Serum Visions


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2017 Edition (MM3) Uncommon
Conspiracy: Take the Crown (CN2) Uncommon
Fifth Dawn (5DN) Common
Promo set for Gatherer (PSG) Rare
Promo Set (000) Rare

Combos Browse all

Serum Visions


Draw a card. Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

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Recent Decks

Serum Visions Discussion

Saintdale on Baneslayer Defender - Dale

22 hours ago

HAHAHA oh gosh, I did call her a him :s woops. Thanks for the advise.

As for the land, Yea I see your point. So currently I Have 24 land. I might consider putting 1 more in, but you may be interested to know that I haven't had a problem with land and I think the reason is because I draw deeper into my deck with cards like Serum Visions and Wall of Omens and Hindering Light. These all have effects that let me draw deeper into the deck, bringing my land into my hands slightly faster then usual. I know that the mana-curve on this deck it large though, which makes it slow and sluggish, but it's about as low as I can get it.

Thanks for the feedback though, I will play test and see how often I get baneslayer out ;) aiming for a turn 5 drop if possible :) S/he's the whole reason I made this deck if we are begin honest.

Saintdale on Baneslayer Defender - Dale

1 day ago

Hi xyr0s

Thanks for your feedback. Just to Clarify, I don't use Azorius Charm for the draw, I use it to put an opponents card on the top of their deck. This is useful to hold onto until I meet a threat that I cant handle, or a blocking guy that is in the way of my Baneslayer. The way the card out resources my opponent is that it stops them from drawing new cards. When I am stalling, it slows my opponent down, where as when I am winning it stops them from drawing an out to my lead. just so that we know what this card is used for prominently.

You right about discard being an issue, that is why I sideboard those 3 Loxodon Smiter but if you have any other solution that would be great.

You are right to compare this deck to a combo deck. I basically rely on one card to win me the game Baneslayer Angel and the rest of the deck is designed to either protect him or give me time to stay in the game long enough to play him. Even with 4 copies of Bane, I have only a 60% chance of having him in my hand by turn 5. This is why I have made the deck so focused on defending and stalling and drawing. This is also why I use cards like Serum Visions and Wall of Omens, to draw deeper.

You mentioned that I don't have a very great defense line. I just want to run a few things by you. Brave the Sands is not always out so I wont talk about how it lets Fog Bank block any two attackers. I will mention how often I use Azorius Guildmage for her tap effect. This card lets me tap multiples of my opponents creatures. so when my opponent attacks with more creatures than I have defenders, She lets me tap their biggest threat. Angelic Shield give all my walls a buff and acts as a removal at vital times.

The deck has 10 defender cards, I draw these guys a lot. I have a 75% chance of starting the game with one in my opening hand, and I have a 75% chance of drawing a second defender by turn 3. Do you think more defenders? I only ask because You mentioned that a removal and a few creatures will beat this deck. what would your solution be to that?

I really like your advice about supreme verdict. I see how that can turn a game if I am behind. I will purchase 4 copies and see how they go. Path to Exile would be a good replacement for my Angelic Shield actually, I will purchase some of those as well.

Hey thank you so much for your advice, I really appreciate it. Feel free to respond to anything I have said in this comment :)

Thanks again

xyr0s on Baneslayer Defender - Dale

1 day ago

I can see how this deck loses to any more-or-less tried out and well-known strategy in modern. It plays a bit like a combo deck - you have to find the "combo pieces", then get them to resolve, then win the game. But it takes longer than it does for any combo deck, and you don't have very great defenses while you wait for the combo to come up. No protection against targetted discard, and since you rely on one creature, you have to wait playing it until you can protect it. It's a long gameplan, and anyone with an attacking creature and a couple of pieces of removal can win before your "combo" is assembled.

The gameplan looks a little bit like bogles, and a little bit like UW control, without really having the strengths of either (speed for the first of them, inevitability for the second).

You have 8 enchantments which all are somewhat "win more". They are only good, if you already are ahead. Best thing to do would probably be to exchange them for Supreme Verdicts, and the rest for more threats. Supreme Verdict works well with walls like Wall of Omens, since a turn 2 wall encourages your opponent to put more creatures into play, and if your opponent has 3 creatures in play when you sweep the table, you're ahead on cards. Speaking of card advantage: Using Azorius Charm to draw a card is really meh. Spend 2 mana, draw a card, is a little bit too fair. There are better cards for card selection/draw (and you already play Serum Visions).

Also, boring card, but played a lot for a reason: Path to Exile. It gets the job done, and done really well. If you want to play something a little of the beaten path, you could try Ojutai's Command - pretty sweet to use for countering and bringing back a card-drawing 2 cmc creature.

ArchonBlue on NecroZenith Tempo

2 days ago

Also I forget to mention Sign in Blood is bad, run Serum Visions instead.

lemons452922 on Sultai

2 days ago

First off, +1 for the brew. I wanted so hard for this to work for the past few years, and with the unbanning of Jace, the Mind Sculptor, it may actually happen.

I would agree, Field of Ruin is a very greedy card in this deck. I would much rather it be 1x Swamp and 1x Watery Grave or even a Breeding Pool for the ability to get double blue off of double Verdant Catacombs. I feel you just get decimated by opposing Field of Ruins in the land base, and personally I run 4 basics minimum because of the prevalence of the card. But it all depends on the meta game. It also can be said that "hey, I get to shuffle off of brainstorms with Jace", so i can see why it is a possible include. Also, I think the Twilight Mire may want to be a Sunken Ruins for the Jace, the Mind Sculptors

On another note, I'm not completly sold on splashing white. While I agree Lingering Souls is a spectacular card, I just feel that the splash isn't worth it. With this build of midrangy Sultai, maybe another Abrupt Decay, remove the Collective Brutality-s to the side, and run some Serum Visions to ensure gas. If you go that rout, maybe think about Darkslick Shores for the fast lands.

Other than that, I'm excited to see where this goes! Good luck!

GeeksterPlays on NecroZenith Tempo

2 days ago

Ancestral Vision - yes

Black Sun's Zenith - Damnation

Despise - Thoughtseize or Inquisition of Kozilek

Duress - bad

Profane Command - Cryptic Command

Sign in Blood - Serum Visions or Opt

Countersquall - ok

Dismember - decent

Rune Snag - Mana Leak, Remand, Spell Snare (you'll be suprised how much that counters)

Fume Spitter - bad

Necroskitter - bad

Pona's Gatewarden - bad

Skaab Ruinator - conditional casting, no protection, removed with most of the popular choices of Modern removal Fatal Push Path to Exile etc.

Spellskite - good in certain matchups

Lashwrithe - only good if you have tons of land and Urborg out - Batterskull

Ashiok, Nightmare Weaver - why?

Jace Beleren - pretty bad... don't give you opponent extra cards! - Jace, Vryn's Prodigy  Flip Jace, Architect of Thought

Snapcaster Mage and Torrential Gearhulk are your some of your best friends as a control player.

If you local meta is quite slow, Cyclonic Rift and then being able to re-cast it in Overload form via a flipped Jace, Vryn's Prodigy  Flip is fun.

For control you need to be more Instant speed and more variety of answers. Your deck has so many creatures it's more like Tempo at best; but there's no way you're going to consistently control what the opponent is doing with a splash of -1/-1 counters and a few conditional counterspells.

Modern is a diverse format, and you need diverse responses - currently top-tier control decks even mainboard ways to disrupt opponents lands via Spreading Seas... because there's no "soft" way to do control. If you're gonna play, you have to play the best (re: nastiest!) spells to keep the opponent shut down.

UB Prison 'control' seems decent currently, maybe take a look here:

fariboles on Competitive Grixis Fiends

2 days ago

Maybe more Serum Visions would be good? In a lot of ways this kind of deck looks like UR Storm a lot. I kind of dislike Nivix Cyclops since it arrives a bit late at turn 3 without any way of protecting it at this very moment, unless you wait till turn 4 and keep for Apostle's Blessing. That said, I'm not sure what other win con' you may put instead. Maybe those Thing in the Ice  Flip in your sideboard would be good against fast aggro decks (at the condition that you flip it on turn 3-4).

I would also remove the 2 Faithless Looting to add more draw card maybe?Anyways, seems like a lot of fun to play. I'm looking forward to see your next improvements on the list.Cheers

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