Tome Scour

Legality

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

Printings View all

Set Rarity
Magic 2014 Common
2011 Core Set Common
2010 Core Set Common

Combos Browse all

Tome Scour

Sorcery

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

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Tome Scour Discussion

GmT on Oh, You Actually Wanted to Play? (U/B Turbo Mill)

1 day ago

Peisistratos, thanks for the help! I very much enjoy Shriekhorn and think that having 2 more Visions of Beyond is better than running 2 Tome Scour. As far as Darkness is concerned, I'll be playtesting it to see if the sustain is greater than that of Jace's Phantasm. Mesmeric Orb just seems a little too self destructive to me, but I will try it out.

Darth_Savage on Wednesday Night Magic Deck

3 days ago

Your mana curve isn't great, to fix it you need more 1 mana spells and fewer 3 mana ones... For starters every mill deck should run 4x Hedron Crab now because you are mono blue I'd also suggest adding 2x Drowner Initiate. Additionally I'd suggest Altar of the Brood, Tome Scour and while not strictly mono blue it can be played for all blue Nightveil Specter.

PickleNutz on Strong Control Mill

4 days ago

Splashing black will dramatically increase the price of the deck, but it is the best way to play mill. One Glimpse the Unthinkable is between 25-35 dollars. Then the dual/fetch lands are all pricy too. Depending on your budget, it is the best way to play mill. I don't recommend Mesmeric Orb personally though. It's a two cost that has no direct rewards, typically Tome Scour and Glimpse the Unthinkable outpace it, and with Hedron Crab by turn three you could have milled 18 cards. With Mesmeric Orb at turn three, played on turn two, you will be between 7-10 cards milled. Mid to Late game, the card has very little staying power in modern. Artifact hate is very popular with Affinity decks being Tier 1 in the meta. Archive Trap is a two of, then you can use two Ghost Quarter. Archive Traps utility only comes from an opponent searching their library. In modern, most decks have fetch lands, which search the deck, and ghost quarter is less reliable. So running four Archive Traps isn't always wise.

Thing in the Ice  Flip is a okay, but it's subject to removal. So most often, it won't stay on the board long. Finding Defenders with Hexproof is a better route. Fatal Push, Doomblade, Path to Exile, and other common removal spells can all take Thing in the Ice  Flip off the board, and they're very common in the format. Terminate, Abrupt Decay, Thoughtseize, and other cards are more removal examples.

Jace's Phantasm is superior to Cryptic Serpent in this deck archetype.

Halimar Depths enters tapped and only provides a Scry 3 ability. You would be better off with just a normal land because the speed of mill is what makes it inherently weaker than other deck types.

I would focus on a play set of cheap defenders with hexproof, Cloudform is an option. If you play Black and Blue Lazav, Dimir Mastermind is a good option. Lord of the Unreal in a mono Blue deck could make your Jace's Phantasm hexproof, so a flying 5/5 with Hexproof.

There's a lot of options, it's all really up to you. You could skip creatures altogether and include bounce spells in your deck to control the board, then focus entirely on mill. I wouldn't cut Hedron Crab though.

MGLL on Sadist Mill

5 days ago

jasro - Thanks for the comment and suggestion :) Questions I have are:

  1. What would I cut for Tome Scour?

  2. More importantly, why do you think its super powerful in the current meta?

jasro on Sadist Mill

5 days ago

I think you should add Tome Scour considering how powerful it is in the current meta.

PickleNutz on Strong Control Mill

5 days ago

Hey, so this deck will need a lot of work. Mill is a really slow format to play in Modern, but in the next set Hour of Devastation has a great new card that may make it viable again. I can give you a full break down of some of the tips I've learned over the years with mill though. Number one, Dimir or black/blue, is the best way to go. If you're on a budget and want to stay mono-blue you an though. Jace Beleren is also better than the one you have chosen, and I would only run one in the deck.

Those are the essential mono-blue cards for mill.

How the combos work

  • Fraying Sanity can be played on the 3rd turn (minus any mana ramp), then on the 5th turn you can play Traumatize. This guarantees a turn 5 win if it resolves. Traumatize mills half of their deck, the enchantment Fraying Sanity forces them to mill the other half. Then at their draw step they cannot draw a card and lose.

  • Ghost Quarter can be used to force an opponent to search their library, which makes Archive Trap free to cast.

  • Tome Scour is a cheap and very efficient mill spell, while Dream Twist is not as good, it does offer flashback for those times your hand is dry.

  • Counter spell cards like Mana Leak are essential to control the board early in the game. You'll probably want to focus on finding more cheap to cast counter spells to set up your big combos.

  • Hedron Crab uses landfall to mill your opponent and offers you a blocker. Jace's Phantasm becomes a flying 5/5 blocked once they've milked a few cards.

  • you'll need draw card spells, especially cheap ones, to setup your combos earlier in the game most of the time too. Visions of Beyond, Ancestral Vision, and Serum Visions are great card choices. Pull from Tomorrow is acceptable too, but only a 1 or 2 of.

  • Jace Beleren is superior to the Jace you've chosen for a few reasons, he is cheaper to cast, offers draw card capabilities, and if you control the bird and use your blockers well you can get his ultimate ability off.

Hope that helps.

tlhunter07 on Esper Mill

6 days ago

Run 4 Tome Scour and another Funeral instead of Thought Scour.

Peisistratos on Oh, You Actually Wanted to Play? (U/B Turbo Mill)

1 week ago

I suggest you to have a look at my own mill deck. Basically the changes are (lands aside):

-2 Tome Scour +2 Visions of Beyond

-4 Mind Sculpt +4 Mesmeric Orb

-4 Jace's Phantasm +4 Darkness

-4 lands +4 Shriekhorn

As you can see, the substitutions I propound are for cards that are functionally the same as the former ones, only better - since I suppose that Jace's Phantasm is meant as a defence card; and that Tome Scour, Mind Sculpt and the additional lands are meant to mill (I see no other justification for the high land count than Hedron Crab).

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