How To Trust Your Intuition
Intuition, and it’s unfortunately banned sister, Gifts Ungiven, are complicated magic cards to say the least. You choose 3 cards but an opponent chooses which one you get, well it’s not that simple. One of my good friends described the card as “probably one of the most skill testing cards in magic outside of Doomsday”. This complexity issue is compounded by another choice you have to make in EDH, not only do you have to choose 3 cards, you have to choose one of 3 opponents. In order to get what you want every time you need to both appropriately analyze your needs and read your opponents. The best way to do this is practice with the card but I'll do my best to provide some pointers.
Target Acquired: Intuition says “target opponent,” and this is very important to how you resolve the card. Choosing the opponent who has the worst threat detection is often valid as they are unlikely to see a convoluted line that you are setting up. An opponent who has been repeatedly scorned by the other two players or that you have ingratiated yourself upon is also more likely to give you what you want. On that note, it can be correct to provide unnecessary information by asking for a specific card that you want; or bluffing and asking for one that you don't. Ultimately, depending on what your understanding of your opponent is will influence how you choose your cards.
When you are the threat: If you can look at the table and tell that, as often the case, there is one other threatening player and two people you are significantly less worried about (i.e. The table is You, Scion, Kozilek, and Feldon) then you need to figure out which of the non-threats to target. The more persuadable opponent you could convince to give you what you want, but the other threat could do just the same working against you. More often than not, it is best to target the 2nd most gullible opponent at the table as they are both unlikely to know what you are doing or be persuaded against you.
Tutoring for a specific effect: Sometimes you don’t care which card it is, you just need to get a job done. Maybe it's killing a stax creature that is keeping you from comboing off, maybe it's removing a bothersome artifact or combo piece another player has left open, or even something as simple as getting counterspell backup or a less revealing tutor. This is a decision you need to make when deck building as including redundant effects is the key to consistency. If you want to have access to a certain effect, at least 3 copies of it should be present in your list. If you are willing to cut corners, you can cheat on slots by including versatile or catch-all cards. Sultai Charm and Chain of Vapor are excellent examples of these. There are significantly better options for various roles (artifact/enchantment/creature removal etc.) but by choosing the slightly less efficient option, the slots in your deck get more efficient. Charms and modal spells can also help disguise your intentions if you are not immediately reacting to a threat.
Tutoring for a specific card: Often times you need to get one card with Intuition. But how do you make sure you get the right one? Your options are to convince your target that your desired card is the least threatening option, or that you will get what you want regardless of what they choose. Examples of the latter are what you normally see discussed elsewhere and boil down to a pile containing "the Target" and two pieces of recursion such as, but not limited to, Eternal Witness, Snapcaster Mage, or Reanimate.
Examples of the former will vary from deck to deck, but here it usually involves making your opponent decide which combo they lose to. I'll highlight Hermit Druid in this section because this is another one of his jobs. HD is one of the boogeymen of the format and many players are rightfully scared of the card. This makes him a great decoy for getting what you want because many players are afraid to give him to you. That being said, HD is basically never a card you actually want to be given off of your pile. The combo relies on casting a 1/1 creature and then getting to untap with it after all of your opponents are aware of what's going on. Hermit Druid is so good due to his early game prowess and Intuition is almost exclusively a mid to late game card (Exceptions apply, yadda yadda yadda). A good opponent will give you the Hermit Druid, but as I discussed earlier, we don't target the good opponent.
Optimizing Intuition: This is where things get tricky. Once you get the basics down you need to start practicing how to make sure you always get the right card assuming your opponent chooses correctly. Hermit Druid is a good decoy at casual tables but once that stops working you need to get more nuanced. Catering your diversions towards that player will help persuade them to give you what you want. For example, if I’m targeting the Selvala elves player with a developed board I will put Toxic Deluge in, or Null Rod against the Breya eggs deck. If your goal is to shut down a specific player, targeting one of your mutual enemies with a pile consisting of the hate you want for player B, and 2 things that player C can’t deal with. For example, if Selvala Elves is getting a little too out of hand I can cast Intuition targeting Breya and get Toxic Deluge, Null Rod, and Nature’s Claim.
Intuition for Favors: When you target someone and need to ensure that you get a specific card it can often be helpful to ask for their specific choice in exchange for another favor. Maybe you have a removal spell for the creature that is beating them to death or can remove something that is shutting their deck down. Establishing goodwill with players will go a long way with Intuition so targeting a player you helped save earlier in the game is also usually a good idea.
The Double Entomb: So one of the reasons people speculate about Gift’s Ungiven being banned in Commander is the wording that says “up to 4 cards” allowing you to only choose 2 cards and send them both to the graveyard. Intuition, in theory, doesn’t let you do that. In theory. In practice, however, you can force through scenarios where your target has to give you a certain card which means you get to pick 2 cards guaranteed to go to the graveyard. For instance, let’s say you sit down at a highly competitive table with Zur, Prossh, and Selvala; Zur goes to cast Ad Nauseam before he untaps. That’s bad. Both player know that Ad Naus will effectively win Zur the game so you cast Intuition targeting either of the other opponents. You grab Flusterstorm, Phyrexian Devourer, and Walking Balista. Necrotic Ooze has yet to be seen so it doesn’t just win you the game, but they are already between a rock and a hard place. When all 3 people are united towards stopping a specific play is when the double entomb lines are best. A specific case with Double Entomb, if you are in the scenario where someone will be forced to give you an answer but you also want a reanimation spell you can get Dread Return and a target if you have enough creatures in play or in hand to flash it back you can even get your reanimation target. If not, you can grab Narcomeba, which will be put into play because it is still going into your graveyard from your library.
Start Your Engines: So intuition is really good at setting up graveyard based engines or power turns off the back of Yawgmoth’s Will or Life from the Loam. Life from the Loam, while not included in my list is an excellent card with Intuition. Loam and 2 lands isn’t a choice of what you will get, but when you will get it. Similarly to Loam, Unburial Rites or Dread Return are cards that can be used both in your hand or in the graveyard. Cards with Flashback or Dredge are always solid inclusions in an Intuition pile if you are struggling to find another card.
Fighting Back: Facing off against enemy Intuition piles can be scary, but by reading through this you can put yourself in their shoes. Think about what they want based on the board state, try to figure out if they are baiting you with a threat. If you know you are playing against a competent opponent with a competitive deck and you have no idea what a card does in their deck, be afraid. Tuned decks do not just randomly run bizzare cards like Goblin Cannon or Scapeshift, fear of the unknown will keep you alive. Often times, you can also just ask after you have chosen if they got the one they wanted. Having these casual conversations will help build a better Knowledge Pool about how to resolve Intuition, both as a caster and a target.