Uncovered Clues

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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
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Uncovered Clues

Sorcery

Look at the top four cards of your library. You may reveal up to two instant and/or sorcery cards from among them and put the revealed cards into your hand. Put the rest on the bottom of your library in any order.

Azoth2099 on So basically dimir Talrand

3 months ago

Yeah, I suppose that was a rude way to say that, I apologize.

Once this deck is streamlined, you'll have more than enough token generation to slot Diabolic Intent, especially considering that one of your main combos is Dramatic Reversal + Isochron Scepter. Sacrificing a token so that you can make infinite tokens is worth it.

Also, the utility offered by Black Market Connections here is insane. If you don't want to throw a bunch of life into it once it's served it's purpose you can just pay 1 for a treasure, which is fantastic. The tokens it generates are Changelings as well, which matters a lot if we're talking about quickly getting to the 9. Never be afraid to use your life as a resource, especially in color combos including . You're kicking yourself by doing so! The more powerful and dialed in your decklist is, the more powerful your life will be as a resource, I cannot overstate this.

If you don't want to police the table for fun's sake...that's awesome lol, you're probably super fun to play with! In that case, I'd add more cantrip effects for yourself like Ponder, Brainstorm, Serum Visions, Opt...There's a ton. Windfall, Tolarian Winds, Sign in Blood & Night's Whisper would do great in this new hypothetical card draw pack, too.

As far as what I'd cut to make room for more core strength, here it goes:

Teferi's Veil, Levitation, Cover of Darkness, Glamdring, Maskwood Nexus, Uncovered Clues, Pieces of the Puzzle, Worn Powerstone, Metallurgic Summonings, Quantum Misalignment, Decoy Gambit & Soul Shatter.

None of these are bad cards per se, I definitely understand why you slotted most of them, but if you replace them with some of the cards I mentioned your deck engine will run a lot smoother a lot more often.

Necrosis24 on Card creation challenge

2 years ago

Overwhelming Truths

Instant - Mystery

Draw a card, then reveal your hand.

If you’ve cast a card named Daring Sleuth  Flip and a card named Uncovered Clues this turn, then each opponent discards a card for each instant and sorcery in your hand.


I had fun coming up with this one tried to stay on theme. Thus we pose a similar challenge:

Create a card that cares about at least one other specific card being in play or cast this turn, if so it gets a boost.

9-lives on

3 years ago

Izzet Charm is mainly for me to draw what I need. It's a good card because it says 'draw then discard' so that way I'll be able to do it most efficiently by knowing what I have first, then discarding what I feel I don't need, without having those kind of cards that say 'draw 4 then choose 1 then put the rest in the graveyard' or something similar. Uncovered Clues is extremely useful with max 2 instant and 2 sorceries drawing power for 3 mana. Do you think there are better jeskai drawing cards? Because that's what I seriously need.

9-lives on

3 years ago

Thinking about going Jeskai. Jeskai Charm is incredibly good. Izzet Charm would be great for drawing. Uncovered Clues seems pretty good, considering I have 26 instants + sorceries out of 65 cards. Jori En, Ruin Diver and Bloodwater Entity seem good.

Xica on Blood Angel's Pact

6 years ago

Pieces of the Puzzle > Uncovered Clues, since it digs 1 deeper, its a bonus that it fills the grave for Logic Knot & Snapcaster Mage - and in my humble opinion revealing the cards that are put in the grave doesn't give any additional information, even if done before they enter the graveyard.

Anyway, thanks for the effort!

Icbrgr on Blood Angel's Pact

6 years ago

nice! the only thing i can think of that might be worth considering is Uncovered Clues

Skamakka1 on

7 years ago

Hey man, as I'm sure you know the goal of a storm deck is to win by casting a large volume of spells to win the game and then either casting a 'Storm' spell or having a permanent in play that wins the game on all the spell-cast triggers. To that affect you have some great cards in here but some not so great ones, so here's my thoughts:

Creatures:

Guttersnipe = One of the best cards in the deck.Talrand, Sky Summoner is IMO too slow. I don't like him but I know people who love him to death. Cut the rest. Either Talrand should become Young Pyromancer or you should run both. Then add in Goblin Electromancer + Curious Homunculus  Flip, having repeats of Mizzix is a God-send because Mizzix is hard to keep on the table. If you want to win with combat damage, Wee Dragonauts + Spellheart Chimera are two of the best options because they have flying. People almost always have a grounded blocker or two and in a storm-type deck which is very all or nothing you can't afford to get blocked or hope to have a way to punch through the damage.

Artifacts:

First things first... Run Sphinx-Bone Wand. 7 mana might seem like a lot, but it wins games, plus if needed it can be tutored up with Fabricate

Second, Drop Worn Powerstone as it only produces generic mana and doesn't help you get Mizzix out any faster. In Mizzix you want you mana rocks to either ramp mizzix out faster or produce colored mana, preferably both. Some good options are Chromatic Lantern, Coalition Relic, Darksteel Ingot, Commander's Sphere, and Gilded Lotus

Enchantments:

Cut Mystic Remora. The Cumulative Upkeep makes it too much of a burden and storm decks already draw cards like theres no tomorrow. If you want to run some enchantments. Some really good options are: Jace's Sanctum and Metallurgic Summonings

Instants and Sorceries

I see youre running Reiterate which is great but you are missing some cards that can really make it hum. If you are not against infinite combos (which is fine), run both Turnabout and Reality Spasm as you can create infinite mana with these, as well as generating an infinite storm count, but that can feel a little cheesy and if you want to go for a more natural storm win thats fine too. The spells you run is really up to personal preference and how many of each type of effect you want, but I think you have too many board wipes You have 8ish, when you really only need 4 or 5, while having only 2 targeted removal, which you should have 3-4 of.

Lastly Im gunna point out some card swaps that I think will make it run smoother without me taking away your own deck building style:

Meteor Blast > Curse of the Swine,

Mizzium Mortars > Blasphemous Act,

Magmaquake > Chaos Warp,

Aethersnatch > Counterspell,

Counterflux > Overwhelming Denial,

Echoing Truth > Snap,

Repeal > Capsize,

Good cards that youre missing and should look at:

Scour from Existence, Mystical Tutor, Steady Progress, Dig Through Time, Uncovered Clues and Ignite Memories

GuildMcCommunist on The Perfect Storm

7 years ago

Aetherflux Reservoir has been surprisingly good. It just nets you some incidental life here and there and it can really kill everyone when you storm.

No Grapeshot? This has been my go-to kill card. Yes, you can get a high enough storm count for it to matter.

Pieces of the Puzzle and Uncovered Clues have been good sources of card advantage. You probably also want Treasure Cruise and Dig Through Time.

This is the list I've been running for over a year at least.

http://tappedout.net/mtg-decks/30-10-15-weird-science/

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