Rhystic Study

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Dandan Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Judge's Tower Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Rhystic Study

Enchantment

Whenever an opponent casts a spell, you may draw a card unless that player pays .

rckclimber777 on Build a Deck with me …

5 days ago

Welcome back to another episode of Build a Deck with Me. In the first two episodes I focused on a couple decks that want to go infinite and combo out. I realize that playing infinite combos is not everyone’s idea of a good time, but one of the things I enjoy is finding cool interactions/ways to break cards. So today instead of finding ways to break cards, I’m simply going to start with a card that is already broken and build a deck around it. That card is Voja, Jaws of the Conclave. Ok, so maybe it isn’t broken, but you have to admit, you see this good boy on the field and you need to find a response quickly.

Research

In the last episode, I had some comments that suggested I talk about some of the general research that goes into deck-building. One thing to keep in mind is that when you’re building a deck there are general archetypes that exist and are fairly well known. These can often serve as models when thinking about what cards to use, although relying too heavily on them long term can diminish creativity. If you’re just starting out though, by all means run over to EDHRec and find what cards usually go into a counters deck or a tribal deck (spoiler alert that is what we’re building here). One of the things that I do that helps my deckbuilding is watching youtube channels that play commander. This includes: The Command Zone, Tolarian Community College, Commander at Home, and Elder Dragon Hijinks. There are many others out there, but these are the ones that I’ve watched more than a couple episodes of. As I’m watching an episode, I find myself thinking, “Wow I want to build something like that” or “I really liked the interactions with that”. For instance, there was a Commander at Home game where I got to see the interaction between Dihada, Binder of Wills and Odric, Lunarch Marshal and now they’re sitting on my desk, waiting to be built. Today’s episode is the result of one such instance. I watched The Command Zone episode that covered Murders at Karlov Manor. In that game, the Voja deck was a beast. It was fast, it made huge creatures, it drew tons of cards, and it just couldn’t be stopped, oh and the commander was a big puppy dog (wolf, puppy same thing).

To start building, I went into Gatherer and just began looking for a few things like Wolves, Elves, and Changelings. I started to realize that there are very few changelings and the wolves out there really aren’t that great outside of a few like Hollowhenge Overlord. So I turned back to the Command Zone for some help. They post their decklists on the videos and I began scrolling through it and much to my surprise, the list was similar to the ones that I had found, but wasn’t sure about like Ferocious Pup and Universal Automaton. These aren’t good cards unless you have something that really wants creatures on the field. And that’s when things started to click. The support for Voja didn’t necessarily need to be super strong in their own right, it just needed to enable him to do more.

Changelings

First of all, Voja is an interesting card because it wants both Elves and Wolves on the field. Most tribal decks want just one tribe so it almost feels like you have to make a choice between one or the other here. Well I don’t like choosing between two good options. It’s like deciding between chicken nuggets or a chicken sandwich at Chick-Fil-A. I say both! (I also might need to reconsider some life choices, but oh well)

Changelings are great because they have all creature types which means any tribal deck can use them. Some are extremely powerful, while others just have an interesting creature type. In this deck, however, we want to focus on low cost creatures. If they do something cool, bonus!

Realmwalker is awesome because it is every creature type but it can also cast creatures from the top of your library which instantly gives you card advantage, we will likely choose elf as our creature type when it comes in because they generally are going to be our lower cost creatures, our mana dorks, and likely the more prominent tribal type in our deck.

Remember any changeling on the field will trigger both aspects of Voja’s triggered ability so a Universal Automaton becomes a 1 drop enabler for both adding counters and drawing cards. Irregular Cohort provides two 2/2 bodies both of whom are changelings and give us more counters and cards.

Of course there are two cards here that are just amazing. Maskwood Nexus which makes all your creatures all creature types, and Shields of Velis Vel which does the same thing in instant form. Both are game changers with voja.

Elves

When it comes to elves, we generally want to have mana dorks. This is going to ramp us out quickly, but also allow us to have bodies out there to add counters to. A couple standouts besides the normal ones like Llanowar Elves are:

Gyre Sage who is going to get huge thanks to Voja.

Beast Whisperer will draw you lots of cards because we are going to be a creature heavy deck.

Yeva, Nature's Herald is also helpful in being able to get your cards out on your opponent’s turns.

All the versions of Tolsimir are great because they often come with a wolf token in tow.

Finally there is Shalai and Hallar… When you’re adding counters to every creature on your board equal to the number of elves you control, this card can take out an opponent.

Wolves

There are a few wolves out there, but its surprisingly fewer than you would think. Hollowhenge Overlord is really good, and so is Ferocious Pup. You play it and suddenly you have two wolves which means two more cards when Voja attacks. Another great wolf is Roaming Throne. I know what you’re thinking, “it’s a golem.” In this deck, it’s a wolf… trust me. Roaming throne will double all of Voja’s triggered abilities and now you’re thinking “Voja only has one triggered ability.“ Actually, Ward is a triggered ability. Which means now in order to target him, your opponents need to spend 6 mana!! So you swing with Voja, let’s be conservative and say that you have just llanowar elves, Voja, and roaming throne, you add 2 +1/+1 counters to everything and you draw 4 cards. Speaking of doubling that trigger: Annie Joins Up. A super underrated card so far and triggers on Voja, Shalai, and Tolsimir.

Other fun stuff

There are a couple other things that help support Voja as well. Counter multipliers and additional combat steps are all good things for this deck. You don’t want to put too many of those in though because when push comes to shove you’re likely going to just want a creature to play instead of another counter multiplier. I have Kami of Whispered Hopes in the deck, because it adds counters, but it also produces a crazy amount of mana which I can use to empty my hand of creature cards. Hardened Scales is fine and even Branching Evolution feels worthwhile, but I chose not to add any others.

For additional combats I added only two cards, one was Relentless Assault and the other is Great Train Heist. The latter is great because it has more versatility, is an instant, and costs the same as relentless assault for its first ability. Both of these cards can win the game pretty easily.

There are also wolf producers like Howling Moon which I’ve played in Arena with great results. (also pairs well with Tocasia's Welcome). Sword of Body and Mind produces wolves, gives protection, and mills your opponent. Arlinn, the Pack's Hope  Flip is another powerful card since it produces wolves, but can also give you flash on your creatures.

Finally, there is a card that I’m proud to say I noticed before it became super popular. Silver Shroud Costume. I remember playing it in the dogmeat deck and thought, this is good, I’m going to put a copy into voja. At that time it was $5. It has since surged to $20 and there is a reason. It can flash out and attach to Voja, who is now hexproof, (in case ward 3 wasn’t enough) and unblockable gg.

Card Draw, ramp, interaction

Don’t forget your interaction. Just because Voja has ward 3 and is hard to spot remove, doesn’t mean he doesn’t need to be protected. Flawless Maneuver, Heroic Intervention, Teferi's Protection etc. will help keep him and the rest of your creatures safe.

As far as ramp goes, Voja wants creatures which means a lot of ramp is going to be in the form of mana dorks not mana rocks or traditional green ramp spells. I still added a few green ramp spells, but its definitely fewer than some of my other green decks.

Card draw is also a little different here. We’ve got Beast Whisperer and Tocasia's Welcome already and they work really well with the deck since the Beast whisperer is also an elf and tocasia’s welcome triggers with all of our mana dorks which we can flash out on other turns as well. Voja of course is the main card draw engine (seriously a commander who draws cards is just waiting to be abused). Other good cards here are Inspiring Call and Rishkar's Expertise.

About Card Draw

One quick note on card draw that has recently changed the way I think about it. I used to separate card draw into two different categories. Card draw engines which are ongoing effects that will give me cards as long as they remain on the field. The other is simply cards that draw more cards. Previously, I assumed that the former were excellent cards and the latter were well… not great. But as I was listening to The Command Zone they started talking about cards and the amount of triggers you can expect to get in a single game. This changed the way I thought about it. A card like Rhystic Study is great because you are likely going to get some cards from it, but your opponents can pay the 1 or they can remove it. The idea is to think about your card draw engines in terms of the average cards you get from it. This helped me starting think about the usefulness in a card like Inspiring Call which is likely to give me 4-5 cards when I play it, at least. Rishkar's Expertise similarly will net me upwards of 7-10 cards and play a spell from my hand. Meanwhile, rhystic study, which is a great card, will likely get me 5-6 cards before being dealt with, sometimes only a couple. It helped me shift my thinking and made me consider other cards that I had previously dismissed.

Lands

Not a lot of utility lands are needed in this deck, I did like Rogue's Passage, because a lot of times Voja is swinging for lethal commander damage. Making him unblockable is great.

Here is the final form: Voja, the good boy

And by final form, I mean the form I’m currently playing, but likely will change because decks are always being updated and changed. As always, hope you enjoyed the article and if you have any commanders or interactions that you want to see built, let me know in the comments.

rckclimber777 on Build a Deck with Me …

2 weeks ago

Sometimes when I'm deckbuilding, I focus less on the commander and more on an interesting concept/combo that I want to use or exploit. This is the case with one of my favorite decks in my profile and actually one of the first commander decks I ever built. This deck began years ago when Magic finally started caring about the EDH format. It was a more simple time then, Rhystic study was $1.27 (exactly the price I paid for mine over 10 years ago), Cyclonic Rift was a bulk rare, and demonic tutor could be found for $10.

The combo that I was interested in was Palinchron and Deadeye Navigator. The latter was my favorite card at the time and is still one of my favorites. It was a great tool and with all the ETB effects that were out around then it was an underrated and uber powerful card. In fact, the entire blink mechanic was and is a very powerful strategy.

When I built this deck, I played a few times in shops and was quickly told that edh is a casual format and interaction of any kind is not fair (was told this by a land destruction deck...) So this deck is definitely more on the competitive side, but it would be the distant fringe of cedh. Alright with that let's get into it.

Initial thoughts

So we have a combo that we like Palinchron and Deadeye Navigator, but we don't even have a commander yet and going mono-blue seems not great, so we want to figure out what color(s) to add and what commander to choose. In a combo deck, there are generally three things that I like to make sure I include beyond the normal ramp, and card draw. That is redundancy, the ability to tutor up my combo pieces, and ways to protect my combo. So when thinking about tutoring up my combo pieces, I generally like to have the best tutors. Those are in black. So things like Wishclaw Talisman, Demonic Tutor, Vampiric Tutor and Imperial Seal (if you have money to burn or your playgroup is fine with you proxying the best cards so you can obliterate their precons j/k I proxy all my expensive cards and put them in a binder in case someone has an issue).

So we have Blue and Black and we can certainly add another color if we wanted to, but at the time I liked Dralnu, Lich Lord because Snapcaster Mage was in standard and flashback was cool. So I stuck with it when I revamped it, but decided that I wanted something that could ensure I can protect my combo from any threat and then also use it to win if I wanted to. The answer came in the form of Ertai Resurrected. He can counter basically anything from spells to activated abilities (which will come in handy) or he can take a threat on the field at the cost of letting your opponent draw a card.

So now that we have our commander, how to build the deck?

Redundancy

Combo decks need redundancy. If you don't get your two cards or one of them gets exiled, you need a backup plan, or scooping is your only option. Fortunately, there are some great redundancies here. We have Ghostly Flicker and Displace. Both of these will blink your creatures (ghostly flicker will also blink artifacts). Displacer Kitten can be helpful too, but I don't own it and it is a little more chaotic than I need it to be. Palinchron is great because you can return it to your hand and potentially play it again and create infinite mana through the use of High Tide, but a similar combo that has added benefits is Peregrine Drake, Archaeomancer, and Ghostly Flicker. This bounces both the drake and the archaeomancer untapping 5 lands, and returning ghostly flicker to your hand. Rinse and repeat for infinite mana. Archaeomancer also will help in returning key counterspells and tutors to your hand. Nothing like doing double duty. Mnemonic Wall and Great Whale also fit here. The great thing about this combo is that each component is useful in and of itself. Bring out your Great Whale early untap some lands and do some other stuff or play out the rest of your combo with the untapped lands. Cast Archaeomancer to grab a used tutor for another combo piece.

One note here, if you get Peregrine Drake (or one of the other two) paired with Deadeye Navigator and you generate infinite mana you can now draw your deck with Ertai as commander: Step 1: Bounce Deadeye, when he enters don't soulbond with anyone.
Step 2: Cast Ertai, don't choose anything or if you want kill one of your opponent's creatures. It doesn't matter.
Step 3: Soulbond ertai and deadeye. Step 4: Bounce Deadeye and while that is on the stack bounce Ertai. Step 5: Ertai enters the battlefield counter the Deadeye bounce on the stack Draw a card Step 6: Soulbond ertai and deadeye again rinse and repeat. Draw as many cards as you need. Which means draw until you find your wincon.

Wincon

Since this is an infinite mana combo we need something to use all that mana. Obviously the activated ability on deadeye is great, but we need something to actually win with. I went with Commander's Insight and Blue Sun's Zenith. Both of these cards are useful even when they aren't being used to force your opponents to draw their cards. Blue Sun's Zenith works nicely because once you cast it goes back into your deck, which I showed above you can draw as many cards as you need so you cast it once, put it in your library draw again until you find it, cast it again on the next opponent, then again. You can also tutor them up or bring them back from the graveyard with the tutors or the archaeomancer/mnemonic wall from earlier. I like this more than straight damage, because if you don't have infinite mana these cards will still draw you cards.

Tutors

This is a fairly simple step, we need some good tutors. There are a number of good choices in black so I won't belabor that too much. I don't have some of the standard ones and feel like the deck performs fine with the ones it currently has. I do have a Tribute Mage in the deck because nearly all my mana rocks are 2 mana and so is Wishclaw Talisman. I found that the consistency with the deck is vastly improved by being able to tutor up my ramp. Also with deadeye I can bounce it multiple times and get more rocks or the talisman.

Protecting the combo

So I needed to figure out how to protect my combo and do so in a way that is flexible or can be used as needed. So Counterspell. Honestly, this part was fairly simple, most blue counter magic is here. Only reason Fierce Guardianship isn't here is because I don't have it. Other than that we have the typical cards here Force of Will, Mana Drain, Cyclonic Rift, Force of Negation, Pact of Negation, etc.

I also have a couple other standouts. Venser, Shaper Savant is great here as it can be bounced with Deadeye Navigator to essentially boomerang my opponent's board and all their spells. Ertai Resurrected also protects the combo and with deadeye becomes a nice repeatable counter/removal spell.

glen_elandra_archmage can be bounced when she has her -1/-1 counter allowing her to be used again and again to counter noncreature spells.

Typical stuff

There is a lot of ramp in the deck, so Mana Crypt, Sol Ring, and other mana rocks including some larger ones like Gilded Lotus and Basalt Monolith to really get the ramp going, the sooner you can get to 7-8 mana the sooner you can combo out.

For card draw some key performers here are Rhystic Study, Black Market Connections, Phyrexian Arena, The One Ring. Mystic Remora. In my initial hand I want to have 3 lands, and one of these/tutor to find one or I typically mulligan.

Special notes

A couple other cards deserve mention here. Time Stretch and Time Warp. These are both repeatable with Archaeomancer and Mnemonic Wall and I can honestly say that if I'm able to resolve either of these, it is unlikely that I'm going to lose, especially Time Stretch. With the ramp in the deck or a well timed Dark Ritual/High Tide I can play this fairly early and get a huge advantage.

Lands

Since this deck tends to be fast, you don't want lands that come into play tapped, so this deck uses fetch lands, shock lands, and duals that have the ability to come in untapped. (there are a couple that come into play tapped, but they are fetchable so I fetch them only when I know that I'm not going to be able to use the mana and only on an opponent's turn.)

I've had this deck for a while and it performs far better than any of my other decks. It always presents interesting lines that if followed will lead to surprising victories. As always let me know what you think in the comments and if you have a commander in mind that you want to see me build put it in the chat.

Here is the final decklist: Unlimited Power!

DemonDragonJ on Seeking advice for Zur the …

1 month ago

Would you consider either Rhystic Study or Smothering Tithe? Would you be willing to spend 2 more mana to replace Grand Abolisher with Myrel, Shield of Argive or 1 more mana to replace Despark with Anguished Unmaking, or is keeping a low mana curve a high priority for this deck?

SufferFromEDHD on Lost Among the Stars in Search of the Moon

1 month ago

Wow. You really pay attention to the details. I will be adding 50% basic lands.

Artifacts, creatures and lands are regularly targeted in this deck. Teferi's Response is jank I just wanted to try out because this is mono blue lands. Draw 2 cantrip is in a league of its own. The look on your opponents face... Priceless. For everything else, there's MasterCard.

Buyback is quite possibly my favorite keyword in EDH. Reusable effects are pretty good. Extra turns are pretty good. The 3 lands can be recycled by Crucible.

Shapesharer = pure profit. How I missed this is beyond me as I know it's in the collection. The synergy with Training Grounds makes it certified Moonfolk.

Foil was only in because Island Misdirection is superior in everyway.

Will be adding Rhystic Study

legendofa on Seeking Advice for Lazav., Dimrir …

1 month ago

Thinking about cantrips, I see Necropotence, Rhystic Study, and Phyrexian Arena in here, so there's some drawing power. Broadly speaking, I agree with the second person you talked to. These enchantments provide more advantage over time than spending a card to draw a single extra card. You can use graveyards as a resource, too. As far as cards like Dimir Doppelganger and Reanimate are concerned, everybody's graveyards are just extensions of your hand. So aside from the Preordain/Ponder/similar stuff in here that's good card fixing in general, cantripping isn't especially necessary. Unless you use massive amounts of cantrips (and some commanders are okay with that), they don't offer that much thinning, and simply playing with good knowledge and fundamentals will give you much more of an advantage. It wouldn't really hurt anything to include a few, but don't rely on them to break the game open in this deck.

euqinU on Improve my Magus Lucea Kane …

2 months ago

Would Rhystic Study,Mystical Tutor, Archmage's Charm, and Worldly Tutor be a good addition? I'm following the advice on 3 mana so I might add it at my Simic deck.

Profet93 on Blinking Contest

2 months ago

KCisSICKnasty +1

Deck is SOLID AF. Given your deck is very reliant upon your commander, do you feel you have enough ramp to bring him out quickly enough? Mind Stone might be a potential consideration to increase your artifact count that could bring him out more quickly from 5 to 6. Maybe swapping out commander sphere or better yet, desertion? The former is great but doesn't bring your commander out sooner. The latter is fun but holding up 5 mana and being restricted to only getting creatures/artifacts, one that might not have synergy with your overall plan might not be ideal.

Maybe Mother of Runes? - Protection

How has Inventors' Fair been treating you? Given you have about 14 artifacts or so, do you trigger it reliably? Perhaps maybe swap it or even the exotic orchard which doesn't necessarily tap for your colors for Blinkmoth Well? Blinkmoth can mess with opposing artifact synergies and most importantly, make your Static orb one sided.

Fierce Guardianship in your maybeboard seems amazing given it can protect your commander at 0 cost, since your reliant upon your commander. Maybe even a Rhystic Study or even a Smothering Tithe for some good value?

^EDIT: I missed your $ exclusions regarding fierce gaurdianship

I would love your thoughts regarding your thought process. I'm scared to ever come across this deck.

evkede on Stop Playing the game please

3 months ago

Isochron Scepter with a counterspell or silence.

More suggestions: Dovin's Veto, SwanSong, An Offer You Can't Refuse, Counterspell, Rhystic Study, Remand, Reprieve, Unwind.

The deck currently lacks card advantage, and especially engines that stay on board. Malcolm, Alluring Scoundrel isn't card advantage, but is selection, and can end up casting some of your top end for free. The Reality Chip is very impressive as a Future Sight that you can pay for across multiple turns and hold up mana/spend it on other things. Dragonlord Ojutai and Iymrith, Desert Doom have been impressive to me as card advantage/beaters to close games.

Load more