Thrill of Possibility
As an additional cost to cast this spell, discard a card.
Draw two cards.
|Have (2)||gildan_bladeborn , BlueEyedBeast43|
|Want (2)||swatb0t , Cool_Cat|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Thrill of Possibility Discussion
5 days ago
Working on a draw package for you in red:
So…,any of these wheel effects while mainboarding:
Some draw choices in white:
2 weeks ago
Hey, good version on a low budget and nice Gnawbone + Charger combo. If you're making 729 mana then get a Comet Storm in here!
Unnatural Growth can repeatedly at combat, before you attack, double the power/toughness of Klauth and all other Dragons you control. This effect can make a ton more mana, make your Dragon army much more dangerous and 8/8 Klauth is much more difficult for an opponent to favorably block. Dragon's Hoard is an upgrade for a ramp source since it has interaction with Dragons to be repeatable draw.
Anger is a good card and a wanted effect especially when you can get it for paying no mana. You don't want to ever cast Anger though instead you want to discard it or get into your graveyard other ways. Currently there's no way here to discard Anger unless you have 8 or more cards at your Cleanup step. Consider adding some loot that can discard Anger?
- Faithless Looting: can do it twice because of flashback.
- Seize the Spoils
- Unexpected Windfall
- Thrill of Possibility
By adding loot you also add more draw and two of these spells also create ramp from treasures. Anger is the only haste enabler here and that effect is wanted more with Dragons especially Gnawbone. Consider more haste enablers?
Some Dragon tutors can help to cast your powerful Dragons when you have the mana from Klauth. Consider some Dragon tutors?
Loot goes with any card recursion and green is excellent at it. Consider some card recursion?
Currently there's no card recursion here and that's a strength of green which other colors don't have as much access too. You're stuff is going to die in a game of Commander and being able to get it back is helpful especially when you can make a lot of mana. Seasons Past is a way to use a lot of mana to recur cards and cast all of them. Past is great with Rishkar's Expertise and Return of the Wildspeaker to draw lots of cards.
Some cards to consider cutting are some of the lesser Dragons since there's several Dragons here that are miles ahead in power. By adding draw and tutors in place of some of the lesser Dragons then you have more chances to draw the better Dragons or get them directly into your hand.
- Decree of Savagery
- Neverwinter Hydra
- Taurean Mauler
- Skyship Stalker
- Demanding Dragon
- Hoard-Smelter Dragon
- Shivan Hellkite
- Dragon Throne of Tarkir
- Bogardan Hellkite
- Commander's Sphere
- 1x Forest
Mana created by Klauth can't be used to pay for activation costs, even if that mana is turned into colorless by Horizon Stone it still has the restriction of only being able to be used to cast spells. Because of this Dragons who the reason you're playing them is because they have an activated ability are less good then ones who give you value when they ETB or attack.
Good luck with your deck.
2 weeks ago
Edit: You can't run Frantic Search outside blue but try Thrill of Possibility or any of the hundred or so red looters. You want to pitch big and devastating creatures to your graveyard to grab with Olivia.
3 weeks ago
Hey, you're welcome, thanks for all the upvotes at my decks. Well done with changes so far, but you still didn't add Tower, haha. Good job trimming the creatures and nice Guardianship :)
If you're playing casually, not trying to win the game quickly then in my opinion more lands is better than less lands. Missing a land drop when you're expecting the game to go long is not something you want to have to worry about. Ramp sources are the sorcery speed cards you want to cast more than others since they help you to have mana to cast instants on your opponents turns. Sorcery speed ramp sources with Spellslinger are more important than using that same mana to cast a creature. When instant ramp is available it can replace a creature since then you're ramping at instant speed instead of sorcery speed.
Solemn Simulacrum is a fine card for most decks, but Unexpected Windfall is better ramp/draw with Spellslinger simply because it's an instant that also draws cards right away. Pteramander isn't doing anything until much later in the game, if ever. It would be better if Pteramander was another two drop mana rock such as Fellwar Stone. There's lots of four drops here and Crackling Drake is the least good of them simply because it's just a flying beater who you don't really need. Replacing Crackling with another instant that gives you some card selection and a card such as Impulse would do more.
You've added Young Pyromancer which is good especially for blockers because the tokens are created by you casting instants not creatures. Saheeli, Sublime Artificer is another blocker creator and the tokens she creates are artifacts which has excellent interaction with Galazeth Prismari.
Interacting with opponents by casting a spell or spells during their turns is what Spellslinger is all about. Instant draw are the cards that keep you engaged on each players turn with cards in hand to potentially interact at instant speed with an opponent. If you think a creature is filler such as Academy Drake and Skyclave Sentinel, instead of playing them play more instant draw spells such as Brainstorm and Thrill of Possibility.
Burn spells such as Flame Spill that have only one target, a creature, are much less impactful in Commander because you have multiple opponents who are going to have many different kinds of permanents, not just creatures. Versatility is important to have with instants if you're strategy is to interact with your opponent on their turns. Chaos Warp is an example of an instant speed removal spell that is an upgrade for Flame Spill because Warp removes (tucks) any permanent you target. Into the Roil is another example of a versatile removal spell.
In my last comment I mentioned to streamline the creatures and you can do the same thing with instants. Flame Spill is an example of an instant that's not needed because you have other burn spells that are better such as Lightning Bolt and Lightning Strike because they can target any target not just a creature. Draw spells don't really need to be streamlined since they draw cards which theoretically helps you to draw into more impactful cards, they trigger Niv and chaining draw spells also gives you a big advantage with magecraft.
I haven't played Veyran, Voice of Duality as Commander yet, only as a card in the 99, but Spellslinger would be much different with her as Commander. Sorceries are just as important as instants with Veyran because you want to pump her on your turn to attack. Lethal Commander damage is possible and should be a strategy for winning with Veyran, but you can only get to enough power with Veyran to do lethal Commander damage by casting instants and sorceries on your turn, not on opponent turns. One drops spells that draw a card while giving Veyran evasion such as Shadow Rift, Leap, Crash Through, Slip Through Space and Expedite are good for Spellslinger with Veyran as Commander, but these same cards are not needed with Spellslinger when Niv is Commander.
You technically need less lands and ramp with Veyran as Commander than Niv because she's less mana to cast and low CMC instants/sorceries are priority cards to play to pump her. With Veyran you would also want less creatures and unlike Niv she's only a three drop who can be cast much earlier in the game. Birgi, God of Storytelling Flip, Storm-Kiln Artist, Dualcaster Mage, Young Pyromancer are the kind of creatures you want with Veyran as Commander. Once you get her on the battlefield you want to spend your mana on spells that interact with her or protect her. Since she can be cast early then it doesn't leave many turns to worry about casting other creatures.
4 weeks ago
Hey, I'll first comment here then at a later time at your Zombie deck.
The theme you have here is called Spellslinger and with Spellslinger you want less creatures than normal, more instants as well as sorceries. Spellslinger is essentially control in Commander therefore the cards you tap out for need to be impactful. If you're new to the Spellslinger idea then overall with less than $200 budget you've done well so far, but you forgot Command Tower. You have several really nice cards, but also some stinkers that could be upgraded on a budget.
Consider more lands and ramp? To keep mana open at all times when you cast noninstant spells. 31 lands is low, not really enough land when you want to be making your land drops each turn. My advice is try 36 lands and 12 or more ramp sources. If you don't want to add more lands than instead add more low 1-2 CMC draw or best a combination of both.
- Command Tower
- Storm-Kiln Artist
- Fellwar Stone
- Unexpected Windfall
- High Tide
- Thrill of Possibility
- Star Compass
- Lonely Sandbar: one mana draw to trigger Niv.
- Forgotten Cave
- Reliquary Tower: no max hand size.
- Mystic Sanctuary: recur instant or sorcery.
- Volatile Fjord: gives Scalding Tarn a Izzet dual land to search for.
- Shivan Reef
- Grixis Panorama
If your primary win condition is Niv enchanted by Curiosity then you're going to want ways to shuffle all the cards in your hand back into your library. You'll want this effect to be able to keep drawing and doing damage with Niv since Niv only does damage to one target for each trigger. Ophidian Eye is another Curiosity. Each opponent will have 40 or more life thus you won't consistently have enough cards in your library to end all your opponents with Niv's damage without having more draw. Psychosis Crawler can help since it makes each opponent lose 1 life each time you draw a card.
Curiosity/Ophidian Eye is a may, you don't have to draw when you do damage with Niv. Because you can stop the combo then you can stop drawing so you don't draw from an empty library and lose the game. Stopping the combo also lets you cast a creature or sorcery to shuttle all cards from your hand back into your library to keep drawing and continue the combo. Whirlpool Warrior has this effect at least twice and Whirlpool Rider is only two mana.
Consider streamline/cut the creature base down to the 10-15 best creatures, less creatures the better and use the other spots for more instants?
A streamlined example of the current creature base (sorted by CMC):
- Goblin Electromancer
- Birgi, God of Storytelling
- Veyran, Voice of Duality
- Palladium Myr
- Archmage Emeritus
- Galazeth Prismari
- Talrand, Sky Summoner
I'm also suggesting some creatures upgrades who most have better interaction with Niv:
- Whirlpool Warrior --> Academy Drake
- Whirlpool Rider --> Fae of Wishes
- Psychosis Crawler --> Radiant Performer
- Tandem Lookout --> Skyclave Sentinel
- Storm-Kiln Artist --> Orvar, the All-Form
- Dualcaster Mage --> Relic Robber
Tandem Lookout soulbond to Guttersnipe/Electrostatic Field can draw a lot of cards because Lookout cares about any damage that the paired creature does and Guttersnipe does 2 damage to each opponent. You draw a number of cards equal to the number of opponents you have each time Guttersnipe triggers. Lookout is Curiosity, but the draw is not a may, you have to draw and Lookout can change who it's soulbond unlike auras.
Tandem Lookout can be soulbond to Niv, but it's risky because you can't stop the combo because you can't stop the draw without help. You'll need an instant way to shuffle all cards from your hand back into your library or an instant way to kill/bounce Lookout before you draw the rest of your library. If you don't do this you will lose the game from trying to draw from an empty library since you'll draw your entire library. Drawing your entire library can enable a win condition of Laboratory Maniac or Jace, Wielder of Mysteries and Jace has the advantage that he can draw card/cards to trigger Niv.
I've suggested a lot of card upgrades and hopefully given you advice to think about. Let me know your thoughts and if you would like me to continue in another comment including more cuts to consider. Good luck with your deck.
2 months ago
Oh nice! I picked up a couple of these over a year ago because I thought their effect was so interesting. It would be useful to discard your hand in some situations but most of the time I don't want to get rid of my looter cards like Thrill of Possibility. When play-testing this I could never get this to work the way I wanted it to sadly. However, if you can get it to work well please let me know how.
3 months ago
Cinder Wall is cheap if you want more defenders. As for support spells, you'd want mostly cantrips imo. Things like Crash Through, Opt, Renegade Tactics, Slip Through Space. Even stuff like Faithless Looting and Thrill of Possibility could be helpful if you want to include flashback/retrace stuff, like Flame Jab.
3 months ago
The graveyard effect of the Eldrazi Titans is not a replacement effect. It is a triggered ability. It goes on the stack and can be responded to. It will go on the stack above Thrill of Possibility and will resolve before it since it is an additional cost. If you instead cast something that discards and draws as a single effect (Wheel of Fortune, Windfall, et. al.) then your graveyard will not be shuffled in until after the draw.
If you instead were discarding Blightsteel Colossus, then it will be shuffled into the library before the draw in all cases.