Thirst for Knowledge

Thirst for Knowledge

Instant

Draw three cards. Then discard two cards unless you discard an artifact card.

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Legality

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

Thirst for Knowledge occurrence in decks from the last year

Latest Decks as Commander

Thirst for Knowledge Discussion

klaudiohmm on Strixhaven Commander: The Tale of Codie's End

1 week ago

Hey! I was building a Living End deck and found your deck in the suggestions. I really like your approach to Living End. I've +1 it already!

Playing with my Living End deck, sometimes I think that putting cards into the graveyard only with cycling effects is pretty slow. The obvious advantage is put cards into the graveyard without "losing" cards in our hand (discard to draw maintains the number of cards in our hand), but I was testing cards that draws and discards a lot of cards with one spell (e.g. Thirst for Knowledge or Frantic Search ). I don't know if is good to have so many cards with cycling inside the deck. Do you have some impressions through the tests you've (possibly) made with this list?

I think that cards like Faithless Looting and Careful Study works very well in your deck. They're sorcery spells with mana value of 1, which is a cost that your deck likes, because of the Codie's ability. Also, Codie's ability lets you cast the spell until the end of turn, so you can delay Living End and cast it after putting cards into the graveyard with the discard clause of those spells I've mentioned.

Another good side of using those spells is that lets you use powerful creatures that does not put themselves into the graveyard. It can increase the value of your creatures and wins you some games. Maybe you don't want to use them because Codie doesn't let you cast them, but maybe they'll work anyway.

I've never played Codie before, but I think that permanent cards can be useful, even with Codie's ability. Codie won't be in the battlefield all of the time, and maybe there're permanents that can help you setup your strategy. If these cards are creatures, you can simply discard them with the draw X discard Y effects, reanimating them with Living End on future turns.

seshiro_of_the_orochi on Cheating Made Easy: Ramirez DePietro & Armix

3 months ago

Sorry for the triple post, but the concept of the deck really has me hooked, so I kept on finding new cards:

Lumengrid Augur seems to be a pretty cool draw engine here.

Artificer's Intuition: Just wtf?

Mirrodin Besieged is a great wincon.

Riddlesmith: Another pretty neat draw engine.

Thirst for Knowledge

Foundry Inspector

Myr Retriever

Final Parting

Joker4242 on Skulker

4 months ago

Nice idea. So can you explain a little bit about this deck and what you are trying to do? I see that you have Thing in the Ice  Flip which is a great card. Chasm Skulker seems to be the main combo with all the card draw. Hangarback Walker seems a bit off-base with the rest of the deck. It Thirst for Knowledge is usually better with more artifacts. A few bounce spells wouldn't go amiss either as Thing in the Ice  Flip can only bounce creatures but not other permanents.

vasarto77 on This is the way!

4 months ago

Vimozahr That's ok!

Rogue's Gloves and Thirst for Knowledge have been dropped for a Sensei's Divining Top and a Sun Quan, Lord of Wu

HORSEMENSHIP!

Destroyerbirb on Clone High

4 months ago

Very nice. Just before I start talking about cuts and edits, I want to say that your land count is WAY too low. I usually play 35-36 lands, with about 5-10 other mana producers. Only CEDH decks run such a low land count, because they need to play fast with cards like Mana Crypt and such. Add more lands to the deck.

I will start with talking about cuts, because there are a few cards that I feel shouldn't be in the deck.

Jace, Wielder of Mysteries is known for being a wincon in CEDH and strategies that want to mill themselves out. However, it's not right here. There is no real upside to adding it to the deck, so this is an obvious cut.

Thirst for Knowledge: I'm not sure why you put this one here. It doesn't work well due to you having such a low artifact count. Also, it's only a one time card draw, which isn't too good in commander. I guess Chemister's Insight goes in this section as well.

Finale of Revelation can be a good card, but it's mainly used as an infinite mana sink. I would not recommend this in a deck that doesn't go infinite and focuses on creatures.

Nyx Weaver is getting worse and worse. It has gotten to the point where it's nigh unplayable. Cut.

Echo Storm has great potential in an artifact based storm deck, but not here. Same argument as with Thirst for Knowledge.

Clone, despite being the original clone, is considered to be one of the worst. I would definitely cut this one out.

I know Nascent Metamorph is a fun card, but people overestimate what this card can do. Don't play it in any non-chaos build.

Expedition Map: Only good if you are running some amazing land cards or land combos, such as Cabal Coffers + Urborg, Tomb of Yawgmoth.

Mirror Shield? Just don't run it.

Ok, so those are the 10 cards I would cut. Now, adding cards is a bit harder. In my suggestions for the forum for this deck, I suggested a reanimator theme, but it looked like you didn't take it, so I won't add too many cards from reanimator strategies. Also, it looks like you are working on a "budget", so I won't suggest anything over ~$20.

Just a quick note; When people are making these clone strategies, they often forget to put enough creatures to copy. This is a common deck building mistake, but something that will cost you games.

Grave Titan is an all-star. It is an army in a can, and when copied, it gets out of hand. I would also like to suggest Sheoldred, the Whispering One because one copy alone can take over games.

Cackling Counterpart is one of the best copy spells ever, right behind Rite of Replication.

As Jimmy showed in the latest "Game Knights" episode, Solemn Simulacrum is crazy in clone decks, and seconds as ramp and card draw.

Finally, speaking about ramp, Rampant Growth is still one of the best ramp cards in the game.

Now, you may have noticed I only suggested 5 cards when I cut 10, and that's because you need to raise your land count. Below are some budget but good lands you should work with. Also, try not to work with too many tap lands, as they slow your game down.

Lumbering Falls and Hissing Quagmire: You already have one man land, so why not work with some more? Cloning these lands is essentially ramp.

Rejuvenating Springs, Morphic Pool and Undergrowth Stadium: If you have the budget for these, they are essentially dual lands.

Temple of Mystery and Temple of Malady: I'm not sure what is with the deck and incomplete cycles, but if you run one temple you should run all three.

Zagoth Triome: A bit pricy but it's fetchable or can be used to dig through your deck.

Hinterland Harbor, Drowned Catacomb and Woodland Cemetery: Check lands are really good, but get them soon because they are slowly rising in price.

Fabled Passage, Evolving Wilds and Terramorphic Expanse: Basic fetchlands. (Did you get my pun?)

The filter lands from Lorwyn, (Flooded Grove, Twilight Mire and Sunken Ruins) are pretty good if you can get them.

Finally, I will recommend my favorite cycle of lands, the pain lands. Llanowar Wastes, Yavimaya Coast, and their more expensive sibling Underground River enter untapped and add any of the two mana you need.

Just cut some basics to add these lands in. But don't cut too many basics! You need about 12 basics at minimum in a casual deck!

If you want to look any further into the clones strategy, take a look at EDHREC's page for clone strategies. (https://edhrec.com/themes/clones)

I like how you chose some interesting cards I have never seen before, and this deck looks fun to play. I hope these suggestions were of some help to you.

Squirrel_of_War on To Drown the World in Death: Araumi EDH [PRIMER]

5 months ago

Have you thought about running Ancient Excavation, Thirst for Knowledge, Monastery Siege, Mirrodin Besieged, and similar cards? I personally prefer them over the single card looting creatures.

Gidgetimer on teferi's ageless insight + thirst …

6 months ago

The way that Teferi's Ageless Insight works is that for each card you would draw besides the first one in your draw step, you draw two cards instead. This affects each instance of drawing a card, even if multiple draws happen at the same time.

So when you go to draw with Thirst for Knowledge each draw will be replaced with drawing two. You will draw a total of 6 cards.

Your wording in both options you gave is a little weird, so I would like to reiterate that drawing two from Teferi's Ageless Insight replaces the other draws. Drawing 1 becomes 2, 2 becomes 4, and so on.

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