MTG: 10 Best Foretell Cards For Commander

2022-08-20 23:13:16 By : Ms. Victoria Ye

We take a look at the most powerful Foretell cards to use in MTG's Commander format.

Foretell is a mechanic introduced in Magic: The Gathering's Kaldheim set that allows a player to pay two generic mana to exile a card from their hand. Then, that card can be cast on a later turn for its foretell cost. Other than the obvious benefit of this protecting your spells from hand disruption like Thoughtseize and Duress, foretell costs often make a card cheaper to cast as well.

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So, how good is this mechanic in Commander? The short answer: it depends on the card as well as how it functions with your deck's overall strategy. However, there are a number of foretell cards that are worth considering due to their impressive power. In this list, we'll take a look at the top ones and talk about what kinds of decks are appropriate for them.

Tribal players will be glad to know that a Giants deck is ever closer to coming together thanks to the printing of Quakebringer. Other than featuring some beautiful art, Quakebringer rewards you for simply having it or another Giant on the battlefield.

Burning every opponent for two damage at the beginning of your turns is a good way to pressure multiple players, though there is an argument that it's also a good way to make yourself a target. Either way, Quakebringer is a welcome foretell card for anyone looking to build Giant tribal.

There's just something about casting a card for one mana that feels like you're getting away with stone-cold robbery. This is doubly true for dual strike, which allows you to copy an up to four mana cost spell for the low-low price of one red.

Besides the hilarious corner case of putting this in a cycling Commander deck with Zenith flare, Dual Strike fits very well in Storm decks as well as other strategies that feature a lot of instants and sorceries.

Angels, anyone? How about a whole board of them? Starnheim Unleashed is perfect for the currently developing Angels tribal decks while also being a good inclusion in many control decks.

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This card's variable casting cost allows you to put Angels on the battlefield while holding up mana for counter magic you happen to have in hand, and a single card that can fill your entire board is always a welcome inclusion in a format like Commander.

Angels are great and all, but it's often more important for Control decks to wipe the board than fill it. That's where Doomskar comes in. This foretell card will allow you to cheaply clean the board on a later turn simply by spending two generic mana earlier in the game.

Plus, it hides itself from hand removal which is one of the greatest weaknesses of playing wraths (cards that destroy all creatures on the battlefield).

Speaking of wraths, Cosmic Intervention is the perfect answer to them. If you're a fan of playing Go Wide strategies or Tribal decks, Cosmic Intervention is a card that you need to slot into your 100.

For the ridiculously low cost of one generic and one white once foretold, Cosmic Intervention protects your entire board from a wrath effect. It's almost too good to be true.

Admittedly, playing a lot of Islands can be a big cost in a format like Commander. However, there are decks like Merfolk Tribal that are going to play a ton of Islands anyways. For any such deck, it's hard to do better than Spectral Deluge.

The fact that this card removes opponent's boards while keeping your own intact is what makes it so good. This allows you to build up your board for an alpha strike (lethal combat phase), then deluge on a later turn to remove all of your opponent's defenses. Bet they won't see that one coming.

Decks that want to flood the board usually have issues with card advantage. After all, how are you supposed to keep ahead in cards when you're playing them all onto the board? Tales of the Ancestors is one such solution.

On top of just being fun to cast to see the looks on your opponent's faces, Tales of the Ancestors is perfect for any fast-paced deck that wants to empty its hand. Alternatively, this card is also playable in midrange strategies that tend to be slightly more aggressive.

Remember when we were talking about how casting one mana cost cards feels like cheating? If you happened to have disagreed with that statement, Rise of the Dread Marn will make you think twice.

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After it's foretold, Rise of the Dread Marn can deliver as many zombies to your board as your opponents have creatures for a single black mana. This is another great card for control decks that are looking to wipe the board, but it's an even better inclusion in any deck that wants to flood the board. Due to its instant speed and low casting cost, Rise of the Dread Marn is a great response to an opponent wiping your own creatures.

Since we're talking about responses to opponents wiping your board, we can't go on without mentioning Haunting Voyage. While it may cost a fair amount of mana coming in at a total of seven CMC (converted mana cost), any Tribal deck will be thankful to have included this card as their creatures are inevitably dealt with.

All told, we are talking about an effect here that's capable of taking you from a losing position to making you the most likely player to win the game. If you're playing a Tribal deck and casting a seven CMC spell, you really can't do much better than Haunting Voyage.

If you were expecting another card at the bottom of this list, we're sorry to disappoint you. The fact of the matter is that Alrund's Epiphany was banned in Standard for being too powerful. No other foretell card on this list can claim that distinction, so there's no argument that Alrund's Epiphany is the single most powerful foretell card printed so far, no matter what format.

This is a fine card to include in just about any control strategy, but it's best in decks that are capable of copying spells on the stack. Just don't look at us when your opponents flip the table over after you tell them you're about to take three turns in a row.

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Chris Stomberg is an avid gamer of all kinds. Board games, card games, tabletop games, video games: if its a game, it will pique his interest. Chris has written anchor stories for news broadcasts, modules for his D&D group, and is currently working on his first novel. His hobbies outside of gaming include yoga, reading, bar hopping, and spending time with friends old and new.