|Commander / EDH||Legal|
Printings View all
|Ultimate Masters (UMA)||Rare|
|2012 Core Set (M12)||Rare|
Combos Browse all
Visions of Beyond
Draw a card. If a graveyard has twenty or more cards in it, draw three cards instead.
Visions of Beyond Discussion
4 days ago
More mill checking in ^^
I don't think it was mentioned above. Visions of Beyond . Besides that, a good mana base will get you the speed you need
2 weeks ago
wallisface The problem with Mind Funeral is the "randomness" of the card, you can mill 20 cards, but what if you mill only 7? With 3 mana is too risky in my opinion. Manic Scribe Provides you a bit of mill and a decent defence agnist aggro early game. Thought Scour is not a bad card, but in the deck we already have Visions of Beyond . Anyways thank you for the advice,maybe I'll give a try to Thought Scour cause it works well with Scheming Symmetry .
2 weeks ago
2 weeks ago
Mission Briefing instead of Breaking seems like an improvement. Remember that you can pay the alternative cost to Archive Trap , which is probably the best mill card in the deck. Having the ability to do it twice on one turn is a back breaker. It's also 4x more Darkness . And obvious flexibility later in the game ( Mind Funeral might close out a late game better, for example).
But it's also another 4x Surgical Extraction after sideboard, which is huge. 2 out of 3 games uses the sideboard, don't forget. And speaking of sideboard, it gives you 4x copies of every single card in your sideboard.
Oh and don't forget the Surveil. If it wasn't good enough already, the ability to bubble up another mill card is huge (or that desperately needed land), or Darkness .
There are also the games where you need to draw 3 with Visions of Beyond and your graveyard is closer to 20 than your opponent's.
1 month ago
1 month ago
zga sure! I'm currently on the following guidelines. However, be aware of your opponent game biases (aggressive, controlling..). This is more relevant to sideborading than you might think.
Burn: -4 Fraying Sanity -4 Darkness +3 Crypt Incursion +4 Fatal Push +1 Set Adrift . But really, side as you want. You can't win even sideboarding 15 dedicated cards. I tested the matchup extensively with any possible combination of cards.
Hatebears, Humans, Spirits: -4 Fraying Sanity -4 Darkness +3 Crypt Incursion +4 Fatal Push +1 Set Adrift . Thalia, Guardian of Thraben and Unsettled Mariner are Public Enemies Number One. We can usually play around the rest, nonetheless those matchups are really really hard.
Jund: -4 Darkness -1 Field of Ruin +4 Fatal Push +1 Crypt Incursion . The matchup is hard, there is no question their cards are better than ours. After thoroughly testing it, I can surmise their only ways of winning quite always involve an early unanswered Tarmogoyf , a rain of discard spells followed by a Tarmogoyf , or that same stream of discard spells followed by us flooding out. Crypt Incursion seems strong at a first glance, but we are usually forced to cast it too early because of the pressure imposed by Liliana of the Veil or Scavenging Ooze . What's left of their deck is often quite irrelevant (feel free to swear at me, Jund players of the world: it's the truth, against Mill your other cards are too much situational).
Death's Shadow: no changes. The matchup surely is difficult, but not one that we cannot emerge victorious from.
Hardened Scales: -3 Fraying Sanity -4 Visions of Beyond +3 Crypt Incursion +4 Fatal Push . Just time your Darkness correctly and win on top of it as the plan wisely prescribes. The matchup is probably played on equal terms as for winning odds.
Dredge: -4 Breaking -3 Fraying Sanity +3 Crypt Incursion +4 Surgical Extraction . We cannot win game 1 because of Creeping Chill . If you manage to insulate yourself from it, game 2-3 become fairly easy. Just wait for them to mill themselves or lose time while you set youself up.
Storm: -4 Fraying Sanity +4 Surgical Extraction . You cannot win game 1, but game 2-3 if you manage to extract Past in Flames with the aim of fogging Empty the Warrens the game becomes pretty straightforward.
Urza: -4 Fraying Sanity -4 Darkness +4 Surgical Extraction +4 Set Adrift . Game 1 revolves around them playing Urza, Lord High Artificer in time, game 2-3 are pretty easy for us. Set Adrift is not really needed, but so are so many card advantage sources: we play it just in case we can sneak it in to delay them mostly out of sadicity.
Control: -4 Darkness +4 Surgical Extraction . Just get rid of their counterspell or Snapcaster Mage 's targets. If they are going nuts with too many copies of Teferi, Time Raveler , Narset, Parter of Veils or Gideon of the Trials , add some copies of Set Adrift for Mind Funeral s in quantity depending on their mix of those spells. Narset, Parter of Veils nerfs down Visions of Beyond , Teferi, Time Raveler completely neuters Shelldock Isle and Gideon of the Trials wins by itself making ourselves uncapable of winning. Just ignore anything else. The matchup goes to unlosable to unwinnable depending on their list.
Amulet: -4 Darkness +4 Set Adrift . They usually cannot assemble the whole combo (haste+double attack) because we're milling them, so we just need to get rid of Leyline of Sanctity in game 2-3 and win before they do.
Hynx on Dimir Mill
1 month ago
how come no Traumatize with Visions of Beyond and 3/4 of your sideboards mechanics. mana dork with Palladium Myr or even Curious Homunculus Flip before flip and still makes instant and sorcery cheaper after flip, and provides more chump blocks if you need them.
Majikthise on 8 Crab
2 months ago
I've been milling over Scheming Symmetry and how effective it would be in this deck. So I'm just going to dump my thoughts here.
What does Scheming Symmetry do?
- Trigger my opponent searching to allow me to cast Archive Trap
- Give me a chance to set up my next draw
- The mill will most likely blank my opponent's tutor target
It's low cost and could be good for lining up my next turn. Even better on turn 2 or later if I can pull together Archive Trap , Visions of Beyond and Scheming Symmetry . That allows me to set up my graveyard for Mission Briefing later in the game. While it is cool to force a search for when I have the trap I really need a good chance to get the card from the tutor for it to be a strong include.
What are the alternatives that force my opponent to search cheaply or for free?
I don't use Ghost Quarter because it doesn't work with my crabs. I need every land in my deck pulling double duty so if I'm short one plan I'll hopefully be ready with another.
What am I cautious about?
- In the worst case scenario, when this is just a symmetrical tutor, my opponent is likely to have much bigger haymakers than I do
- Increased reliance on Archive Trap makes the deck weaker against hand attack and Surgical Extraction
- If I play a Mesmeric Orb I've made it extremely hard to get my tutor target
- If my opponent is playing any graveyard based deck, I have immediately gave them what they need
- If the opponent has any kind of instant speed cantrip spell, they can sit on it and make sure they get their tutor target
So what could go to make room for Scheming Symmetry and possibly Noxious Revival ?
- Fraying Sanity it moves the deck more from incremental mill to active plays which means I won't want to be taking a turn off any more
- Mind Funeral to lower curve and ease color requirements
- Mesmeric Orb for budget and to make room for more reliably drawing my tutor target
It's definitely worth play testing an alternative list and seeing if it speeds things up any.
Visions of Beyond occurrence in decks from the last year
All decks: 0.07%
Commander / EDH:
All decks: 0.01%