Shimmer of Possibility

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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
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl 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

Shimmer of Possibility

Sorcery

Look at the top four cards of your library. Put one of them into your hand and the rest on the bottom of your library in a random order.

Coward_Token on Triple Six, Five, Forked Tongue [Retired]

2 years ago

Nice deck. In goldfish playtesting it seems to make impulsive drawing fun yet practical, as the OK deck MV + Treasures lets you typically cast exiled cards.

Nitpicking feedback: Gonti, Lord of Luxury doesn't seem worth it without a flicker source, unless your meta is heavy on topdeck tutors (yes, I see Scheming Symmetry ). It's pretty much an unexciting body with Shimmer of Possibility attached except usually worse because stolen cards, on average, synergize worse with your deck than your own cards. I'm more okay with your other card stealers as they're all some combination of being cheaper, more reliable, reusable, and stealing trough some form of control.

SynergyBuild on Opposition Agent needs a preemptive …

3 years ago

hejtmane My issue is that Aven Mindcensor can't get other people's Aven Mindcensor's, so that when you kill the first and use the tutors you stopped playing when looking for interaction they steal a counterspell to protect the stolen Aven Mindcensor.

One card makes you lose some of the options. It turns Demonic Tutor into Shimmer of Possibility, a much worse card, Opposition Agent counters it, then searches your deck, then takes the best card from it, then puts it into a zone that's nearly impossible to interact with, and has a better body. It's like comparing Mana Leak to Mana Drain.

jaymc1130 on

3 years ago

So, the first thing to consider about Consult Oracle lines of play in strictly Dimir lists is does the commander offer a significantly better reason to play them over the default Dimir option in Yuriko. In the case of Dralnu the answer is actually yes. While Yuriko is liable to be the better over all performer against the meta at large, Dralnu offers the opportunity to play a more control/stax oriented role effectively in a way that Yuriko struggles with and be potentially more effective in longer grindier affairs.

At first glance, some of the things that strike me as potential card slots that could be put to a better purpose are the sorcery speed draw effects like Night's Whisper and Shimmer of Possibility. 2 mana for card selection generally isn't where a competitive list wants to be as it becomes difficult to keep up mana to also interact or threaten interaction in a color set up that lacks access to green ramp sources for the most consistent mana resource build up. This is likely to be a bit less than as ideal as a pilot would want in a large sample size of games. The 3 mana tutors are also a bit out of place in a competitive list as they tend not to be effective enough in competitive settings.

The second thing that jumps out at me is the land count in a deck that again lacks access to quality green ramp play patterns. Most competitive decks have moved to land counts of 29 and 30 as baseline since the days of the "games end on turn 3 or 4" meta state (which in itself was never really true in the most competitive settings) are long past and it's important for a deck to make land drops consistently in games that will commonly be going 5-10 turns in the most competitive settings as players jockey for position in "mexican standoff" game states to set up a game winning turn. In general, competitive decks are going to want to run about 46 total mana sources as a rule of thumb, with about 15 or 16 of those sources coming from various ramping methods like dorks, rocks, and enchantments (rocks being the only real option in Dimir colors, and 16 a count that can't realistically be reached with quality rocks).

3 important cards to consider given what's already in this list would be Counterbalance, Mystic Forge, and any artifact cost reducer such as Helm of Awakening as these cards offer additional control elements and an additional combo line that allows the player to draw out the deck for the win (either by looping a win condition and adding loop enabling pieces in place of less live win conditions like Aetherflux Reservoir, or by playing the primary win conditions in Oracle and Jace Maniac).

With both Twister and Windfall also in this list it would be of great benefit to enable wheel win lines with the inclusion of Notion Thief and Narset, Parter of Veils as these cards are extremely strong performing stax pieces that are universally effective (every deck in the format needs to draw more cards) in addition to comboing with wheel lines of play to establish massive advantages that consistently lead to winning game states.

Toxic Deluge is an effective sweeper piece that should be considered in place of, or in addition to, Damnation.

Ashiok, Dream Render is an incredibly potent card in the competitive meta these days that warrants inclusion in any deck in Dimir colors. It's a universal hate piece along two different angles of attack: preventing tutoring of the deck for opponents, and exiling graveyards stocked with critical pieces.

Scroll Rack becomes a powerful tool with the inclusion of Counterbalance and these two should often be considered together as part of a Counterbalance Package to cement the control/lockdown game plan in games where this line of play is the one drawn in the early stages.

Gush without Doomsday is generally a slot that could also be better served by a different card.

At first glance, these are the things that kind of jump out at me and some of them may not be options for you based on budget or playgroup decisions. But it's a list that looks mostly very solid from a competitive standpoint and with a couple of tweaks something that could be strong enough to keep up with Kess Consult, Urza Tyrant, or Gitrog Dredge in the third tier of competitive decks where there are is a large number of archetypes that consistently best the meta at large and hold their own against tier 3, 2, and 1 decks.

5dollarMTG on $5 Deathtouch Tribal

4 years ago

Hey SnakeByte77: there are a couple of cheap spells to give you deathtouch - you're probably right that Touch of Moonglove is the best. As far as what to take out... it's tough. If I was going to shoot for the infinite combo, I would probably change things up entirely and go dimir for Treasure Mage, Shimmer of Possibility, etc. and protective spells like Negate or Dive Down.

DragonOfTheWest on

4 years ago

Keep in mind that Guild Globe isn't true ramp. It replaces itself as a card and fixes mana colors but doesn't accelerate, so you're still looking at a turn-6 combo after dropping Jaya on turn-5. Unless you're having problems getting the colors you need, I would much rather be casting Omen of the Sea or Shimmer of Possibility on turn-2.

DragonOfTheWest on

4 years ago

GS doesn't change the source of the damage, just the recipient. So TC is the only source of damage. GS redirects 2 damage from you to TC and then (maybe? I think this might fall under replacement effects not working more than once for the same damage instance, but for this it won't matter anyway) GS redirects the same 2 damage from TC to TC. After all the redirecting is decided, the 2 damage is applied from TC to itself, and its ability triggers continuing the loop.


More suggestions:

Snivy__ on Lotus Field Storm [Primer]

4 years ago

lagotripha that's an interesting take on the deck, but at that point it feels too close to the common Sylvan Awakening Jeskai Ascendancy combo deck, which is not what I'm trying to do.

The problem with planeswalkers such as the ones you mentioned is that I can only use their abilities once on the combo turn, and the closest one to being playable would be Kiora, Behemoth Beckoner because of its low CMC.

Growth Spiral is an interesting two-drop. The main reason that I didn't include it is that I don't think I would have 4 lands by turn 3 unless I use a tutor effect on the previous turn. My two-drops are already overloaded with Wishclaw Talisman , Shimmer of Possibility , and Sylvan Scrying , so I would probably chop a couple of those off to make room for Growth Spiral .

Shreds of Sanity had me for a second there, but then I saw that the only instants I play are Opt and Tale's End . Recurring Opt isn't much, and recurring Tale's End does absolutely nothing. Instead, I have been testing Mission Briefing which is like Shreds but surveils and costs one less mana.

Underworld Connections might not be a bad idea, but the problem is that my primary untap spells untap two lands, and I'm comboing with two Lotus Field s. I don't know if I would enchant a Lotus Field just to draw a card and maybe have that small chance of drawing an untap spell, or enchant a random extra land to untap with Finale when that happens, and in that case I would only draw 1 extra card for 1 life and technically 1 mana which is what Finale does anyway. Although not a bad idea, but I don't really think it's necessary for what the combo needs.

Zacama, Primal Calamity is cute, but the problem is that Lotus Field taps for one color, and Zacama requires three. Although not impossible, I would rather produce blue mana first to use untap spells then I would be left with tapping two Fields for two different It would be nice to test out some extra turn spells in the deck. Although I can't use Karn's Temporal Sundering because it's a "legendary sorcery" and I have no legendary things in the deck, I would probably resort to Nexus of Fate due to its repeatable use. Thanks for the input!

BLOODGUILT on

4 years ago

@kortionznikas, Congrats! i'm about to get into the mtga ranked stuff again. Maybe we'll cross paths. anyway, my only defense for Into the Story is that it is a draw four for 4cmc in this deck at instant speed. I often find that my hand is empty around turn 5 or 6 so i hold up mana like i have a counter spell and just use end of opponents turn the draw 4. It won we many games at my LGS even against simic flash. Shimmer of Possibility is ok in the deck but it doesnt gas up your hand like Chemister's Insight or Into the Story does. Also, late game into the story just gets stronger. Probably dont need 4 but 2 is super helpful. i also run 4x Mystic Sanctuary . but it does feel bad when you get two in hand and can't recur spells from the graveyard. Anyway, deck looks good.

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