Psychic Allergy

Enchantment

Produces: anything dealing noncombat damage, an enchantment dying, an Island land being sacrificed, an Island land dying.

Cares about: an upkeep.

Partners

17 cards can cause an Island dying.

  1. Genju of the Falls — When an Island dies thanks to Psychic Allergy, Genju of the Falls brings a card back

333 cards can cause a land being sacrificed.

  1. Hearthhull, the Worldseed — When an Island sacrifices something thanks to Psychic Allergy, Hearthhull, the Worldseed costs each opponent 2 life
  2. Scouring Swarm — When an Island sacrifices something thanks to Psychic Allergy, Scouring Swarm makes a token
  3. Baloth Prime — When an Island sacrifices something thanks to Psychic Allergy, Baloth Prime makes a token

533 cards can cause a land dying.

  1. Vastwood Zendikon — When an Island dies thanks to Psychic Allergy, Vastwood Zendikon brings a card back
  2. Dingus Egg — When an Island dies thanks to Psychic Allergy, Dingus Egg deals 2 damage
  3. Nissa's Zendikon — When an Island dies thanks to Psychic Allergy, Nissa's Zendikon brings a card back

633 cards can cause an enchantment dying.

  1. Wicked Visitor — When Psychic Allergy dies, Wicked Visitor costs each opponent 1 life
  2. Starfield Mystic — When Psychic Allergy dies, Starfield Mystic puts a counter on a permanent
  3. Savior of the Sleeping — When Psychic Allergy dies, Savior of the Sleeping puts a counter on a permanent

1,358 cards can cause an artifact or enchantment dying.

  1. Scrapheap — When Psychic Allergy dies, Scrapheap gains you 1 life

2,685 cards can cause life being lost.

  1. Momentum Breaker — When a permanent makes a player lose life thanks to Psychic Allergy, Momentum Breaker raises your speed
  2. Point the Way — When a permanent makes a player lose life thanks to Psychic Allergy, Point the Way raises your speed
  3. Lightwheel Enhancements — When a permanent makes a player lose life thanks to Psychic Allergy, Lightwheel Enhancements raises your speed

2,780 cards can cause a creature or enchantment dying.

  1. Diabolic Servitude — When Psychic Allergy dies, Diabolic Servitude triggers

2,835 cards can cause a creature or land dying.

  1. Long Feng, Grand Secretariat — When an Island dies thanks to Psychic Allergy, Long Feng, Grand Secretariat puts counters on a permanent

2,996 cards can cause anything being sacrificed.

  1. Gorbag of Minas Morgul — When an Island sacrifices something thanks to Psychic Allergy, Gorbag of Minas Morgul triggers

3,016 cards can cause anything dealing noncombat damage.

  1. Fear of Burning Alive — When a permanent deals noncombat damage thanks to Psychic Allergy, Fear of Burning Alive deals that amount damage
  2. Sun Droplet — When a permanent deals noncombat damage thanks to Psychic Allergy, Sun Droplet puts that many counters on a permanent
  3. Asgardian Inspiration — When a permanent deals noncombat damage thanks to Psychic Allergy, Asgardian Inspiration brings a card back

3,349 cards can cause an artifact, battle, creature, enchantment or planeswalker dying.

  1. Martyr's Bond — When Psychic Allergy dies, Martyr's Bond triggers

4,505 cards can cause anything dying.

  1. Creature Bond — When Psychic Allergy dies, Creature Bond deals that creature's toughness damage
  2. Garland, Knight of Cornelia // Chaos, the Endless — When Psychic Allergy dies, Garland, Knight of Cornelia // Chaos, the Endless brings a card back
  3. Turn Inside Out — When Psychic Allergy dies, Turn Inside Out triggers

EDH Seer reads the oracle text of every card in a Commander decklist and reports which pairs actually work together, with the reason printed next to each one.

34,433
cards in the corpus, 21,317 of them read in full
~495
synergy edges in an average Commander deck
0
model calls when you analyse a deck

What an edge is, and what it is not

Krenko, Mob Boss produces
Impact Tremors cares about

Edge. When a creature enters thanks to Krenko, Mob Boss, Impact Tremors deals 1 damage.

Farseek produces
Enduring Courage cares about

No edge. It wants a creature entering, and a fetched land is not one.

What it refuses to claim

Ramp, removal and card draw are roles, not synergies — they make a deck work without pairing with anything, so they are counted as slots rather than drawn as edges. A card that refers to itself ("this creature", "this spell") is read as itself and not as a class. Where the rules cannot say something, the report says nothing: a missing claim is better than a confident wrong one.

Read how the engine decides →