dovin and the Gideon. Then you could play the Raise the Alarms, and that plus Dovin is still a turn 4 Junk Winder. Then you could still play Saheeli, and those cards would all get you tokens upon casting. Another planeswalker that could be a cool turn 5 followup to a Junk Winder would be Ajani, Caller of the Pride. Give your Junk Winder flying and double strike and swing in for 10 two turns in a row, which would end them if they don't play fliers.

I feel either of these decks could work. Modern is a very fast format with a lot of decks designed to win between turn 4-6, so you would want your Junk Winder out ASAP. Saheeli seems like a great idea in any build of this you could make.

Try out a list of each color combo and figure out which one you like best. All seem like they could get you the Winder on turn 4, and each would have their own advantages.

MrMortifex145 on Dimir Control - 2021

1 year ago

Grubbernaut thanks for the upvote! Generally what you said is true, but for this deck I beg to differ. Think Twice is always card advantage while Frantic Inventory , which draws more cards if you can cast all four, has to be drawn at multiple times to get the advantage. Plus if you have to discard Think Twice to Forbidden Alchemy you can still flashback it, plus having one in the gy you can do cool stuff like play Mortuary Mire a Mulldrifter and get it back by flashbacking Think Twice it if you have the mana, or get back a Gurmag Angler . This deck is mostly a "draw, land, go" kind of deck so the flashback cost isn't an issue. Curse of the Bloody Tome is a bad card generally, but it works in this deck because, as I said, many turns are just waiting for stuff to counter and having a passive wincon is cool. Plus you can discard it to Forbidden Alchemy . On MTGO it also has the advantage that if you play it on the first round by turn three, people will scoop because they aren't ready for a mill deck, side out removal for enchantment hate, and get stomped by Gurmag Angler . Cast Down I agree, but until they ban Chatterstorm you need ways to sweep by turn two. Plus against boros you can sweep First Day of Class buffed birds which is nice, and two Suffocating Fumes is necessary to survive against elves.

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