Home / Magic: The Gathering / Modern Horizons 3 / Deem Inferior
Deem Inferior
NM
LP
MP
HP

Viewing offers in Near Mint condition

common · Sorcery

Deem Inferior

common · Sorcery · Modern Horizons 3
$0.20
Low
$0.23
Market
$0.29
High

Oracle Text

This spell costs {1} less to cast for each card you've drawn this turn.
The owner of target nonland permanent puts it into their library second from the top or on the bottom.

Card Details

-/-Power / Toughness
{3}{U}Mana Cost
1Prints

Character Background

Deem Inferior is a deceptively efficient blue sorcery that fits best in tempo and control shells, where clearing a key permanent without fully destroying it can buy crucial turns. Its “costs {1} less to cast for each card you’ve drawn this turn” clause rewards cantrips, impulse draw, and big draw engines, making it especially attractive in decks that naturally chain multiple draws before or alongside a turn’s interaction. The tempo play pattern is obvious: tuck an attacker, mana rock, or utility piece second from the top to blunt immediate pressure while keeping the board from snowballing. Against combo, sending the right permanent to the bottom can be even better if you know the target is expendable. For deckbuilding, pair it with cheap draw spells like Consider or Brainstorm-style effects, and with cards that trigger on drawing to turn this into a near-free answer. It feels like a quiet but condescending dismissal: not destruction, just a forced demotion.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.20 - $0.29
At the current market price of $0.23.
Average Time to Sell
3 days
At the current market price of $0.23.

Public Decks Using This Card

No public decks are currently using this card.

Character Background

Deem Inferior is a deceptively efficient blue sorcery that fits best in tempo and control shells, where clearing a key permanent without fully destroying it can buy crucial turns. Its “costs {1} less to cast for each card you’ve drawn this turn” clause rewards cantrips, impulse draw, and big draw engines, making it especially attractive in decks that naturally chain multiple draws before or alongside a turn’s interaction. The tempo play pattern is obvious: tuck an attacker, mana rock, or utility piece second from the top to blunt immediate pressure while keeping the board from snowballing. Against combo, sending the right permanent to the bottom can be even better if you know the target is expendable. For deckbuilding, pair it with cheap draw spells like Consider or Brainstorm-style effects, and with cards that trigger on drawing to turn this into a near-free answer. It feels like a quiet but condescending dismissal: not destruction, just a forced demotion.

Generated using gpt-5.4-mini · Updated at 2026-08-11 19:10:45 UTC

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