Arcane Foundry › Commanders › Atemsis, All-Seeing
Atemsis, All-Seeing
Legendary Creature — Sphinx · {3}{U}{U}{U} · Blue commander
Flying
{2}{U}, {T}: Draw two cards, then discard a card.
Whenever Atemsis deals damage to an opponent, you may reveal your hand. If cards with at least six different mana values are revealed this way, that player loses the game.
Build an Atemsis, All-Seeing deck →
What Atemsis, All-Seeing actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Activated ability{2}{U}, {T}: Draw two cards, then discard a card.
- Triggered ability · deals_damageWhenever Atemsis deals damage to an opponent, you may reveal your hand. If cards with at least six different mana values are revealed this way, that player loses the game.
- Keyword · flyingflying
What an Atemsis, All-Seeing deck needs
Plays as alt win. What the commander asks of the other 99 — read from the card and checked by hand.
- cards across many mana values held in hand (six different values revealed wins when it hits)
- evasion for the commander
The Atemsis, All-Seeing deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 6× Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- 10× Make the commander connect — a body that never deals combat damage never triggers
- 6× Untap the commander so the tap ability is an engine, not a one-shot
- 6× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 2× Answer a spell or ability before it resolves
- 1× Answer a whole board at once
- 16× Refill your hand
- 2× Keep a permanent you control alive through removal
Best cards for Atemsis, All-Seeing
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- Thousand-Year Elixir3 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Akroma's Memorial7 mana
- Lavaspur Boots1 mana
- Sting, the Glinting Dagger2 mana
- Haunted Cloak3 mana
- Sword of Vengeance3 mana
Make the commander connect — a body that never deals combat damage never triggers
- Archetype of Imagination6 mana
- Eldrazi Monument5 mana
- Akroma's Memorial7 mana
- Infiltrator's Magemark3 mana
- Student of Elements // Tobita, Master of Winds2 mana
- Deepchannel Mentor6 mana
- Levitation4 mana
- Aether Tunnel2 mana
Untap the commander so the tap ability is an engine, not a one-shot
- Freed from the Real3 mana
- Pemmin's Aura3 mana
- Sting, the Glinting Dagger2 mana
- Umbral Mantle3 mana
- Unstoppable Plan3 mana
- Genji Glove5 mana
- Honor-Worn Shaku3 mana
- Sword of the Paruns4 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Reality Shift2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- Umezawa's Jitte2 mana
- Titan's Presence3 mana
- Icy Prison2 mana
- Kozilek's Command2 mana
Find the exact card the plan needs
- Reshape2 mana
- Mask of the Mimic1 mana
- Long-Term Plans3 mana
- Whir of Invention3 mana
- Merchant Scroll2 mana
- Mystical Tutor1 mana
- Muddle the Mixture2 mana
- Personal Tutor1 mana
Answer a spell or ability before it resolves
- Mindbreak Trap4 mana
- Fierce Guardianship3 mana
- Force of Negation3 mana
- Force of Will5 mana
- Flare of Denial3 mana
- Pact of Negation0 mana
- An Offer You Can't Refuse1 mana
- Arcane Denial2 mana
Answer a whole board at once
- Desynchronization4 mana
- Wave Goodbye4 mana
- Whelming Wave4 mana
- Consuming Tide4 mana
- Selective Obliteration5 mana
- Evacuation5 mana
- Perplexing Test5 mana
- Cyclonic Rift2 mana
Refill your hand
- Mystic Remora1 mana
- Skullclamp1 mana
- Curiosity1 mana
- Wizard Class1 mana
- Rhystic Study3 mana
- Faerie Mastermind2 mana
- The One Ring4 mana
- Combat Research1 mana
Keep a permanent you control alive through removal
- Lost in the Maze2 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Eldrazi Monument5 mana
- Commander's Plate1 mana
- Mithril Coat3 mana
- Akroma's Memorial7 mana
- The Walls of Ba Sing Se8 mana
Combos with Atemsis, All-Seeing
Known combos from Commander Spellbook that Atemsis, All-Seeing is a piece of, and how many decks list them.
- Atemsis, All-Seeing + Black Mage's Rod37 decks
- Atemsis, All-Seeing + Conflux32 decks
- Atemsis, All-Seeing + Blade Of Selves + Mirror Box30 decks
- Atemsis, All-Seeing + Blade Of Selves + Sakashima Of A Thousand Faces23 decks
- Atemsis, All-Seeing + Livewire Lash + Artful Dodge16 decks
- Atemsis, All-Seeing + Diabolic Revelation15 decks