Isochron Scepter

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eternal Masters (EMA) Rare
Duel Decks: Izzet vs. Golgari (DDJ) Uncommon
From the Vault: Relics (V10) Uncommon
Mirrodin (MRD) Rare
Promo Set (000) Rare

Combos Browse all

Isochron Scepter

Artifact

Imprint — When Isochron Scepter enters the battlefield, you may exile an instant card with converted mana cost 2 or less from your hand. (The exiled card is imprinted onto this artifact.)

, : You may copy the exiled card. If you do, you may cast the copy without paying its mana cost.

Isochron Scepter Discussion

multimedia on The Wizardly Lady of Scrolls

17 hours ago

Hey, you're welcome.

Kasmina is fine, two 2/2 Wizards, draw/discard two cards for four mana over the course of two turns. She's however much better when playing repeatable proliferate; then you can keep using her loyalty to create Wizards. Flux Channeler who's a Wizard can proliferate for no mana cost and that's good especially when you can make an infinite cast of a spell combo. I don't think I would play Kasmina without also playing Channeler.

Don't undervalue Roil/Blink, they're very versatile instant removal. Instant two drops, can imprint with Isochron Scepter . Having removal that can hit noncreature cards is very helpful in multiplayer Commander since not all threats or combos your opponents will try to assemble will be creatures. Counterspells are your main sources of removal Roil/Blink can bounce something you couldn't counter so that when your opponent casts it again you can counter it. Roil/Blink can even bounce Scepter back to your hand to imprint again which can be helpful if you want to play Scepter and imprint an instant that's not Reversal such as High Tide .

Roil/Blink/Zenith is redundancy for infinite draw with Naru to find Labman/Jace, that makes them in my opinion more playable than Kasmina. You're not always going to have access to Azami and when you don't having other outlets for draw are helpful. Zenith for example could also be used on opponents to make each of them, one at a time draw their libraries so they lose on their turns.


Tide is a powerful budget card for mono blue. It's powerful because it's only one mana which can make a lot of mana depending on the number of Islands you control. Use it in combination with budget cards that can untap your lands such as Frantic Search , Turnabout , Snap , Rewind , Cloud of Faeries , Peregrine Drake , etc. The advantage of Snap over the rest of these is it can be imprinted with Scepter. Turnabout is good with both Tide and Azami because it can also untap all your Wizards. Cards that can copy Turnabout make it even better because then you can untap all your lands and all your Wizards.

Turnabout can be part of infinite combos; one is with Sigil Tracer who's a Wizard + other Wizards + Azami. Tracer can be a backup Scepter effect with Reversal since Tracer can copy Reversal with Wizards. Tracer + Azami + one other Wizard + mana rocks is infinite mana and draw. Can do some neat recursion tricks with Tracer + Ghostly Flicker + Archaeomancer . Echo Mage who's a Wizard is a less expensive slower alternative to Tracer. Tracer and Mage's repeatable ability to copy a spell is powerful because they can copy an opponents spell.

Muddle the Mixture is good in mono blue especially when playing Scepter/Reversal combo because it can transmute for one of these cards. If not using it as a budget tutor then it's a Negate which is still good. If not playing Cyclonic Rift because of budget reasons then Devastation Tide is a fine budget alternative especially with Brainstorm.


If looking for a card to cut to clear some price to add other cards then consider cutting Propaganda ? There's nothing wrong with Propaganda, but because of the $150 budget the $9-$10 could be better used for other cards that have more synergy with Azami and Wizards.

XetZero on Combo-Cades: The Wallmaster | EDH

1 day ago

Do you ever feel that the Isochron Scepter + Dramatic Reversal is a dead combo in a game state because Arcades, the Strategist is not an infinite mana sink? Is there a reason for running Armageddon . I would also recommend Freed from the Real as an alternate to generating infinite Green White with Faeburrow Elder and generating infinite mana with Axebane Guardian . Have you also thought of running Chulane, Teller of Tales . I'm also not sure if your deck is supposed to be a fast ramp deck that straights up win the game, a control type with the Armageddon or a combination of both

GhostChieftain on How do i make a ...

2 days ago

Another good way to do it if you are willing to be a little bit spikey is to play anything that allows for infinite recasts of a creature or spell such as Palinchron + High Tide , Temur Sabertooth + Dockside Extortionist , or Isochron Scepter + Dramatic Reversal . Remember that you don't need to be strictly orzhov to be an extortionist, you just need either black or white.

That being said, if you want to be strictly orzhov I would suggest Tymna the Weaver + Ravos, Soultender so you can keep putting cards in your hand to keep casting and extorting. I would also suggest low cmc fliers and hard to block creature so you can keep drawing off tymna and casting more to extort more.

jmeadors24 on Torbran, Pain of Red Burn

3 days ago

Good deck, similar to mine. I included Dragon's Claw and Staff of the Flame Magus in mine for a little lifegain. Isochron Scepter is nice too for those 2 cost burns, but it's a little pricey.

Ziabo on Thousand-Year Kess ~Help Needed~

3 days ago

Jace_Nalaar you are absolutely awesome for this bro!

Now I do already have Increasing Vengeance in the deck. My meta usually runs 6-8 players and usually always blind. as for Consecrated Sphinx the last game I played I literally drew 20 cards before my next turn. (Thank God for Reliquary Tower )

I keep forgetting about Temple of the False God TBH I'm putting it in my buy list as we speak.

  1. Creatures: I have never heard of Backdraft Hellkite will def sub out for Hypersonic Dragon or try to work both in somehow.

  2. Instant/sorcs: Chain of Vapor Looks fun and could be interesting if they wanna copy. - With my larger play group Counterflux is needed to knock out the large or confusing stacks that are played to maintain order in a sense. - And you're probably right on the other recs (except Increasing Vengeance ). Thank you Jace_Nalaar

  3. Artifacts: Nothing to change here for my personal playstyle

4. Narset, Parter of Veils Will be an amazing partner in this deck, but not in place of Liliana Vess . I will work her in though.

  1. Decree of Pain is HEAVY but can't really afford Damnation but I would like a cheaper board wipe, only reason I run it is for the draw. - Cabal Ritual is on the buy list can't wait to put it in. Entomb is wanted just need an excuse to break down for it.
  2. Narset's Reversal , Cabal Ritual , Dramatic Reversal , Isochron Scepter , Laboratory Maniac and Jace, Wielder of Mysteries are currently next in line for purchase

Jace_Nalaar please let me know what you think. Thank you

TheMazter13 on Artifact Storm

4 days ago

Mainly Improvements I think you can make / Problems that I've found / Why this is a bad storm deck | Skip to the bottom for the Conclusion

3 BIG PROBLEMS > Mana, Consistency, and Modern itself

I will preface this with a statement, Modern HATES Storm. Almost all of the storm cards that Modern used to play are banned. Seething Song , Rite of Flame , Treasure Cruise , Dig Through Time , Ponder , Preordain , Faithless Looting , and Gitaxian Probe are all banned because of Storm and their use in or / storm decks. A lot of what I'll say will have relevance to Modern, but Storm is best in Vintage with access to the older Storm Cards. Some of the CARDS I mention will only be legal in Vintage, but the ideas/problems with this deck all have relevance to Modern

Differences I've found

Storm needs mana to do all the things it does. Do you know why Seething Song and Rite of Flame are banned? Because Storm took them and won on turn 1-2 and then kept winning on turn 1-2. However, because those things are banned, we need a compromise: Cards that make mana. Cards like Manamorphose , Desperate Ritual , and Pyretic Ritual can all get you the Generic portion of spells.

A difference between this deck and most Storm decks is that a) it doesn't win with Tendrils of Agony , which, although a black card, is way more efficient than Grapeshot but I'll talk about Winning later b) the cards that up the storm count don't do anything. Your Memnites, Ornithopters, and Darksteel Relics don't do anything on their own, they just cost 0. In other Storm decks, cards like Serum Visions , Manamorphose , Opt , and Deep Analysis all draw more cards while being cheap and upping the storm count.

Storm can win through other things too. Things like I dunno, creatures that DO things. Delver of Secrets  Flip, Thing in the Ice  Flip, and Baral, Chief of Compliance all a) do things and b) can ATTACK (Well, not Baral). If your Storm count fizzles, you still have a 3/2 flyer or a 7/8. Also, fizzling. In this deck, it's not so bad because your win condition is Aetherflux Reservoir , but fizzling is either because of a) not cards in hand or b) no mana. I've playtested this deck a few times, and what happens is I'm either top-decking, or I have no lands, both of which are TERRIBLE for a storm deck. This deck barely wins before turn 7-9, which in Modern is abysmally bad.

Your Win-Condition. You chose probably the hardest win condition in Storm. In a perfect game, where all the spells to setup are cast WHILE Aetherflux Reservoir is in play, you need to cast 8 spells to get to >50 life (56 to be exact; 20+1+2+3+4+5+6+7+8=56). So before you start going off, you need to get 4 mana and then live long enough to untap. It is very possible to get to 8 spells, but in this deck, it isn't. The way you cast spells, and the way those spells let you cast other spells means that you'll almost never have enough cards in hand to win. The ONLY line that I see is, yes, Retract , but that bounces Aetherflux Reservoir too, and we just spent 4 mana putting that thing in play. Even if we put Aetherflux into play again, we need 4 zero mana artifacts that WEREN'T in play last turn, which isn't impossible per se. So the things that this deck needs to win are a) Aetherflux Reservoir ALREADY IN PLAY b) Retract in hand c) 4 zero mana artifacts in hand d) Mana to both cast Retract AND Aetherflux Reservoir and e) a life total of at least 15. That's 5 things that this deck needs. 5 things in ONE HUNDRED CARDS!? Also, Aetherflux Reservoir isn't even a 4-of??! Not only would making you draw it easier, but 2 Aetherfluxes in play is not that bad if your win condition is >50 life. For storm it's bad, but for this, it's okay (Keep in mind a good thing in a bad deck is bad).

So, Aetherflux Reservoir sucks. What else is there?

Tendrils of Agony -

PROS: 1) Can be cast multiple times throughout the game. The difference with Tendrils and Reservoir is that Reservoir is all or nothing; you NEED >50 life to win. Tendrils can be cast multiple times to win. If you cast tendrils for only say StormCount™ is 4, that's 8 life down for our opponent. Then, you can keep casting it. Maybe later you cast it for StormCount™ 5, that's 10 life down and 10 life gained. It's also a better thing for fizzling. If you even think you're going to fizzle, keep mana for tendrils. Tendrils should always be the last thing you cast each turn to maximize the StormCount™ 2) It's efficient. For the same mana cost as Reservoir, you get an immediate effect that drains your opponent. Also, each life that our opponent loses is great for us because instead of us gaining life, we're draining our opponent. In a format of Fetches and Shocks, 2 life is very easy to lose. Each 2 life our opponent loses is 1 less copy of tendrils we need.

CONS: 1) It's black, and quite a bit at that. We need 2 black mana to cast this thing. But, cards like Manamorphose , the Moxen that you have, Black Dual Lands, Urborg, Tomb of Yawgmoth or even just good old fashion Basic Swamp are all better than what you have right now. 16 Basics + 6 Basic Fetches is a lot for Modern. I know you're playing 100 cards, but that is still a lot. No Scalding Tarn s? No Fiery Islet s? Not even playing other duals? The Fast Lands, the Pain Lands, The Battle Lands, The Check Lands? All of these are not only but have black variants too.

Grapeshot -

PROS: 1) Cheaper, only needing to cast 2) Already in your colors / In the deck, so just needs more copies 3) Hits creatures to make way for creature damage to get through 4) Great support Card, makes Tendrils better by needing fewer copies and can chip away at a life total and help your creatures kill your opponent

CONS: 1) Really inefficient. You need to one-for-one your opponent's life total with StormCount™ if this is the MAIN win-con

Brain Freeze -

PROS: 1) Cheap, needing to cast and already in your colors 2) Mill is a lot easier in Modern than Commander. Not only is every card our opponent draws good for us, but they only have ~60 cards to mill 3) Goes great with High Tide WHICH YOU SHOULD DEFINITELY BE PLAYING TO HELP YOUR AWFUL MANA

CONS: 1) Also pretty inefficient, milling 3 per StormCount™. However, unlike Grapeshot, players are constantly drawing cards and are probably drawing more than 1 per turn. 2) Completely dies to "Shuffle your graveyard into your library..." effects, so probably not a main win-con, but something to keep cards away from your opponents by milling them

Mind's Desire -

PROS: 1) Very powerful at high storm count. Even with low storm count, if you can hit a Tendrils, a Grapeshot, or another Mind's Desire, then you can not only keep adding to the StormCount™ but kill your opponent 2) Adds to the StormCount™ because you cast the card

CONS: 1) A bit expensive mana-wise, but if you can be making mana with rituals or casting High Tide , then it's no problem

Empty the Warrens -

PROS: 1) On Color, Average cost 2) It makes a lot of creatures that can attack OR block. Also, unlike Awoken Horror , it is very hard to block all of them at once

CONS: 1) Summoning Sickness

CONCLUSION Read this if you only care about what I think of the deck and not on improvements

Honestly, the deck sucks. Aetherflux Reservoir is slow enough on its own, but the mana base, the support cards, and the number of cards make it even worse. With 100 cards, you can almost never get the pieces to fall into place right. You have very little card-draw and none of your cards replace themselves. You have to wait to at least turn 4 to cast Reservoir, and before that, you can't do anything. You can't cast your Memnite on turn 1 because that's less card to have on turn 4-5 when you have Aetherflux. Waiting until turn 4-5 to dump your hand of do-nothings is not the best. A hand dump of anything is probably not great, but in this deck of cards that don't replace themselves, it's extra bad. You'll almost never have enough cards after a hand dump. 1/3 of your deck is 0 mana artifacts. 1 card does anything on its own and you only have two copies of it. Mox Opal is the only card of the THIRD of your deck that does anything on its own. Mox Amber can only tap for mana if you have one of only FIVE legendary creatures/planeswalkers in play. With 100 cards, that never happens. Memnite and Ornithopter are never winning a game on their own in this deck. Darksteel Relic has no activated abilities. If Everflowing Chalice and Astral Cornucopia are 0 mana artifacts, then they also have no activated abilities. Paradise Mantle needs a creature. Spellbook does basically nothing because you aren't drawing cards. A lot of the other cards don't do anything either. I don't know why you are playing 100 cards if not a lot of them do things.

Now, a lot of these cards are 1-of's which is good. But there are cards that you have 1 of which are amazing. Most of them are legendary creatures, which drawing 2 of kinda sucks, but in 100 cards (which is still dumb) you'll never get them if you only have one copy

  • Urza, Lord High Artificer - Lets your do-nothing artifacts tap for ! Also, he gets you a creature that, with a lot of artifacts, can attack for lethal. ALSO, he has an activated ability which, with excess dumb artifacts, can keep you casting spells

  • Jhoira, Weatherlight Captain - DRAWS YOU SO MANY CARDS!! Is also a 3/3

100 cards is a bad idea in general. Consistency is a big part of any format. Even with 100 cards, you can still up consistency. Splash for tutors, White or Black, to find the cards you need.

Sideboards are a thing and can have up to 15 cards. Put targeting removal like Vandalblast there instead of your main deck. The "hate" cards of MTG go in the sideboard

DanielR544 on "Urza, Lord High Artificer" (cEDH)

5 days ago

Fluid1 the easiest way is to cast Future Sight and then BSZ for x=0 from exile. This will put BSZ on top of you library (as it shuffles itself in and the rest of your library is exiled) where you’ll be able to cast it for x=1000 on each of your opponents.

Alternatively you can also loop any spell with the Dramatic Scepter combo and Narset's Reversal imprinted onto Copy Artifact which enters as a copy of Isochron Scepter . This will allow you to play BSZ with x=0 from exile and then bounce it to your hand with the copied Narset's Reversal . You can then deck your opponents from there :)

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Isochron Scepter occurrence in decks from the last year

Modern:

All decks: 0.04%

Commander / EDH:

All decks: 0.07%

Blue: 0.53%

UR (Izzet): 0.57%