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Your Puny Minds Cannot Fathom (Archenemy "Schemes")

Your Puny Minds Cannot Fathom

Archenemy "Schemes" — Common

Scheme

Your Puny Minds Cannot Fathom is legal in the following formats:

Your Puny Minds Cannot Fathom (Archenemy "Schemes")
Price: PaperMTGO

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$0.45

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Rating:

7.27/10

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Cards like Your Puny Minds Cannot Fathom in Standard format:

Failure    Comply
//

Failure // Comply

Instant // Sorcery

Return target spell to its owner's hand.

//

Aftermath (Cast this spell only from your graveyard. Then exile it.)

Choose a card name. Until your next turn, your opponents can't cast spells with the chosen name.

7.4 /10
$0.33
Glorious End

Glorious End

Instant

End the turn. (Exile all spells and abilities on the stack, including this card. The player whose turn it is discards down to his or her maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)

At the beginning of your next end step, you lose the game.

9 /10
$1.22
Dark Intimations

Dark Intimations

Sorcery

Each opponent sacrifices a creature or planeswalker, then discards a card. You return a creature or planeswalker card from your graveyard to your hand, then draw a card.

When you cast a Bolas planeswalker spell, exile Dark Intimations from your graveyard. That planeswalker enters the battlefield with an additional loyalty counter on it.

7.7 /10
$0.76
Roiling Waters

Roiling Waters

Sorcery

Return up to two target creatures your opponents control to their owners' hands. Target player draws two cards.

4.6 /10
$0.21
Open into Wonder

Open into Wonder

Sorcery

X target creatures can't be blocked this turn. Until end of turn, those creatures gain "Whenever this creature deals combat damage to a player, draw a card."

2.9 /10
$0.14
Pick the Brain

Pick the Brain

Sorcery

Target opponent reveals his or her hand. You choose a nonland card from it and exile that card.

Delirium — If there are four or more card types among cards in your graveyard, search that player's graveyard, hand, and library for any number of cards with the same name as the exiled card, exile those cards, then that player shuffles his or her library.

4.2 /10
$0.20
Coastal Discovery

Coastal Discovery

Sorcery

Draw two cards.

Awaken 4— (If you cast this spell for , also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)

4.1 /10
$0.20
Fateful Showdown

Fateful Showdown

Instant

Fateful Showdown deals damage to target creature or player equal to the number of cards in your hand. Discard all the cards in your hand, then draw that many cards.

5.9 /10
$0.30
Seek the Wilds

Seek the Wilds

Sorcery

Look at the top four cards of your library. You may reveal a creature or land card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

1.1 /10
$0.15
Collective Brutality

Collective Brutality

Sorcery

Escalate—Discard a card. (Pay this cost for each mode chosen beyond the first.)

Choose one or more —

• Target opponent reveals his or her hand. You choose an instant or sorcery card from it. That player discards that card.

• Target creature gets -2/-2 until end of turn.

• Target opponent loses 2 life and you gain 2 life.

9.6 /10
$9.80
Commit    Memory
//

Commit // Memory

Instant // Sorcery

Put target spell or nonland permanent into its owner's library second from the top.

//

Aftermath (Cast this spell only from your graveyard. Then exile it.)

Each player shuffles his or her hand and graveyard into his or her library, then draws seven cards.

8.4 /10
$1.32
Devils  Playground

Devils' Playground

Sorcery

Create four 1/1 red Devil creature tokens. They have "When this creature dies, it deals 1 damage to target creature or player."

5.7 /10
--
Traverse the Ulvenwald

Traverse the Ulvenwald

Sorcery

Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.

Delirium — If there are four or more card types among cards in your graveyard, instead search your library for a creature or land card, reveal it, put it into your hand, then shuffle your library.

9.3 /10
$4.80
Ondu Rising

Ondu Rising

Sorcery

Whenever a creature attacks this turn, it gains lifelink until end of turn.

Awaken 4— (If you cast this spell for , also put four +1/+1 counters on target land you control and it becomes a 0/0 Elemental creature with haste. It's still a land.)

4.3 /10
$0.20
Rishkar s Expertise

Rishkar's Expertise

Sorcery

Draw cards equal to the greatest power among creatures you control.

You may cast a card with converted mana cost 5 or less from your hand without paying its mana cost.

7.6 /10
--
Nagging Thoughts

Nagging Thoughts

Sorcery

Look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.

Madness (If you discard this card, discard it into exile. When you do, cast it for its madness cost or put it into your graveyard.)

2.2 /10
$0.16
Wander in Death

Wander in Death

Sorcery

Return up to two target creature cards from your graveyard to your hand.

Cycling (, Discard this card: Draw a card.)

0.1 /10
$0.13
Scour the Laboratory

Scour the Laboratory

Instant

Delirium — Scour the Laboratory costs less to cast if there are four or more card types among cards in your graveyard.

Draw three cards.

3.8 /10
$0.17
Collective Defiance

Collective Defiance

Sorcery

Escalate (Pay this cost for each mode chosen beyond the first.)

Choose one or more —

• Target player discards all the cards in his or her hand, then draws that many cards.

• Collective Defiance deals 4 damage to target creature.

• Collective Defiance deals 3 damage to target opponent.

8.4 /10
$1.13
Lost Legacy

Lost Legacy

Sorcery

Choose a nonartifact, nonland card name. Search target player's graveyard, hand, and library for any number of cards with that name and exile them. That player shuffles his or her library, then draws a card for each card exiled from hand this way.

7.6 /10
$0.52

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