Thrill of Possibility

Thrill of Possibility

Instant

As an additional cost to cast this spell, discard a card.

Draw two cards.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Thrill of Possibility Discussion

multimedia on Infinite Kalamax

1 week ago

Hey, nice budget upgrades for the precon. Kalamax is sure fun when playing him with combos in mind.

You cut Twinning Staff from your upgrade? Staff is very good with Kalamax because Kalamax's copy ability triggers it. Staff is busted with Kalamax and a Fork such as Reverberate which is a great upgrade you've made. Kalamax + Reverberate puts infinite counters on Kalamax and if you copied an opponent's spell first such as Cultivate with Reverberate then you can resolve two copies of Cultivate. Adding Twinning Staff takes this interaction to whole other level because you can make as many copies of Cultivate as you want even infinite copies and resolve them.

Twinning Staff has interaction with Narset's Reversal which is another great upgrade you've made. With Staff each time Reversal is copied it makes two more copies and these copies can copy each other on the stack to put infinite counters on Kalamax. Just Reversal + Kalamax is very powerful, but this interaction can't put infinite counters on Kalamax only three counters. It's not infinite with Reversal unless you can make another copy of a copy of Reversal. Staff makes additional copies of Reversal.

Soul's Fire is a good budget win condition after getting infinite counters on Kalamax because it will infinite burn two opponents. With Twinning Staff copying Fire after Kalamax copies it you can infinite burn three different opponents.

Expansion / Explosion is another budget Fork. Consider cutting a few creatures and enchantments to add these three cards?


Kalamax can take real advantage of instant Forks and also just as much with low CMC instants that draw.

These instants help to keep your hand full of instants to have more of them to cast on your opponent's turns. Consider cutting a few creatures and enchantments to add these draw spells?

Good luck with your deck.

nUKe13 on nUKe13 Mardu Pyromancer

1 week ago

JacenSolo29 as far as the next update goes, I’m waiting to see if there is anything else that drops from MH2, but I think we have the complete list now.

My first impressions are:

1) Faithless Salvaging - this works better than Thrill of Possibility since it can be cast on an empty hand and the rebound can’t be caught by hand disruption. Instant is nice if we really do want to cast on opponent’s end step. Then, if we draw an instant, we can cast with rebound on the stack to get full value.

2) Prismatic Ending - I personally really REALLY like this. Great against aggro, Humans, Jund, Ponza, Death's Shadow (minus Gurmag Angler ). See (https://strategy.channelfireball.com/all-strategy/home/is-prismatic-ending-the-new-swords-to-plowshares/)

3) Damn - again, LOVE IT! Definitely love the versatility, but I don’t know if it would replace Dreadbore (hits PWs), Fatal Push (instant and cheaper), or Engineered Explosives (can be triggered at instant speed and can be cheaper). Definitely a consideration for spots that previously included Damnation or Wrath of God .

4) General Ferrous Rokiric - I personally really like this. Immune to most removal (specifically EFFICIENT removal) such as Lightning Bolt , Path to Exile , Fatal Push , and Cryptic Command bouncing it. If you play a lot of multicolor spells, like Kolaghan's Command , Kaya's Guile , Kaya, Orzhov Usurper , Nahiri, the Harbinger , Dreadbore / Terminate , and Lightning Helix , then you definitely benefit from having this.

5) Dragon's Rage Channeler - this has a Magmatic Channeler feel to it and couples well with the graveyard-centric focus. If you opt for utility ARTIFACTS, like Mishra's Bauble , Damping Sphere , or Engineered Explosives , ENCHANTMENTS, like Blood Moon , or PLANESWALKERS, like Liliana of the Veil or any of the previously mentioned PWs, then you have an even easier time to activate Delirium. You do have to attack every turn, but having flying as evasion is really nice. Surveil is good if we start running more Flashback spells, like more Lingering Souls or Smiting Helix .

6) Void Mirror - TRON HATE FTW! This would compete with Damping Sphere as far as utility goes, but still really REALLY nice.

7) Obsidian Charmaw - OMG there are SO many Tron hate cards in this set, and I LOVE it. If Tron or Eldrazi Tron get more popular through all the hate from this set, then this would be great to add create a clock.

8) Vindicate - old EDH tech being added to Modern. I like the idea of destroying anything, but sorcery speed and 3 cmc, with everything else that has come into the game (and power creep), makes me unsure of its power. Could be what we need, but 3cmc is already crowded in the list.

9) Flame Blitz - UW/x, Jund, and maybe Tron typically run more PWs, so if we forgo running PWs, ourselves, then this serves as an extremely cheap PW hate card. Cycling is nice if we draw it and the opponent has side boarded out a majority of their PWs.

10) Harmonic Prodigy - if we bring back Young Pyromancer , add in Dark Confidant , and focus on Prowess, then I think this would rather have a home in a Feather, the Redeemed /spell-slinger deck. Still, it would be ok here, with the high spell count we run.

11) Sanctifier en-Vec - I don’t think we want to use this... definitely expect it in Burn or D&T lists against us.

12) Dauthi Voidwalker - now THIS we can use. Basically Sanctifier en-Vec , but unilateral hate and can help against Dredge or other recursion based decks. I like that we can sac on targeted removal and cast one of their spell(s). can conflict with our spells, but we are usually ok. If we get Blood Moon ed, we can usually laugh it off and power through it.

13) Bone Shards - in the primer, I’ve indicated that Mardu Pyro has different variants (spells/grave, PW, and Aristocrat/tokens). I feel this would slot nicely into an token deck, along with Village Rites , Kroxa, Titan of Death's Hunger , and Afterlife creatures.

14) Fury - at first glance, I’ve been conflicted. Seems ok as protection from aggro strategies, but I wish it had either 1 more toughness, did more damage, hit players, or cost less. It just seems... meh... I’m skeptical, but I’ve definitely been proven wrong before, so I’ll keep my mind open.

15) Mine Collapse - great if we run a bit more heavy on lands and run late. Too bad it doesn’t hit players though... a common theme from cards this set.

16) Arcbound Whelp / Esper Sentinel /Knighted Myr - another idea that has come to fruition from this set is Mardu Affinity. No, we won’t tech for Hardened Scales , but the removal suite that we run, in addition to these new artifact creatures (and lands!) is tempting enough to test some brews.

I hope this gives an idea of what we could change for the deck. The list was roughly done in the order of what we would tech in to the current build, but anything is possible! Let me know what you all think.

Edit: some of the cards (Knighted Myr, Mine Collapse, and Bone Shards) did not have the links set up in TappedOut as of the time of this post, so I do apologize for that.

InzHornet4 on Power Outage at the Stensia Inn

2 weeks ago

Since Thrill of Possibility is an instant, I'd run 4 of that one. It let's you keep your lands untapped until the end phase of your opponents turn. For lands, I do personally like the Pathway lands. Makes you choose a color, but they can be a clutch draw over a basic land. You could get away with playing a pain land too, since the Nighthawk can just gain you the life back. Dragonskull Summit wouldnt be a bad idea, since you do have the fetch and shocks in now

mlequesne on Power Outage at the Stensia Inn

2 weeks ago

Just like rotimislaw said, I would playtast it. Risk Factor doesn't seem like a great choice for me at first.

I see you are testing Cathartic Reunion and Thrill of Possibility , I would recommend to chose any of them and run a playset, just to play along with Harness the Storm .

Another thing I found while testing your deck: I feel like 4 cavern of souls is too much, cos sometimes I wasnt able to play Inquisition of Kozilek turn 1.

See you around!

multimedia on Baelfire Legion Dega

2 weeks ago

Hey, well done so far, but Zelalpa looks way out of place, almost a meme. You can build your own Zelalpa with Syr + equipment :)

Consider more lands or better yet mana rocks? With a mana curve avg. of 3.7 that's high for only 33 lands and no mana rocks. You risk not being able to cast spells from your hand because you're land screwed. Mana rocks and other additional mana sources can help gameplay.

Some other ways to help gameplay are to include more repeatable draw:

Sram and Akiri are not Knights, but they're worth including because of repeatable draw effects with equipment. Can also improve game play with other draw effects:

Armory is like draw since it can tutor for your best equipment.

Some budget land upgrades to consider:

Would you like more advice? I offer more advice in another comment. Good luck with your deck.

mlequesne on Power Outage at the Stensia Inn

3 weeks ago

Have you tried any discard cards like Thrill of Possibility ? It looks like you love your graveyard and those cards might help you fill it and find the cards you want.

See you around <3

CasualFocusedEDH92 on Jhoira Storm Combo

3 weeks ago

Hi! I am thinking of building a cEDH Jhoira deck. I am looking at some lists and your deck looks like a lot of fun! I do have a couple of questions. 1). What are some of the main combo's in the deck? 2). On what turn does the deck usually win? And 3). Why are you playing Tormenting Voice instead of Thrill of Possibility ? They do the same thing but Thrill is at instant speed so isn't that strictly better?

MaltOMeal on Osgir: Its Reconstruction, not Recursion

4 weeks ago

Hey jakeyuki12! I do use the standard London mulligan for my commander games. While I would normally agree with you in the fact the land count is rather low, with this particular deck being so low to the ground we can consistently hit our curve. You'd be surprised at how quickly you can run out of things to do if you've got too many lands.

With my mana base, I've got a lot of 0 drop and 1 drop artifacts, and cards like Thrill of Possibility to pitch to the grave to fuel my 3D printer, so it's normal to open with a hand of 1 or 2 lands and have 3 artifacts we can cast on turn 1. Additionally in playtesting I didn't really like using Faithless Looting , simply because I didn't want to run many sorceries in the deck, we've got a handful of targets for Isochron Scepter and with the way I'd play this deck I'd much rather be casting instants over sorceries.

Osgir has a unique ability to crack open an artifact and turn it into 2, in the Mana Weaving section of my deck description we cover all the ways we can do this. We end up with a lot of mana, and most of the time it's not even from the land base. With this being a high-power deck as well, we look for a turn 5-7 win, not technically cEDH, but we don't want to drag it out too long.

I have a scenario actually from a night of commander games. Taught me to really take in everything going on at the table. The board just got wiped by an Ashling the Pilgrim boosted by a Dictate of the Twin Gods and the active player healed a ton through Basilisk Collar , my board had a bunch of artifacts that stuck around. Notably 2 Thousand-Year Elixir s, 4 Sol Ring s, 8 Wurm tokens from 4 copies of Wurmcoil Engine , 2 Coveted Jewel s, Boros Signet and I believe Rings of Brighthearth , nothing of value in hand, also only on 4 lands at like turn 6 or 7, not an uncommon occurrence. In my grave I had a ton of artifacts, one of them being Mirage Mirror . Life Totals for the 3 players remaining were 158 for the Ashling player, 28 for the player across from me, and I was at 14. So doing the math my turn, I had to kill everyone somehow, I drew and it wasn't Basalt Monolith , which would give me infinite mana for my Walking Ballista in the grave I could get out with Myr Retriever ... so first thing was first, I recast Osgir for 6 mana tapping those Coveted Jewels. Then I used my lands and my signet to reconstruct Mirage Mirror 4 times thanks to Rings, paid 8 mana into 4 different Mirage Mirrors to make copies of a thing. We chose to make 4 Dictate of the Twin Gods and swung 3/3 Wurms for the win. Doing the math, one 3/3 dealt 96 damage with 5 Dictates in play. With all of this situational stuff it doesn't explain much, but it shows that the land base doesn't matter all the time, 1 land and 2 land opening hands in paper magic are a common thing for this deck, and that's fine, we make more mana along the way. Not everything has to be statistically accurate when it comes to making your own mana.

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