Thrill of Possibility

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl 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
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Thrill of Possibility

Instant

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

Draw two cards.

legendofa on Yugioh in MTG

2 weeks ago

shadow63 An 8/8 with no downside for three mana seems okay to me, unless you're just talking about the ability. Sacrificing fifteen permanents over five turns is a very steep cost, even for a "you win the game" effect.

And yeah, this Pot of Greed is insane in any deck. It's basically a free Thrill of Possibility. Every Dredge deck will want four, every blue deck will want five, and every other deck will want at least a couple.

Blue-Eyes White Dragon is okay, but I would drop the menace.

Red-Eyes Black Dragon needs some punctuation in the last sentence, but it might be a little too good, as a repeatable one-sided boardwipe, discard, and draw engine. Maybe something like "REBD ETB with a destruction (or whatever) counter." and "Remove a destruction counter from REBD: Each opponent discards and you draw. Activate this ability only if REBD attacked this turn and five or more creatures and/or planeswalkers died this turn." Maybe also "As long as REBD has a destruction counter on it, something good." but that's getting pretty wordy.

Dark Magician also needs some punctuation, but it seems okay. Why is 3 the magic X-value here?

NV_1980 on Who Else But Krenko!

1 month ago

First, some general comments.

In its current form, your deck has only a few ramp cards. This is a bit of an issue if you want to have enough resources available (from early-game onwards) for casting spells. Red has few options for ramp, of which you've already included some. Other interesting cards could be stuff like Battle Hymn, Seething Song and especially Skirk Prospector. More expensive ramp options include cards like Dockside Extortionist, Jeska's Will and Mana Echoes.

Aside from red ramping options, there are also many artifacts resources for this. Good options include Arcane Signet, Fire Diamond, Gauntlet of Power, Mind Stone, Nyx Lotus and Sol Ring. There are also more expensive options if you really want to go to town: Chrome Mox, Jeweled Lotus and Mox Opal.

Currently your deck hardly contains card-advantage options (draw, tutoring, filtering, etc.). Of course, red has some options for this. Cathartic Reunion, Faithless Looting, Gamble, Thrill of Possibility, Tormenting Voice and Valakut Awakening  Flip. Artifacts can help you on this front as well. Endless Atlas and Mind's Eye come to mind, as well as the more expensive stuff like Scroll Rack and Sensei's Divining Top.

Now, with regard to Krenko himself.

He's an exceptionally powerful commander that your opponents are going to try and get rid off for sure. He needs some protection. Lightning Greaves/Swiftfoot Boots are therefore highly recommended. Stuff that gives him protection/indestructible also works. Next, I would expect that if you could, you would use his ability more than once per turn, should you be able to. There are many artifacts out there that allow you to untap Krenko, so that you can use him again during the same turn. Options include but are not limited to Puppet Strings, Staff of Domination, Sword of the Paruns, Thornbite Staff, Thousand-Year Elixir, Umbral Mantle.

Hope this helped.

Crow-Umbra on What's your dream play?

1 month ago

I don't have a current dream play, besides sharing the same one as CoarselyRefined.

If anything, I think I played out a personal dream play already. Here's the basic beat:

  • I was playing my Alesha, Who Smiles at Death deck a couple years back.

  • I pitched a Master of Cruelties in my yard on someone's end step before my turn, using a Thrill of Possibility.

  • At start of my turn I immediately move to combat, using Alesha's ability to recur the Master of Cruelties.

  • In response to MoC entering the battlefield, I use Key to the City to pitch a basic land, and make MoC unblocked. It hits an opponent taking them down to 1 life.

  • I move to second main phase and cast a Goblin Bombardment, which I immediately use to sac the MoC, and throw the 1 damage at the player it just hit in combat.

The last two players proceeded to rightfully focus me and knock me out on their subsequent turns. It was worth it lol.

zapyourtumor on Jund Twist - Modern

2 months ago

Yeah so the best discard outlet, Faithless Looting, was banned a while ago (victim of HOEgaak that disgusting deck).

The best 2 mana discard outlet in red being played in most reanimation decks is Bitter Reunion currently, because after Persisting an Archon of Cruelty you can give it haste and attack for another trigger which is backbreaking. Here, the second ability is probably less relevant since Goryo's gives haste, but I still think it's better than the other options. The main issue with Faithless Salvaging is that its both slow and you're also going down on card advantage, UNLESS: you play it with cards in your hand, and then cast all cards in your hand, so you only draw a card on rebound (breaking even). Or you cast it with no cards in your hand, drawing two cards over two turns (generating card advantage).

Unfortunately many of the other good discard outlets are in blue, examples being: Prismari Command, Faithful Mending, Tainted Indulgence, Jace, Vryn's Prodigy  Flip, Ledger Shredder, etc.

As I said the kind of discard outlet you run generally depends on what you want the deck to do: I'd say they are all tradeoffs between speed and power. On the fastest side we have Haggle, which can be used for turn 2 hasty Boar + Emmy although it requires 4 cards in hand. Somewhere in between but still towards the faster side we have all of the 2 mana discard spells in red. And then further toward the power side we have cards like Collective Brutality. And further still we have all the generally good cards like Fable, Spyro, etc. So basically you need to decide what balance between speed and grinding power you want the deck to have. To try and make it easier I rated all of the options in jund colors I think are worth considering along three criteria: speed, power, and flexibility. Given that this deck is a grindy midrange deck at heart (or at least I think that is what you are aiming for), speed can be useful but power and flexibility are more important in my opinion.

Speed 9 Power 1 Flex 1: Merchant of the Vale (1 mana discard spell, fast but that's all there is)

9, 2, 4: Bone Shards (also fast, but generally more relevant mid/late)

7, 5, 1: Cathartic Reunion (powerful but inflexible, seen in dredge)

7, 2, 4: Cathartic Pyre (flexible but weak)

7, 3, 2: Thrill of Possibility (less all in version of Cathartic Reunion)

7, 3, 4: Bitter Reunion (more flexible vers. of Thrill)

7, 5, 8: Collective Brutality (most flexible 2 cmc discard outlet in BRG)

6, 3, 4: Faithless Salvaging (slow, weak, only generates CA in late game)

5, 6, 5: Territorial Kavu (even slower because requires attack trigger)

4, 7, 7: Seasoned Pyromancer (both powerful and flexible, can generate bodies or CA)

3, 7, 8: Liliana of the Veil (powerful and flexible, threat + removal + discard)

2, 8, 8: Fable of the Mirror-Breaker  Flip (slowest 3 cmc option, tons of grind power + flexibility)

Additional notes:

MusicGoat18 on Jund Twist - Modern

2 months ago

Oh yes, almost forgot Thrill of Possibility.

Barbarian_Sun_Pope on Aikido Archetype

2 months ago

No problem =). Tormenting Voice is not bad, though I would suggest Thrill of Possibility or Cathartic Pyre instead. The first one is the same card, but at instant speed and the second one gives an option of burn when you need it. If you're looking for something similar to Hindering Light, you can try Outwit or Turn Aside, which are a bit more specific, but cost less. If you don't mind the double blue cost you can try Redirect, which also fits the theme and is particularly good against burn. I really wish Serene Master was modern legal, he looks like would've fit perfectly here.

Monomanamaniac on Neheb, the Worthy

2 months ago

It's not a tribe I'm familiar with, and I don't have much info on your budget, but I'll give my general suggestions for cuts and adds.

Adds: Deathbellow War Cry it's expensive, but you're going to get so much value.Moraug, Fury of Akoum def not budget, but it's the best minotaur finisher. Didgeridoo not budget, but it'll help save a lot on casting costs. you end up discarding a lot too, you could put in Containment Construct, especially if you put in something like Neheb, Dreadhorde Champion in there. Magar of the Magic Strings looks like you probably have enough spells in there for it to be cool. Lastly maybe Thrill of Possibility could be decent.

Cuts: Black suns zenith, Ruby medallion because you're not mono-red, minotaur explorer because why? Abrade, if you really want that effect then run Rakdos Charm. Besides that I don't see too much that I don't agree with.

Overall it seems like a pretty well put together deck.

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