Type: Deck Idea
Format (legal 👍)
comCommander
Commander Bracket
[1️⃣]
Info
Approx. Value:
$250.95
Buy

0 Likes 0 Comments
Avg. CMC 3.11
Card Color Breakdown
Card Type Breakdown

The Hobbit
released on August 14, 2026!

Order now on CardKingdom Order now on TcgPlayer

The Hobbit
released on August 14, 2026!

Order now on CardKingdom Order now on TcgPlayer
Main Deck - 108 cards, 87 distinct
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Name  Ed. Price Type Cost
Rarity Color
Commander
1 Isperia the Inscrutable
$0.30
Legendary Creature - Sphinx
Creature (24)
1 Angel of Finality
$0.22
Creature - Angel
1 Archetype of Imagination
$1.00
Enchantment Creature - Human Wizard
1 Dazzling Sphinx
$0.38
Creature - Sphinx
1 Deepchannel Mentor
$1.36
Creature - Merfolk Rogue
1 Defiler of Dreams
$0.39
Creature - Phyrexian Sphinx
1 Diluvian Primordial
$0.60
Creature - Avatar
1 Jubilant Skybonder
$0.31
Creature - Human Wizard
1 Keiga, the Tide Star
$0.34
Legendary Creature - Dragon Spirit
1 Linvala, Shield of Sea Gate
$0.32
Legendary Creature - Angel Wizard
1 Loyal Drake
$0.26
Creature - Drake
1 Man-o'-War
$0.25
Creature - Jellyfish
1 Mockingbird
$4.14
Creature - Bird Bard
1 Sephara, Sky's Blade
$2.39
Legendary Creature - Angel
1 Serra's Emissary
$8.03
Creature - Angel
1 Steel Hellkite
$0.25
Artifact Creature - Dragon
1 Sunblast Angel
$0.62
Creature - Angel
1 Trinket Mage
$0.32
Creature - Human Wizard
1 Wandering Eye
$0.15
Creature - Illusion
1 Warden of Evos Isle
$0.19
Creature - Bird Wizard
1 Watcher of the Spheres
$0.50
Creature - Bird Wizard
1 Windborn Muse
$0.78
Creature - Spirit
1 Windreader Sphinx
$0.31
Creature - Sphinx
1 Wispmare
$0.22
Creature - Elemental
1 Yosei, the Morning Star
$0.41
Legendary Creature - Dragon Spirit
Instant (19)
1 Blacksmith's Skill
$0.31
Instant
1 Counterspell
$2.64
Instant
1 Disenchant
$0.11
Instant
1 Dispel
$0.37
Instant
1 Dissolve
$0.21
Instant
1 Dovin's Veto
$1.50
Instant
1 Fact or Fiction
$0.23
Instant
1 Generous Gift
$0.76
Instant
1 Keep Safe
$0.21
Instant
1 Negate
$0.20
Instant
1 Overwhelming Denial
$0.16
Instant
1 Path to Exile
$1.25
Instant
1 Peek
$0.42
Instant
1 Render Silent
$2.31
Instant
1 Repulse
$0.22
Instant
1 Sphinx's Revelation
$0.38
Instant
1 Stern Dismissal
$0.16
Instant
1 Swords to Plowshares
N/A
Instant
1 Unsummon
$0.24
Instant
Sorcery (6)
1 Gitaxian Probe
$2.92
Sorcery
1 Ponder
$1.97
Sorcery
1 Solve the Equation
$4.35
Sorcery
1 Supreme Verdict
$1.94
Sorcery
1 Time Wipe
$0.21
Sorcery
1 Wrath of God
$3.56
Sorcery
Artifact (11)
1 Arcane Signet
$0.57
Artifact
1 Azorius Signet
$0.44
Artifact
1 Bident of Thassa
$0.67
Legendary Enchantment Artifact
1 Commander's Sphere
$0.30
Artifact
1 Glasses of Urza
$0.75
Artifact
1 Lantern of Insight
$3.04
Artifact
1 Mind Stone
$0.72
Artifact
1 Sol Ring
$1.42
Artifact
1 Swiftfoot Boots
$2.20
Artifact - Equipment
1 Talisman of Progress
$0.31
Artifact
1 Thought Vessel
$2.75
Artifact
Enchantment (10)
1 Aqueous Form
$0.40
Enchantment - Aura
1 Cloak of Mists
$0.68
Enchantment - Aura
1 Duelist's Heritage
$1.95
Enchantment
1 Favorable Winds
$0.37
Enchantment
1 Field of Dreams
$140.63
World Enchantment
1 Gravitational Shift
$0.41
Enchantment
1 Righteous Authority
$0.33
Enchantment - Aura
1 Telepathy
$0.90
Enchantment
1 True Conviction
$4.79
Enchantment
1 Unquestioned Authority
$1.32
Enchantment - Aura
Land (37)
1 Access Tunnel
$0.47
Land
1 Adarkar Wastes
$0.33
Land
1 Azorius Chancery
$0.29
Land
1 Command Tower
$0.56
Land
1 Flooded Strand
$13.54
Land
1 Glacial Fortress
$0.50
Land
1 Hallowed Fountain
$7.13
Land - Plains Island
12 Island
$0.10
Basic Land - Island
1 Mystic Gate
$4.33
Land
11 Plains
$0.13
Basic Land - Plains
1 Port Town
$0.32
Land
1 Prairie Stream
$0.31
Land - Plains Island
1 Reliquary Tower
$4.23
Land
1 Rogue's Passage
$0.34
Land
1 Skycloud Expanse
$0.22
Land
1 Temple of Enlightenment
$0.13
Land
Sideboard - 0 cards, 0 distinct
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No cards here. :(
Scratchpad - 0 cards, 0 distinct
Cards in the scratchpad represent cards that you are considering for this deck, but are not actually in the built deck. They do not count towards the in built decks count shown in your inventory. If you are using the Auto Trade feature, they will be still be marked for trade although cards in your main deck and sideboard will not.
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No cards here. :(

Notes
 
https://tappedout.net/mtg-decks/i-can-see-your-hand/

Isperia is an instant classic!

Nothing is more satisfying than Peek + Isperia the Inscrutable!

Isperia's ability allows you to tutor for ANY flying creature you need, and this deck has a flying creature for every situation.

NOTE: You can easily tweak the power level of this deck by adding cards like Avacyn, Angel of Hope, Consecrated SphinxGC, Ancient Gold Dragon, Ancient Silver Dragon, Moonshaker Cavalry, Propaganda, Ghostly Prison, or Narset's Reversal. I don't have those cards in my deck, because I want it to be bracket 2 and budget. In my humble opinion, the most powerful/expensive cards in the game are also the most boring.

The Strategy: The card you tutor for usually depends on what your opponents are doing.

Strategy example #1: Get Yosei, the Morning Star first, then get Sunblast Angel so that you can threaten an asymmetrical board wipe on whoever gets their stuff tapped by Yosei's ability (or whoever attacks with all their creatures).

Strategy example #2: Get Linvala, Shield of Sea Gate, then get Windborn Muse so that your opponents kill each other instead of you.

I highly encourage you to build and play an Isperia, the Inscrutable deck. She is endless fun to play with and against. She is inexpensive to build (All of the cards that let you see opponent's hands are very cheap, with the exception of Gitaxian Probe) I encourage you to choose your own flying creatures and strategies. I highly encourage tweaking the power level of your flying creature toolbox depending on what decks your friends play (and how OP they are). You can easily make this deck in any bracket, but my version is bracket 2. I highly recommend this exact specific decklist, because running OP white/blue flying creatures means you'll be tutoring for the same card every game. I chose mostly inexpensive cards for this deck, with a couple of exceptions, because I don't want it to be too easy to win - that would make the game boring. Playing this decklist well requires skill, which makes it more fun to play with.

How to play this deck: (For Beginners)

1. The Information Gathering Phase (Turns 1–4) Your early game focuses on two tasks: accelerating your mana and forcing your opponents to reveal their hands.

The Priority: Cast your mana rocks (Arcane Signet, Thought Vessel, Talisman of Progress) early. You want to get Isperia out on Turn 4 instead of Turn 5.

Get a "Peek" Piece: Cast cards like Peek, Gitaxian Probe, Telepathy or Glasses of Urza. Knowing your opponents' hands completely changes the game. You will know exactly what threats to counter, when it is safe to tap out, and what to name for Isperia's trigger.

Prepare a Pathway: Play Aqueous Form, Cloak of Mists, or Swiftfoot Boots early so they are ready to protect Isperia or make her unblockable the moment she hits the board.

2. The Precision Tutoring Phase (Turns 5–6) Once Isperia is on the battlefield, your main engine is active. You want to safely attack an opponent to trigger her search ability.

The Swing: Attack the player whose hand you know. Declare Isperia's combat damage trigger, name a card you know is in their hand, and search your library for the flying creature of your choice.

What to Tutor For:

Serra's Emissary (Protects you from ALL creatures while making your creatures unblockable)

Loyal Drake (Drawing an extra card every turn is very good. Drawing cards wins you the game.)

Linvala, Shield of Sea Gate (Discourages opponents from using their removal or board wipes. She can be sacrificed at any time to save your whole team from removal or board-wipes.)

Steel Hellkite (Steel Hellkite can remove almost any threat.)

Wandering Eye (If you don't have Telepathy or Glasses of Urza on the field, you can tutor for Wandering Eye to establish the deck's main engine.)

Sunblast Angel (You reaveal the card you tutor for. If you tutor for Sunblast Angel, it changes the game dramatically. Nobody will want to attack you out of fear of you casting Sunblast Angel while their creatures are tapped.)

3. The Lockdown & Victory Phase (Turns 7+) You excel in the late game because your creatures fly over ground defenses while your instants stop opponents from winning.

Weaponize Telepathy: Since cards like Telepathy make everyone play with open hands, use it as a political tool. Say to the table, "Look at Player B's hand, they have a board wipe. We need to handle them." Let your opponents fight each other while you build your flying army.

Clear the Ground: If the ground battlefield gets clogged up with massive armies, drop a Supreme Verdict or Wrath of God. Your opponents will lose everything, while you can easily rebuild by tutoring up another flying threat.

Ending the Game: Cast Archetype of Imagination. It strips flying from your opponents and gives it to your creatures, making your entire flying armada completely unblockable for a lethal game-ending swing. Or cast Serra's Emissary to make your creatures unblockable. You can also tutor for Diluvian Primordial to cast the best spells from your opponent's graveyards.

Two Golden Rules for this Deck:

1. Guessing Blindly: If you get bad luck, and you do not have a way of knowing a card in an opponent's hand, you must guess blindly. If you must guess blindly, attack any mono-color player, and name their basic land type. Always attack with Isperia, even if your guess will be a blind guess, because her ability will force the opponent she hits to reveal their hand (Meaning you can guess correctly the second time). You only need one successful guess to tutor for Wandering Eye, and set up the engine.

2. Leave Mana Open: This deck contains 18 instants. Never tap out completely on your turn if you can avoid it. Always leave 2 to 3 mana open to threaten a Counterspell, Dovin's Veto, or Blacksmith's Skill to protect your threats (Even if you are bluffing, and do not have a counterspell).

I really like to think that if Isperia were a real person, she would be a nerdy girl that wears glasses (Glasses of Urza) and does math really well (Solve the Equation). She would be telepathic too (Telepathy).
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