Thoughtseize

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Thoughtseize

Sorcery

Target player reveals their hand. You choose a nonland card from it. That player discards that card. You lose 2 life.

leovolt884_ on Rotpriest Infection

1 week ago

Definitely Does not need as many pump spells. Keep the Vines of Vastwood for protection and maybe a Snakeskin Veil or two if you want to argue for that. Heroic Intervention is a good alternative as always but doesn't have pump capabilities. I think it would be decent as mass removal is pretty common especially with -x/-x to all creatures being a common effect on black cards and your deck is very susceptible to that kind of removal. Most mass removal doesn't target so you wont even get Venerated Rotpriest triggers so some board wide protection seems necessary. Might of the Masses seems like a good cut because only 16 creatures with very limited card draw won't end up pumping more than other spells too often. Groundswell and Might of Old Krosa seem pretty redundant so picking one or the other would be best.

Depending on how you feel about splashing, maybe consider red for something like Rhythm of the Wild for protection and better aggro. Something to provide trample can be found here as well. Temur Battle Rage is an okay option and can be deadly but requires an additional pump spell to be at full potential. Can't think of any other cards like it off the top of my head but they definitely exist. If staying in two colors, consider 3-4 Vexing Shusher to simulate Rhythm and serve as removal bait in which case Triumph of the Hordes can maybe be justified as a boardwide buff and trample enabler, also giving shusher infect. In terms of creatures, running a few more may perform well, possibly a few copies of Flensermite and I would highly recommend Skithiryx, the Blight Dragon to close out games if you can't take them early. It would be a good idea to at least sideboard it against control or burn. Some of your current sideboard cards should be run mainboard like Dismember, a Force of Despair, and some Thoughtseize to disable your opponent.

I understand running Urborg, Tomb of Yawgmoth especially with the Inkmoth Nexus but it feels a bit pricey and could be replaced with an Overgrown Tombfoil since your mana ratio is already pretty good. A few lands may also be cut, considering 1.4 average cmc is very low and with limited card draw you really don't want to get mana flooded.

The deck feels almost like a "one trick" kind of deal and would be pretty easy to work around. You have to play really well to force your opponent into numerous combat tricks so maybe take it easier on yourself by running more removal and card draw. Dumping your hand then drawing 1 to 2 combat tricks per turn may not work against control decks or even aggro decks that can afford to chump block. Unearth is a good idea, consider running 1 less in favor of a mass recursion effect or something that lets you access multiple cards from the graveyard later in the game when you've run out of resources.

leovolt884_ on Dandan dredge

2 weeks ago

Bookrook I just meant any dual land of choice, shocks probably work best also to speed up the game since you'll need a lot of attacks with Slitherhead. The new ping lands could also work but they're slow. A new suggestion is if you want the effect of Endurance, run Blessed Respite instead. It's a fog that has the shuffle graveyard into library stapled on. Just because a 3 mana 3/4 could really quickly change the pace of the game. For Thoughtseize I'd suggest cutting at least one Life from the Loam because they probably won't see a lot of use with reshuffling the graveyard into the library and they can be cast effectively from the graveyard anyways. Maybe one Set Adrift also. I think it can clear too many cards out of the graveyard. It also has very little upside in its actual effect since its a sorcery and your opponent is just going to redraw that same card as soon as you pass the turn. The effect would be more interesting gameplay wise on an instant to set up your own draw. Codex Shredder feels a bit too slow especially with so few ways to set up draws that the instant speed mill doesn't have use other than filling the graveyard which other cards in the deck do better. If you want to up the complexity and interaction, add in some card draw, so players aren't sitting with empty hands in what is going to be a very slow game as well as add in card selection with Ponder and Brainstorm (which would be incredibly powerful considering since it lets you basically choose what your opponent will draw and what you will draw next turn at instant speed). If you do this keep the Codex Shredder at 4 copies, cut the Set Adrift altogether or replace it with an instant of the same effect, and maybe consider Clear the Mind instead of adding Blessed Respite. Also I believe traditional Dandan is run at 80 cards so bringing this list up to 80 would be super fine if you add in card draw and card selection. That being said it would really up the blue presence in the deck making lands a bit trickier :>

wallisface on Orzhov Soul Sisters - MODERN

3 weeks ago

To get your deck to 60 cards, I would recommend Sorin of House Markov  Flip. It provides a lot of flexibility in as well as a dangerous threat.

Some other thoughts looking at your current list:

  • I know you say you already have a sideboard, but is there a reason it’s not listed here? Sideboards are as-important as the mainboard, so I would’ve thought you’d want feedback on both?

  • As has been already mentioned, your landbase is suboptimal. I would suggest not running more than 2-of each kind of basic. A playset of Concealed Courtyard would do wonders here.

  • both Kaya's Guile and March of Otherworldly Light feel more like niche sideboard options than valid mainboard tech. Their applications are both niche and matchup dependant, and they are both fairly mana-hungry compared to a lot of other interaction. I’d suggest running stuff like Fatal Push, Thoughtseize, or (if you can assemble the manabase to support them) Prismatic Ending and Leyline Binding.

  • I’m really not convinced by Walking Ballista here. Yes it is super-strong with Heliod, but you’re only running 2 of each and Ballista is practically a dead card whenever it’s not comboing off. Furthermore, the play-pattern for the Heliod/Ballista combo is often quite mana intensive (because you need to avoid Ballista sitting on the field long enough to get killed), and your land count is super-low.

DMFF on Black and White Soul Sisters - MODERN

1 month ago

Firstly, welcome to the MTG community! Modern is definitely a more hostile format, but Soul Sisters can hold their own, especially in Orzhov. One of my close friends in my "close friends playgroup" built his own rendition of Orzhov Soul Sisters as well and it can certainly give any aggro deck a run for its money. Since Lifegain is more of a Control-esque strategy, I do have a few suggestions for your main and side:

Main: - Fatal Push, Solitude (ik a little more expensive, but so so good), or Path to Exile for cheap/"free" removal of onboard threats. I would cut 2-3 copies of March of Otherworldly Light since it requires more resources, but can be great in the mid/late game.

  • Guide of Souls, the new Soul Brother! (It could be called Soul Siblings!) This card is a more powerful version of the Soul Sisters, so I definitely recommend running 4x of this card once it drops in MH3. I would drop the 4x Auriok Champion for this due to the lower mana cost and higher power level.

  • Thoughtseize is a great handrip card and the -2 life is barely noticeable in your build. Until you pick up any copies, I would move Inquisition of Kozilek into your main board for better control and knowledge of your opponent's gameplan right from game 1. I would also suggest a combination of both of these cards in your mainboard to equal 6 total. My wife runs 3 of each in her own rendition of the meta Yawgmoth deck.

  • I would cut the Ghost Quarters for Field of Ruin, reduce them to 2 or 3 copies and move them to your mainboard, cutting some basic lands. My wife actually runs this in her mainboard to mess with greedy manabases to great success.

Side: - Having both Sanctifier en-Vec & Rest in Peace is a bit redundant. I would personally cut them both and replace with 3 or 4 Leyline of the Void to have a good chance of hurting Graveyard strategies before turn 1 even starts. Keep all the Surgical Extractions in though because it is great targeted GY removal that can outright cripple decks.

Hopefully this will be helpful for you, let me know if you have any questions!

wallisface on Sultai Lantern Control

1 month ago

As a long-time lantern player myself, I have some thoughts:

  • your only on-board interaction at the moment is the two copies of Drown in the Loch… this feels severely inadequate for cleaning up the board once your lock is in-place. I would be expecting stuff like Prismatic Ending or Abrupt Decay so you could hit a wider variety of answers, or Fatal Push so you could be more proactive. In any case having only 2 on-board interaction pieces feels too low. Added to that, Lantern never needs countermagic because you’re able to soo easily strip the opponents hand and then control their topdeck.

  • Emry, Lurker of the Loch validates your opponents cards too much imo (i.e it means their killspells aren’t dead-draws, so there’s less garbage they can topdeck). I’d ditch it.

  • In a format as fast as modern, there will be lots of instances where you need to get Ensnaring Bridge online asap. I don’t think Ashiok, Dream Render, being a 3-mana cards, helps with that. It’s a sideboard option at-best.

  • Ego Drain feels incredibly dangerous to yourself as far as limiting your own limited resources. You really need Thoughtseize

  • Scheming Symmetry only feels useful if you’re already ahead/winning. Though there’s possibly a few niche situations where it’s helpful, so maybe its fine.

  • you really need a copy of The Underworld Cookbook to deal with aggro and burn, while also ensuring nothing gets under Ensnaring Bridge.

wallisface on Cloaked Whispers

3 months ago

I’m not sure where the first iteration of this deck ended as it got deleted before I could read any closing comments. So apologies in advance if i’m stating something that’s already been discussed.

Your description has the opening statement of “I know the deck is slow, don't really care about that. These are the type of decks I like to build. So don't comment if you're not interested in helping try and help with the deck” - this commentary is at-odds with itself… in that the absolute-best way to make this deck more playable is to speed it up. It’s going to be very hard to offer suggestions that aren’t just “make the deck faster”, because that’s the primary thing this deck soo sorely needs.

Specifically, your deck needs to be doing something in all-of turns 1, 2, and 3 to progress the game… otherwise you just get left in the dust. Your options for that includes:

  • potentially having a ramp engine. Green has loads of 1-mana options for generating mana which could easily accelerate your win condition by a few turns. Ramp also helps mitigate some of the woes you’ll face with this extremely greedy mana curve.

  • potentially having control elements. If you’re wanting the game to go long enough to do your thing, you need to make sure the opponent isn’t just winning. Counterspell, Fatal Push, Thoughtseize etc all play a part in dragging the game out and allowing you time to assemble your pieces.

  • potentially dig through your deck to assemble all the cards you need. Your combo requires a lot of working pieces, and as said before, those Transmute cards are super clumsy. Cards like Preordain, Serum Visions, Opt, and Consider could all help you dig through your deck to try and get your card pieces asap - to try and make a turn 5 win as reliable as possible.

^ each of those three above options could be viable - the important thing is that your deck needs to be working towards achieving its goal from turn 1, not turn 3-4. At the moment your shell is both super slow and super fragile, which is just going to lead it to not-working.

wallisface on Surgical Forfeit

3 months ago

Some thoughts:

  • Lazotep Plating seems really underwhelming considering you have no permanents outside of lands, so all you're really making is a piddly 1/1 army to act as block-fodder. Why not something more impactful here?

  • Why Inquisition of Kozilek instead of Thoughtseize? Particularly in any midrange/control matchup, Inquisition of Kozilek just doesn't hit enough targets. But even in combo decks there's a lot of high-mana cards you'd really be needing to hit.

  • Mind Funeral is possibly the most underwhelming mill card out there - there are a LOT better options.

wallisface on Jund Saga

3 months ago

Some thoughts:

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