Surveyor's Scope

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Pauper Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology (CMT) Rare
Commander 2013 (C13) Rare

Combos Browse all

Surveyor's Scope

Artifact

T, Exile Surveyor's Scope: Search your library for up to X basic land cards, where X is the number of players who control at least two more lands than you. Put those cards onto the battlefield, then shuffle your library.

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Surveyor's Scope Discussion

crowned on Don Krenko, Combo Goblins

1 week ago

Hey there, getting ready for uni but was fiddling around with cards just now:

Liquidbeaver on Ib Halfheart, Goblin Sac-tician [PRIMER]

1 month ago

Pallino: Since they both effect activated abilities, here is all the stuff that can take advantage of one or both (Note: You don't have to pay the original cost of the ability - like saccing the creature - each time you copy it):

Burnished Hart - Both, up to a total of 6 basic lands.

Feldon of the Third Path - Both, up to a total of 3 copies of graveyard creatures.

Goblin Chirurgeon - Both, regenerating up to 3 creatures for each sac'd Goblin.

Goblin Sledder - Both, up to +3/+3 for each sac'd Goblin.

Goblin Welder - Both, up to 3 switched artifacts.

Ib Halfheart, Goblin Tactician - Both, up to 6 goblin tokens for each pair of Mountains sac'd. This gets out of control with Purphoros/Impact Tremors out.

Kiki-Jiki, Mirror Breaker - Both, up to 3 copies of 3 different creatures you control.

Krenko, Mob Boss - Both, up to 3 sets of Goblin tokens. This is especially strong because it recounts the number of Goblins for each cast. 5 goblins on the field already turns gets 5 additional tokens from the first ability, then the copy that ability for an 10 additional tokens, and copy it a third time for 20 additional tokens for a total of 40 Goblins!

Moggcatcher - Both, up to 3 tutored Goblins into the battlefield.

Siege-Gang Commander - Both, up to 6 damage distributed 2 at a time to a creature or player.

Skirk Fire Marshal - Both, up to 30 damage to each creature and player.

Skirk Prospector - Both, up to 3 red mana from one sac'd Goblin (still costs 2 colorless though).

Aggravated Assault - Just Rings, up to one additional combat for an extra 2 colorless (as opposed to casting again for 3RR)

Goblin Bombardment - Just Rings, 2 damage per each sac'd Goblin.

Scroll Rack - Just Rings, draw 2 times the number of cards set aside.

Surveyor's Scope - Just Rings, fetch 2 lands times the number of players with more than two lands than you. In a 6 player game I've used Ib to sac down below the threshold for every opponent, and then used Scope with a copy from Rings to bring 10 lands into play!

Arid Mesa - Just Rings, fetch two lands.

Bloodstained Mire - Just Rings, fetch two lands.

Myriad Landscape - Just Rings, fetch four lands.

Scalding Tarn - Just Rings, fetch two lands.

Strip Mine - Just Rings, destroy two lands.

Wooded Foothills - Just Rings, fetch two lands.

As you can see, there are a lot of ways to take advantage of them that aren't all that obvious. Honestly though, I would probably include them just for their benefit to Krenko and Ib alone.

Goblin Welder I tend to get more use out of. He is nice to draw naturally, but I will also tutor for him if I am having a particularly hard time with certain artifacts on the field. I don't run it anymore, but it combos really well with Liquimetal Coating.

Feldon of the Third Path is definitely more situational, but between him and say an Elixir of Immortality, where I will also get back all the lands I purposely sac'd (lategame this lowers the chance I would topdeck a spell I want over my 10th land that I don't.), I would rather have Feldon all day long. Bringing back a hasty Krenko, Purphoros, Grenzo, or Skirk Fire Marshal for even a turn can be enough to win the game. It is definitely more of a fringe benefit card, but I still like having that little bit of "recursion" in there over nothing at all.

Liquidbeaver on Ib Halfheart, Goblin Sac-tician [PRIMER]

2 months ago

Well, the playtesting of Surveyor's Scope went much better than I could have expected. I've drawn it just three times now, but it has made an impact on every game, much more than Solemn Simulacrum.

One game I had missed two land drops and was able to add 4 more (untapped!) in to ramp me up in a hurry.

The other two games I was either tied with my opponents, or slightly ahead, so saccing a pair or two of Mountains to Ib Halfheart, Goblin Tactician and then cracking the Scope meant I got goblin tokens into play as well as getting back to my exact number of lands, or two ahead.

All in all, I am pleasantly surprised about just how well a typically bad card can do in this deck. I'm constantly on the look out for odd card suggestions so take advantage of not oft-used mechanics, so if you have any ideas let me know so I can tell Ib and he can claim the idea as his own!

Liquidbeaver on Ib Halfheart, Goblin Sac-tician [PRIMER]

3 months ago

Taking out Lightning Crafter and Thornbite Staff for now. This removes all of the infinites that are possible with the deck, but I never had fun doing those anyway, and they were definitely win-more cards with the way the rest of the deck is balanced. These, along with Mana Web/Stranglehold/Manabarbs, may make it back in for FNM outside of my regular playgroup.

This opened up slots for the fantastic Curse of Opulence and Kindred Charge from C17. The curse will fill the ramp spot that removing Treasonous Ogre made (without any negatives!), and Kindred Charge is just straight up stupid in any red tribal deck.

Current Sideboard:

Still looking for a slot for Disrupt Decorum. Not only is it a really strong card, but it also fits this deck's playstyle very well.

Gauntlet of Might and Imperial Recruiter will make it in sometime in the far, far future.

I want to playtest Surveyor's Scope. The exile aspect is rough, but since I can all but guarantee that I can have less land that the other players, this is basically "free" goblins and landfall triggers for Valakut, the Molten Pinnacle. Put it on the stack and then crack a fetch in response and you are already at -1. In my regular playgroup this is good for 3-5 basic lands. You can use Rings of Brighthearth on it as well, so that helps.

I need a little more protection for the more important creatures, so getting a Swiftfoot Boots in to backup the Lightning Greaves is probably my best option in MonoRed. Not sure what to cut for it though.

As always, if you have any suggestions or criticisms, start screaming them at me!

sonnet666 on [List] The MTG Weapons Arsenal

4 months ago

Don't stop now. I believe in you!

Name on Dariens Soldier Army

4 months ago

There's a very tight, efficient feel to the deck that I quite like. Just some super quick thoughts. Land Tax is objectively better than Surveyor's Scope and is around 12$ atm. You want your deck to have a nice pretty curve and a cmc closer to 2 than 4. You might like Slate of Ancestry or Skullclamp for draw and maybe? things like Stuffy Doll or Acorn Catapult for token gen. There are also other ideas like stax damage, say Ankh of Mishra or Dingus Staff. Stuffy Doll also works well with Pariah or the higher mana cost but reusable Pariah's Shield. Blasting Station makes a good wincon if you can make large amounts of tokens. Ancient Tomb should prolly be in there as early ramp and nice self damage. This deck might eventually work in cEDH if you moved in the direction of stax with things like Smokestack.

andylkell on Omnath Locus of Rage Elemental Onslaught

10 months ago

I'm confused why you have so many mana dorks and mana rocks. They may be fine early game plays, but they're worthless if they're not in your opening hand. You should be playing more basic land ramp spells since they give you more elementals with Omnath in the late game as well. Surveyor's Scope is probably the worst because if this deck is doing what it should be, you will never get any cards from it since you'll probably be the one with the most lands anyway. Here are some good cheap ramp that you could look into: Rampant Growth, Cultivate, Skyshroud Claim (because the basics come in untapped), Sprouting Vines if you can cast multiple spells in the same turn, Boundless Realms could be a good finisher, Genesis Wave is a bit pricey, but it hits all permanents and is something to do with all that mana you have, and finally, if you can get your hands on a cheap Oracle of Mul Daya, you'll be in business.

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