Thrill of Possibility
As an additional cost to cast this spell, discard a card.
Draw two cards.
|Want (4)||pinkelman42 , GARlockSpiral , berk , Tigerstyle|
Printings View all
|Core Set 2021 (M21)||Common|
|Mystery Booster (MYS1)||Common|
|Theros Beyond Death (THB)||Common|
|Throne of Eldraine (ELD)||Common|
Combos Browse all
|Commander / EDH||Legal|
Thrill of Possibility Discussion
5 days ago
MB's Suggested Additions
1 week ago
Thrill of Possibility, Light Up the Stage, Destructive Digger. In recent years the color red has become more and more engrossed with the concept of drawing cards perhaps more than any other color outside of blue. To some it may feel like a break in the color pie while others see it as boon for formats like commander. It's apparent that a balance needs to be struck so that red card draw remains an inferior counterpart to card draw of blue, but even so I do feel there are ways in which pre-existing card advantage could be improved upon to be more flexible.
((TL;DR - In this thread I'll present various red cards that offer card advantage, briefly describe the pros and cons and then offer a future-shifted variant of the card if that particular card draw mechanic were to ever be improved upon.))
While there are many, many various other forms of this manner of red card draw it can be safe to say this is probably red's favorite form of card advantage. Effectively these cards typically read as, "this card and another card in your hand have cycling." as cards such these don't aim to increase the number of cards in your hand, but to simply take a chance at improving the cards in your hand. There are other benefits too such as purposely wanting to put certain cards in your graveyard to accrue additional value. However, because these cards never increase the number of cards in hand, running out of cards in hand is a real problem that can nullify this type of card advantage until your next draw step. It's also important to note that you can even risk throwing away a so-so card for worse cards in return. Cards like these also make themselves easy targets to get 2-for-1'd by counter spells.
Flexibility. While it may not be the most astounding of changes it does lend the player more choices when playing the game. If your hand is weak you can draw two cards and if your hand is strong you can draw one card instead. This card even makes itself useful if it’s the only card in hand. If I were to further improve upon this card I might add, "This spell can't be countered by spells and abilities" but that might be too much text for a common card. I could have also just given this card cycling instead, but that might make the card harder to put in non-cycling sets. It too, would also expand the amount of text on the card if you consider reminder text.
When it comes to discard-draw on creatures there's a myriad of different ways it can be triggered or activated, but the common factor amongst them all is the exchange rate of one card discarded per one card drawn. Despite this the pros and cons to these creatures work much like their instant and sorcery counterparts. Their abilities won't work if you have no cards in hand nor do they actually ever increase the number of cards in hand. They simply provide any given card in your hand cycling. One additional issue however is these creatures can sometimes take a full turn cycle before they can use their effects unless if you give them haste.
First of all, Card B is meant to be an improvement of Rummaging Goblin though the same concept wouldn't be too hard to apply to cards such as Academy Raider or Reckless Racer. At first, I thought slapping haste onto these creatures would suffice enough, however; giving them an ETB rummage seemed more creative as you achieve the same end except if you have some extraneous source that provides haste you'd be able to double the effect just for the turn it comes in. As for the ability, I've maintained the same one card discarded per one card drawn ratio just in a more roundabout way. Essentially by activating the creature ability not only do you get a rummage, but you practically get your next draw step a turn earlier. Card parity is maintained as the second card discarded will be the one you will never draw on your next turn. As impatient as red is this seemed on point to me. I also believe this ability works better on permanents than instants and sorceries as its easier to remember to skip your draw step when you go to untap the permanent that caused it the following turn.
Discard-Draw isn't the only avenue red gets its card advantage. Exiling cards off the top of the library is practically no different than drawing the cards, except your opponents can see what's drawn and the cards have an expiration date, so it’s better to cast them fast. While this method may be even closer in theme to pure card draw its faults can make it more of an unpopular choice than the discard-draw route. The issue itself boils down to mana and speed. Red's most explosive in the early game, but in the early game mana is limited. If you have to cast a three mana card that exiles multiple cards that you can only cast for that turn the overall CMC of that spell is going to cost you in the 5 to 7 mana range and that's if your deck is built low to the ground which makes the effect horribly impractical in red's color theme. In order to fix the issue lots of liberties need to be made in order to make the effect practical on red's level such as making the exiled cards last until the end of your next turn and making the exile spell cost one mana like with Light Up the Stage. This sets up obnoxiously tight standards to meet when designing practical cards that utilize this effect. Not only that but you don't get to choose which cards are exiled whereas discard-draw gives you some choice as to what gets put in the graveyard. Furthermore, some cards create value when put into the graveyard, unlike the exile zone.
Choices. Instead of exiling two cards off the top of the library, two cards are drawn followed by exiling any two cards from the hand. Because the player can choose which cards get exiled, cards can only be cast from exile instead of being played. The difference is spells are treated as usual, but lands can no longer be played from exile. Lands are the easiest cards to play, thus not being able to play them from exile puts more weight on what cards you choose to put into exile. The card advantage effect was inspired by Faithless Looting. (That is if Faithless Looting was fixed and didn't allow you to dump busted cards into the graveyard.) As for the duration of how long cards can be cast from exile I also wanted to leave that up to choice. Red likes to attack a lot so an attack restriction impacts red more than any other color as you may have to choose between tempo or card advantage. While additionally putting a blocking restriction may seem weird it's important to note that if you choose not attack with your creatures they'll remain untapped which may make your opponent uncomfortable with attacking. Because your opponent can see what's in exile they too can try to force a choice out of you to their advantage. As I see it the cards in exile are pretty much treated as though they have Mardu Blazebringer's ability which is what has inspired this duration effect.
Special shoutout to Bedlam Reveler. Similar to discarding a card to draw a card, this form of card draw instead works by discarding your entire hand just to draw two or three cards, because red is sometimes extreme like that. The main benefit to running these effects is if you’re able to use up all your cards naturally you won’t have a hand when one of these effects hit the table. Under this scenario you’d be drawing two or three cards with no strings attached which would be pretty good. The issue is playing without a hand means you can’t carry removal spells and it can make your plays all the more predictable for your opponent to counteract. It may also be difficult to use up all the cards in your hand in a speedy manner meaning it won’t be until much later in the game that you can fully utilize your draw effect. Given all the previous draw effects can be used much earlier in the game with little consequence this particular form of card draw seems to be not worth the inclusion unless it comes stapled onto a huge creature you can cheat out for two mana. With that said I’d like to create an improved form of Dangerous Wager. Back when this card was printed its only competitor was Wild Guess. (and Faithless Looting.) These two cards were roughly on equal power level to one another with their strengths balancing out, but now that Thrill of Possibility has been printed recently Dangerous Wager hardly has any benefits over it. This begs the question, how could Dangerous Wager be designed today to compete with Thrill of Possibility or Cathartic Reunion?
Dangerous Wager was the type of card you probably wouldn't cast turn 2 or turn 3 as you would risk major card disadvantage for very little pay off. In essence you'd want to play the card much later in the game where the pay off was either equal or advantageous. Just like Dangerous Wager, this card was constructed under the same mindset to be cast more preferably towards the later half of the game. The upside is if you have one or two cards in hand when this spell is cast you're guaranteed of keeping the cards. This provides the benefit of gaining better card advantage over Thrill of Possibility yet bearing the downside of not being able to cast it as early in the game.
"Random" is a fickle word. It's all fun and games when the word random is forced on your opponents, but the word quickly loses it novelty when its applied to the caster. It's hard to picture many scenarios where any of these cards provide outstanding value. If you cast them with no cards in hand you're practically casting a cantrip that also self-mills you. Maybe with a full hand you could call it a free mulligan, but the only times I'd want to mulligan is if my hand has all lands or all spells. In either scenario you're probably not casting this card anyway. Perhaps if random was less random it could serve as a better free mulligan card?
Yes, its a bit of a word wall. The effect is simple so perhaps someone can come up with a cleaner way to shorten up the text? Essentially this is a draw three cards, then discard two cards at random. Except in this case you exile three cards at random, but you get to keep the one you like the most. Basically if there's one card you absolutely don't want to lose to the random effect, then you're guaranteed to keep it through this process. This makes the random process less random yet still beyond the caster's full control. I also chose to make the excluded cards go to the bottom of the library instead of the graveyard. The reason for this is to prevent the card from being too similar to Faithless Looting which is banned in Modern and to make it more similar to scrying or the card Fire Prophecy. Another interesting thing to note about this custom card is if you have no cards in hand this card becomes Anticipate but in red. Please keep in mind though that having no cards in hand is a pretty strong drawback as this card for the most part will be much less reliable than it if you have cards in hand.
Special shoutout to Countryside Crusher. Red really likes land destruction, so why not draw cards off of destroying your own lands? This effect is probably the most inconsistent out of all the red draw effects. While the concept is solid, getting it to work in practice largely seems to be a work in progress. I suppose the blue standard for this type of effect is best represented by Trade Routes and Compulsive Research interestingly enough.
Since Tectonic Reformation is a red version of Trade Routes I thought I would make a red version of Compulsive Research as the card doesn't seem like too much of a stretch for red to imitate. While Card F may seem very simple for a rare, I think drawing three cards at instant speed would be pretty strong. Unlike Compulsive Research your discard payment option is limited to discarding the land card only, and you have to discard the land card first before you can even draw any cards. (With Compulsive Research you'd likely draw into the land card you'd discard anyway.) Making this card cost two more mana to draw one more additional card from Magmatic Insight also seems to align well too I think.
Anyway, that's about all I had planned. I did want to make a card to represent the Wheel of Fortune cycle consisting of Wheel of Fortune, Wheel of Fate and Magus of the Wheel but that effect is so incredibly strong that I can't really think of a reasonable way to nerf it while still having it be practical in a two player game. If I do think of something I'll probably add a Card G to this thread. Regardless, do you think any cards are too strong or too weak? What card would you really want to see be included into the game?
1 week ago
I came here to snipe dragons lol. But since I stopped by I may as well impose my own thoughts lol. Endless Atlas and Mask of Memory and Stolen Strategy are among the first cards I slot in big red decks. Thrill of Possibility is trading 2 cards for 2 cards (the spell itself amd the additional discard) and it is not castable if you are Hellbent, maybe find a spell that offers real, unconditional card advantage? Reforge the Soul and Magus of the Wheel are pretty good options in red. Those X spells like Magmaquake Earthquake are rather mana intensive, you could cut them for Nevinyrral's Disk and All Is Dust or just skip wrath altogether and slot Sarkhan's Unsealing and Chandra's Ignition instead since theyre almost wrath, but theyre nore reliable to actually clear the board, and they are not dead draws, they are still playable even when you have a solid board state you want to keep. My meta is removal heavy so I run Darksteel Plate in addition to the boots and greaves for added Lathliss protection. Nice brew!
2 weeks ago
In order for you to go infinite, you need to have a copy of a spell that copies the Mage because as soon as the original copier resolves and creates a copy of the mage, it's no longer on the stack and Dualcaster can't copy it again.
Also, this deck could easily be made modern legal; you don't really care about your graveyard (Faithless Looting) except for Rite of Flame, which is also banned, and could be easily replaced with Pyretic Ritual or Desperate Ritual and be even better because it can directly ramp you into Dualcaster Mage. I think Faithless Looting could be replaced with Thrill of Possibility or something in its ilk.
2 weeks ago
Card Advantage in Boros isn't difficult. You've got lots of it in red that you can use. There are Wheel effects, Impulsive draw, artifact synergies, etc.
Note that I said card advantage and not card draw. While cards like Thrill of Possibility or Faithless Looting draw you cards, you don't net any advantage. In fact for some cards like Faithless Looting you end up down a card. Your deck needs card advantage, not card draw.
2 weeks ago
This is something I've wanted to build for a long time, so seeing it makes me happy. I can see a turn 3 win. It doesn't look reliable though for a couple of reasons. 1. Only footsteps to reanimate and 2. no way of getting hulk into your hand to discard. In a nutshell you're playing reanimator, so getting hulk into the yard/play needs to be a big part of the plan. If you want to focus on getting him to the graveyard more then, then you'll probably want more looting type effects. Consider these: Insolent Neonate, Goblin Lore, Thrill of Possibility, Burning Inquiry.
If you can work a few more discard outlets into the deck, then you probably need another reanimate spell or two to get hulk into play more often. You don't get the best option in Goryo's Vengeance because hulk isn't legendary so maybe Zombify?
Another option you could try to solve both problems at once would be to cheat it into play from your hand. Through the Breach doesn't seem to be very popular at the moment and might be able to steal a few wins here and there.
A third option you could consider to solve the finding hulk problem and getting it into play is Lukka, Coppercoat Outcast. With a disciple or viscera seer in play your pretty much guaranteed to hit hulk on the -2 ability. Even the + ability is relevant given your high creature count.
The only other things I feel like you should consider for the deck is more interaction and cutting out lands that come in tapped. Modern is a very fast format and letting your opponents do whatever they want could be very dangerous. The simple suggestion is Lightning Bolt and either more shocklands/basics. The basics would work with your blood moons in the side.
But these are my thoughts and hope they help. Good luck in hulking out.
1 month ago
Hier ist eine kurze Liste mit Karten welche du denke ich gut passen würden:
Extra Turn: Nexus of Fate
Regain: Mystic Retrieval
1 month ago
Hey casual_competitive, I’m not sure what your question is, but I can talk about standard. I’m no expert, since I drop off from standard from time to time, but I have a few tips that I’ve picked up other the years.
And Scallywallwest, thank you very much!!! I would be happy to talk about using black.
First of all, I’ll discuss deck building. These same principles apply regardless of the format. It’s important to review the entire card pool in the format. To know what to build, you have to know what you will be up against. Also review popular existing decks so you know the main archetypes and the most popular color combinations. If you’re new to the game, I recommend copying an existing deck and modifying it as you learn more.
Then if you are building a deck from scratch, choose a few cards that work together. Mono-color decks can’t address as many threats as multi-colored decks, but they will always have more consistent mana bases (you only have to worry about one land type). In standard you are limited to whatever lands are available, so that will be another thing to consider. Dual lands (like Blood Crypt and fetchlands (like Fabled Passage) are critical for making multi-colored decks consistent.
For example, in my Liliana’s Embrace deck, I chose Liliana, Waker of the Dead, Archfiend's Vessel, Demonic Embrace, and Kroxa, Titan of Death's Hunger. Liliana is the focus I built the deck around. Liliana discards a card from my hand, withers creatures based on the number of cards in my graveyard, and can eventually reanimate a creature every turn. So a deck with Liliana should focus on reanimation to utilize her most effectively. Her ability lets me discard Vessels and Kroxa so I can bring them back later. Once I have those cards down, I can add more details. Other utility cards like Thrill of Possibility help you dump cards and draw more. Since I anticipate going up against creature-heavy decks, I also added removal like Eliminate and Bedevil.
Once you have a working concept, you need to be able to win. Choose a few ways to win so you won’t be limited to only one path of attack. Magic is a fickle game and you need to have multiple plan B’s if things don’t go as planned. For example, in my deck I include Doom Whisperer as a finisher, because it is a powerful flying 6/6 trampler and allows me to Surveil at will. Kroxa and demon tokens from the Vessels are other win cons. Plus I run Maximize Velocity and Unleash Fury for good measure. Every deck will be different, but there must be a clear endgame.
Another important consideration is the mana curve. You want cards with affordable mana costs (1-2 mana) that you can cast early in the game, as compared to waiting around doing nothing turns 1-4. In Modern, most decks play at least 1 land and 1 spell every turn and gain serious momentum by turn 4, and if your curve is too high, you will not be able to compete. But you don’t want to burn out too quickly either. You’ll need higher mana cost cards for the late game. If you run cards that cost 5 or more mana, run at least 24 lands. If you are running lean (less expensive cards) you can reduce that number. Cards costing 7 or more mana are generally unusable unless you are playing ramp (lots of cards that generate additional mana besides only lands).
Black is an interesting color in any format because you have to think outside the box. First, choose your focus: Either creature-heavy aggro, control (very few creatures), or midrange (which is a mix of both, starts slow at first but picks up by turn 4). Black decks usually rely on creature removal, hand discard, creature sacrifice, life loss, controlling swamps, or devotion (having lots of black cards in play at the same time). Mono-Black is more consistent than other black color combinations but lacks the ability to deal with artifacts or enchantments effectively. That’s why white, green, and red are popular splash colors. White gives you access to Path to Exile and Disenchant, while red gives you burn and artifact removal like Deface, and green provides removal like Assassin's Trophy and Naturalize.
When you play black, you have to be ready to sacrifice your own resources. You can’t be emotionally attached to a particular creature or planeswalker. It’s just like chess - sometimes you must sacrifice your own pieces. Your life total is also a resource for you to utilize and spend, hence the term “suicide black.” Death's Shadow is an example of this archetype. You need to be able to walk right up to the cliff without falling off. It takes practice to know when you’ve gone too far.
Check out my decks for examples of zombie decks, black midrange devotion, and 8-Rack hand discard control. I like creating variations with different colors.
I hope my comment was helpful!