Essence Scatter

Essence Scatter

Instant

Counter target creature spell.

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Printings View all

Set Rarity
Mystery Booster: Store Edition (MYSTOR) Common
Mystery Booster: Convention Edition (MYSCON) Common
Core Set 2019 (M19) Common
Duel Decks: Merfolk vs. Goblins (DDT) Common
Amonkhet (AKH) Common
Magic 2014 (M14) Common
Magic 2013 (M13) Common
Duels of the Planeswalkers (DPA) Common
2010 Core Set (M10) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Pioneer Legal
Commander / EDH Legal
Noble Legal
Magic Duels Legal
Block Constructed Legal
1v1 Commander Legal
Canadian Highlander Legal
2019-10-04 Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Essence Scatter occurrence in decks from the last year

Standard:

All decks: 0.19%

Modern:

All decks: 0.03%

Commander / EDH:

All decks: 0.01%

Blue: 0.14%

Essence Scatter Discussion

rdean14 on Card creation challenge

3 weeks ago

I very much agree about that Rhystic Study

Mana Leak effects are taxes, like white does. I think Chancellor of the Annex makes a lot of sense. In my opinion, white should be the color of mana-dependent counters and blue of hard counters. Mental Misstep, Negate, Essence Scatter, and of course, Counterspell seem right, which Mana Tithe seems more flavorful to white than any of the blue versions of the effect.

Black gets stuff that makes opponents choose between non-mana bad options, like Dash Hopes type counters, or Diabolic Edict effects.

Red is random, like with Gamble and Burning Inquiry (a personal favorite due to its disruptive effect on control and combo decks)


Abominable Recluse

Snow Creature - Yeti

When Abominable Recluse enters the battlefield, sacrifice all other creatures you control.

Menace

You can't cast creature spells and no creatures can enter the battlefield under your control.

8/7


I think this could be a solid Spike-Timmy card, like Rotting Regisaur.


I'd like another taxing white effect

SideBae on Yuriko’s Ninja Tricks

1 month ago

So this deck is marked under 'help,' so I'll list my recommendations. Feel free to ignore any/all of them:

  1. Some of your choices of countermagic seem questionable. Is there a reason you're running Withering Boon over something like Remove Soul or Essence Scatter? I guess the blue spells can be Pyroblast-ed, but I feel like not having to bolt yourself is worth it for the marginal added risk.

  2. You may wish to consider running Preordain in addition to your Brainstorm and Ponder. Like in Legacy Delver decks, it isn't as good since you'd need to top both cards with the scry to guarantee a high CMC flip off Yuriko, but I feel like one-mana cantrips are likely good enough to run regardless.

  3. There are some evasive creatures worth running in Yuriko because their ETB effects are good and ninjutsu bounces the creatures. I'm thinking of things like Baleful Strix, Snapcaster Mage (if you want to invest money), Trinket Mage (which can fetch Sensei's Divining Top, Sol Ring and any other 1-cmc artifacts you want to run), Spellseeker... If you want to go deep, Thalakos Seer works well with Ninjutsu, too...

  4. You might also consider running Conspiracy or Arcane Adaptation. I like Arcane Adaptation a lot more (it costs less mana) but both are good, and if you need a third version Xenograft works. They'll make things like Gingerbrute trigger your Yuriko.

  5. Some 4-cmc instant-speed card-draw seems alright; you leave up mana for a counter, and if you don't need it you get a draw. Consider things like Fact or Fiction, Chemister's Insight, Glimmer of Genius, Frantic Search, Gush, Thirst for Knowledge, Inspiration... They'll ding your opponents off a Yuriko flip and give you something to do with mana you don't need on their end steps.

  6. Idk how competitive your meta is, but consider running Narset, Parter of Veils and/or Ashiok, Dream Render. These two hose card-draw and fetches/tutors, which are all very common as you go higher in deck power level. I especially like Narset, Parter of Veils with Windfall or Timetwister, but that'll depend on your particular moral compass.

  7. Lastly, if you up the amount of artifact ramp in here you can lower the land count and make flipping a land off Yuriko less common. While it may be dangerous to go lower than 30 lands if you're not running things like Mana Crypt, Mox Diamond or Mox Opal (which you should run if your groups allows proxies), you may have luck running things like Talisman of Dominance, Arcane Signet or Fellwar Stone. If you don't land a turn-two general, these'll ramp you for the later game; and even if you do, flipping them off Yuriko's trigger is better than flipping a land.

Right. That's all I got -- let me know if you have any questions.

ManaEhMano on ▷ BUDGET MonoBlue Devotion MILL! ◁ 【GRN!!】

2 months ago

BoneclockHarmony I am going to build this for an upcoming tournament and I believe these changes could help. I am going -1 Island and -1 Shelldock Isle for +2 Mystic Sanctuary so I can bring back a Cryptic Command or Archive Trap to take control if needed. I am also going to try +1 Archmage's Charm in place of -1 Visions of Beyond as a way to get a bit of additional versatility if card draw isn't necessary. I think this can also help in specific matches against Death's Shadow , Champion of the Parish , Monastery Swiftspear , Aether Vial , or Chalice of the Void . For the sideboard I am also thinking of swapping Negate for Essence Scatter depending on how the meta changes.

Profet93 on Talrand, Drake Summoner

3 months ago

Let me start off by saying I hate being mana screwed, that being said, you should cut 2 islands to go down to 38 lands.

Cut Curious Homunculus, Docent of Perfection, Murmuring Mystic, Sphinx of Uthuun and Stormtide Leviathan. Talrand decks don't need creatures. The few good creatures to add are out of your budget. I know you have the polymorph package but the creatures you are getting arent even that good. If you want to make this optimized (even on a budget), replace them with the 5 following cards....

  1. Rapid Hybridization - Removal
  2. Essence Scatter - Counter
  3. Wizard's Retort - Or another counterspell
  4. Pongify - Removal
  5. Deep Analysis - Draw. Bonus points if you yell DEEP ANAL!

REMEMBER, the biggest issue with Talrand is being forced to tap out! Keep this in mind for below...

Cut Coat of Arms for Coastal Piracy - Winmore. Helps you if you have lots of drakes, otherwise its a dead card that can help opponents. Piracy helps you maintain gas.

Cut Heraldic Banner for Mind Stone - Doesnt help you bring talrand out any faster and the boost is minor. Stone brings talrand out T3 and replaces itself later.

Cut Arcane Melee for Gilded Lotus - Helps opponents, forces you to tap out and you don't need that kind of ramp. Lotus helps you ramp without tapping you out.

Cut Gravitational Shift for Misdirection - Shift is winmore. Misdirection allows you to interact while tappedout making opponents think twice before trying to remove your talrand. Note that misdirection can redirect removal, counter counterspells (should you not be the only blue player) and redirect some extra turn spells

For the 2 lands you cut, add Isochron Scepter and Future Sight - Scepter is just pure value (remember to make sure to have mana open to cast the imprinted spell AND another counterspell in hand to ensure they don't bait your counterspell!). Future sight, while redundant to Precognition Field , is very powerful. I understand it costs 1 more and reveals the card, but it allows you to play lands and everyone knows you are counterspell + draw tribal so it really doesn't matter. I would tell you to cut the field for future sight, but I think both might serve your deck well.

Cut Unsummon for Mystic Confluence - Confluence draws you cards and is more versatile.

Cut Boomerang for Capsize - Very powerful card, do not underestiamte it, and ALWAYS try to buy it back.

Cut Island (3rd island to cut) for Strip Mine / Ghost Quarter / Tectonic Edge , etc.... Cavern of Souls , Boseiju, Who Shelters All , urborg, coffers, field of the dead are all powerful cards that need to be dealt with.

Cut Island for Blast Zone - While it comes in tapped, it allows you to deal with problematic cards that resolve because you can't counter everything.

Cut the polymorph package aside from polymorph itself

Cut Mass Polymorph for Narset's Reversal - Oh no, you cast Thought Distortion ? What ever will I do.... get's around can't be countered. What's better than countering their Torment of Hailfire ? Copying it and returning it back!

Cut Reweave for Precognitive Perception - Not entirely sold on it, but it has strong potential, especially for a budget player.

Be sure to let me know what you think of the sugge

1324J5 on Noob Izzet First Deck

4 months ago

You could probably get more effective use out of Cancel or Essence Scatter rather than giving the creatures back to them. If you really want any of your friends to not like the deck you could also go for more outright control like Counterspell . If you did want something pioneer friendly Sinister Sabotage is a good option which also gives some control over your next turn.

Argy on Pioneer Turbo Mill

4 months ago

Sorry mate, I keep having more thoughts the more I test against this deck.

I would also put some Disallow and maybe some Essence Scatter in your Sideboard.

I am convinced that Disallow is better than Dissolve due to the ability to counter any, well, ability.

Dependent on the deck, of course. Some decks would rather Scry a card away - yours might be one.

Essence Scatter will stop things like Walking Ballista


Proposed Sideboard

4x Disallow
3x AEtherspouts
3x Invasive Surgery
3x Essence Scatter
2x Ulamog, the Ceaseless Hunger

Then adjust based on local meta.

Keep Turn Aside in mind if people keep destroying your stuff.

x12721 on Jeskai-ing to Meet You

5 months ago
- 2x Chandra, Awakened Inferno - 4x Devious Cover-Up - Sinister Sabotage - 4x Oath of Teferi - Everything except maybe Ixalan's Binding and possibly a copy of AEtherize from the sideboard.
- You want 24-26 lands for a control deck. Unless you want to go faster, in which case you need to completely change what kind of counterspells you're running. Field of Ruin is super good to deal with a flipped Azcanta and similar. - Essence Scatter and Negate / Dovin's Veto . Mana cost is everything, at the cost of utility. - Absorb against Burn, Render Silent vs Control - Teferi, Hero of Dominaria is one of the best walkers ever. - Chandra, Torch of Defiance would be better in a more burn-centric deck as well. - I've found that Blessed Alliance is an amazingly versatile card against Bogles, Burn, and even control (sometimes) - Disenchant . Need I say more? - Cyclonic Rift is legal in this format. - Dig Through Time / Treasure Cruise are some of the best spells available in this format (inb4 the bans), but it may be difficult to support the heavy Delve requirements. - Detention Sphere is probably better than Intervention. - The Sulfur Falls cycle to complement your shocklands

Argy on Draw-Go! Pioneer Style

5 months ago

Righteo, then. Here we go!


Just checking that you know the second time Approach of the Second Sun is cast, it must resolve in order to win the game. A lot of people don't realise that and get a nasty surprise when it is countered, and they don't win.


This deck absolutely creams my Cast a Shadow [Pioneer] deck, which is set up primarily to deal with Creature decks.

It struggles against my Monothopters [Pioneer] deck, which is a lot more aggressive.

Aggressive decks will be this deck's downfall. To that end, I think you need to get your curve a bit lower. You can do that by building a Sideboard.

Some spells you might want to consider for it are:

The other way to go beside this is to use spells like Syncopate or Spell Pierce , to counter early spells of any kind.

Hope that helps.

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