Thought Scour

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Duel Decks: Jace vs. Vraska Common
Dark Ascension Common

Combos Browse all

Thought Scour

Instant

Target player puts the top two cards of his or her library into his or her graveyard.

Draw a card.

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Thought Scour Discussion

cplvela0811 on

15 hours ago

I have been testing it online. It works out pretty good, for me. Thought Scour really makes it happen for him. I think 4 of, is a tad too much.

So far it has beaten Lantern Control, and Naya Burn. I am planning on taking this to my FNM, for this week. The meta is 2x Tron, 1x Jund, 1x Abzan, 1x B/G Infect, 1x W/G Tokens, 1x Mill, 1x B/W Tokens, 1x R/U Prowess, 1x R/B Eldrazi, and some other odd builds. Luckily no Dredge or Affinity, yet.

nothingstar on Dude, wheres your library?

1 week ago

I would exchange the white for blue: Thought Scour, Serum Visions, and Visions of Beyond.

It appears Enlightened Tutor isn't Modern legal so, as LiveForChaos said, Muddle the Mixture is good for hunting for cards. I'd also add Shred Memory for the same reason. I added Grim Haruspex in my version because once Myr Retriever and Heartless Summoning are doing their thing (which is much easier with transmute), you can just draw your deck and play Bitter Ordeal without hunting for it the long way.

Modern isn't my format, but this deck idea is so cool that I had to play around with it.

wutzer on Cyclops Fiend pauper extreme budget

1 week ago

I would replace Thought Scour with Brainstorm. Great job though, i'm probably going to buy this deck.

hardhitta71194 on The Immortal Technique

1 week ago

Memory Sluice or Thought Scour?

Was gonna add a couple Screeching Skaab for early milling but these spells are cheaper, plus they let me choose a target to mill so I can target myself or my opponent. Bonus: if I have out a Nightscape Familiar they're free. :)

tchau204 on

1 week ago

Response to Grave Titan:

  • I totally agree with you, I enjoy playing somewhat drawn-out games with many interactions; but "control" has taken more of the form of midrange in Modern. It's okay to play draw-go, but you just have to make sure that you can play as many spells per turn as possible in order to keep up with your opponent. Anyway, I would probably go with Grave Titan as well.

Response to the number of lands:

  • Just keep in mind that your deck will function much better if you don't miss a single land drop turn 1 through 6 (or further if you want to be able to play your win-con while having at least one form of protection up). This is even more important since you're playing Think Twice and Mulldrifter. You can't afford to be caught tapped out on their turn. It would probably be better if you maxed out Faerie Conclave though (the same way that people max out on Creeping Tar Pit or Celestial Colonnade for example).

Response to Serum Visions:

  • Its purpose is definitely not to provide card advantage. It's simply there to smooth out your draws, which is incredibly important in this format where a single stumble can cause you to lose the next turn. I still suggest a playset if you can acquire them, but I would play them alongside 3x Think Twice for sure.

Response to Tombstalker:

  • My point was simply that you should be careful with such a mindset. In decks that can play Fetchlands, Tasigur, the Golden Fang can be cast on Turn 2 with a single Fetchland + Thought Scour, while Gurmag Angler can be played on Turn 3 under the same conditions, while only requiring a single black (relevant in decks with more than two colors). Anyway, this is not really relevant to your deck design, so I apologize.

Response to win-cons:

  • You have most of what I would recommend if you want to stick to control. You could play one more Tombstalker, or you could experiment with cards like Thing in the Ice  Flip (kind of above the budget?) or Curious Homunculus  Flip (honestly, this card is fucking sweet).

Response to Zeniths:

  • People are probably comparing Blue Sun's Zenith with Sphinx's Revelation, which is definitely not close given how relevant life gain is. However, it's really not that bad in the late game, and playing a single copy may help a lot. With regard to Black Sun's Zenith however, I really still believe you should reconsider. Given that Modern is a Turn 4 format, you better hope to God (no pun intended, but Wrath of God) that you can wipe the entire board by Turn 4. Black Sun's Zenith can only provide -1/-1 on Turn 3 or -2/-2 on Turn 4, which is terribly insufficient/inefficient for Modern (see Kird Ape, Wild Nacatl, Monastery Swiftspear, Tarmogoyf, etc). I would much rather play Languish. The only arguments you can make for BSZ are that: (1) you can combine it with some other -X/-X ability or combat damage to finish something off, which will cost too much mana and will unlikely happen often, and (2) that it shuffles back in your deck for a potential second use, but really, a 1 in 45 chance, let's say of redrawing it is just too improbable to justify using it.

Response to card advantage:

  • Fair enough.

Cheers

btreuther on Ojutai Control

2 weeks ago

I like it +1. Would really like to hear how it's preforming for you.

I have also been working on a discard-oriented build in Esper, but not sure if I will include our friend Spell Queller or not. You can find mine here Esper Ojutai Spirits Control

Some thoughts

How has the mana base been? With your curve and need for and you might consider going to 24 lands. Perhaps another basic Swamp and Plains as to be more resistant to Blood Moon.

I like the number of Thoughtseizes, but think you can add another Inquisition of Kozilek - so maybe a 3/3 split.

I honestly don't like Rune Snag. Starts off as a bad Mana Leak and has a negative relationship with Snapcaster Mage. If you go the counter route (I dropped my mainboard permission spells in my list) consider Negate, Spell Snare or Mana Leak. However, it may be more effective to stay close to the discard plan and not try to do too much.

Not sure what Kalitas, Traitor of Ghet adds to this list as a 1-of.

Jace, Vryn's Prodigy  Flip seems good, but here I'd either make him part of the game plan as a 2 or 3 of or leave him out. I personally never took to this card, but that may just be me.

Tombstalker seems like an off inclusion. Don't get me wrong, if you can land a 5/5 flyer for that's awesome. However, I'm not sure if this is a delve list, as most delve lists, such as some Grixis Control, run Thought Scour to help get Tasigur, the Golden Fang or Gurmag Angler.

I would consider Blessed Alliance as a 1- or 2-of. It is a great card. It's added removal, especially for Infect, Bogles, etc., life gain for burn, and allows you to untap Dragonlord Ojutai in case we don't have Minamo, School at Water's Edge out or a discard spell to have our opponent pitch removal.

cplvela0811 on Bugged Delver

2 weeks ago

spend some money on Thought Scour. That will help your delirium, while can-tripping you a card. Also, getting Grim Flayer online is going to be a bitch--since you only have 4 card types in this deck. I advise Liliana of the Veil, Liliana, the Last Hope or some kind of planeswalker, or artifact, and or enchantments, so it does not become a problem getting him to be a 4/4.

7 main board counterspells may be a tad high, but maybe it works, for you. I would advise cards such as Stubborn Denial, due to how tough your homies are. Spell Snare/Spell Pierce are great ways to use up left over mana as well (to protect your creatures).

Man-lands are also a contributing factor to sealing games: Treetop Village, Hissing Quagmire, and Creeping Tar Pit are all wonderful candidates, for these colors.

Apakakuta on sultai control

2 weeks ago

To help with the mana look at what you want to cast and when you want to cast them.

For example turn 1 you want blue for Serum Visions Thought Scour Vapor Snag Spell Snare and turn two you need for Mana Leak Remand and such.

So you have a high demand for blue early however at the same time your deck wants for Abrupt Decay and to cast Hooting Mandrills

But then on turn 3 what are you doing? Turn 4? Later?

This is some of what I mean.

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