|Commander / EDH||Legal|
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|Commander Anthology (CMT)||Rare|
|Commander 2013 (C13)||Rare|
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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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|Have (13)||ironax , LegendDeer , mziter501 , jstn.mrrtt , Riders_of_Brohan , almeidafabio , Unlife , pskinn01 , , miracle , duff87 , Reliva , vashaclarens|
Surveyor's Scope Discussion
1 week ago
Jimmy_Chinchila: Thanks Jimmy!
I will go through the suggestions one by one, but most of the answers are because of CMC.
Mutavault - I run very, very few non-basic lands because part of the deck is trying to punish the decks that run a lot of them. Even when I ran 20 nonbasic lands I ran into a lot of problems with not having enough mountains to sacrifice to Ib, which also makes it hard to cast a Price of Progress without killing myself, you get a lot of bad interactions with Blood Moon and Blood Sun, and I just can't capitalize on an extra 2/2, it just makes it a land that is easier to hit with spot removal.
Metallic Mimic - While it wouldn't be a bad card at all, I try really hard to keep my Goblins under 2/2 as much as possible, so that I can take advantage of Raid Bombardment and Shared Animosity at the same time. Also, the bigger the individual Goblins get, the closer they are to doing reduced damage when blocked if they are above a 4/4, or not being blocked at all which makes it harder for me to use a lot of the blocking tricks that I have. You also look like less of a threat (temporarily) when you only have a table full of 1/1's.
Stoneforge Masterwork - I had this in the deck at one point, but it has the same problem that Reckless One and Battle Squadron have, that they might be a 40/40, but if they are blocked when Ib is out they only do 4 damage. It is a pretty good form of protection to put on Ib himself, but I would rather give him hexproof or shroud instead. I can do a fair bit of toughness buffing with Goblin Sledder when needed.
Obelisk of Urd - Same as Mutavault, I don't really want to buff the individual Goblins up. The Convoke is a great selling point though, so this could be a meta choice for someone building the deck.
Door of Destinies - This card is great if two things happens: You get it down early, and you actually cast a lot of your creatures. I've never gotten this card down early in my other tribal decks, and it has no impact if you draw it late game. I would look more towards Coat of Arms and waiting as long as possible to play it, so that it has a profound effect the instant it gets played, instead of just speeding up the whole game if other tribal decks are at the table. Second, I don't cast more than two or three Goblins per game on average, so that would be a lot of work for a little buff. That's why I only have kind of a bare bones of either Goblin token generators, or utility Goblins, so no matter what I draw into I can build something out of it. It's why I don't have any Goblins that I actually attack with, outside of Goblin Lackey and Warren Instigator, the rest are mostly meant to sit there and provide a buff or a combat tweak. I have a few friends that play tribal decks with Door and have a lot of success with it, it's just never performed that well for me.
Caged Sun - I don't need the mana doubler for anything (I always have extra, it's cards in hand that I need), so I would be paying the 6 CMC only for the +1/+1. Definitely a tribal staple, but I have a hard time with anything over 4 mana when I am trying to keep the Average CMC of the deck as low as possible to help make rebuilding after a wipe a lot faster.
Swiftfoot Boots - I've actually been thinking about this for a little more targetted haste, and protection for Ib/Krenko/King/Warchief/Feldon etc...Adding this to the sideboard until I can find a spot for it.
Elixir of Immortality - While mono-red definitely suffers from lack of recursion, I haven't been able to get Elixir to work how I wanted. I generally spend all game trying to get all of my lands out of my library, so that I am only drawing into spells or creatures, but if I sacrifice a bunch of lands and then sac the Elixir, I'll be drawing a bunch of lands late game, which would be like starting the game over for me, but no one else at the table. I do want to see if I can play around it on purpose though (like how I use Surveyor's Scope to great effect now), and not just use it as an Emergency Button, in which case I would put it in place of Feldon of the Third Path because that is the job he is trying to do, but has a hard time with.
Thanks a lot for your suggestions!
3 weeks ago
Fellwar Stone and Surveyor's Scope are probably better than some of your mana rocks. Mizzix's Mastery can be a game-winner if it gets to late game. You're missing some lands like Command Tower, Exotic Orchard
1 month ago
CaptSillva : no worries. I'm pleased to announce I made my own Vial Smasher // Kraum edh during this time.
some notable deviations i made from you was:Used the relevant borderpost rocks instead of lands.Mistvein BorderpostVeinfire Borderpostsince this partner commander isn't green, i also ran Surveyor's Scope. Which is another reason to run Karoo lands imo (although it's a little risky as always)
1 month ago
I would cut Mine Layer, AEther Sting, Krenko, Mob Boss, Form of the Dragon, Maralen of the Mornsong, Sword of Kaldra, Armillary Sphere, Surveyor's Scope, Butcher of Malakir, Grave Pact, Reassembling Skeleton, Geth's Grimoire, and Traveler's Amulet. Cards I would consider adding are Sol Ring!!, Lightning Greaves, Phyrexian Arena, Coalition Relic, and Painful Quandary.
mookman288 on Narset
1 month ago
Echoing the first comment, here are some suggestions for actual haste cards which are budget driven:
And additional help with getting out land:
3 months ago
Hey there, getting ready for uni but was fiddling around with cards just now:
4 months 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.
5 months ago
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!