Explorer's Scope

Explorer's Scope

Artifact — Equipment

Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped.

Equip (: Attach to target creature you control. Equip only as a sorcery.)

Browse Alters View at Gatherer

Trade

Have (1) Smokingclays
Want (0)

Printings View all

Set Rarity
Duel Decks: Zendikar vs. Eldrazi (DDP) Common
Conspiracy (CNS) Common
Zendikar (ZEN) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
Pauper Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
2019-10-04 Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Explorer's Scope occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Explorer's Scope Discussion

Joe_Ken_ on Boros Tajic Noncombat Shenanigans--NEEDS CUTS!

1 month ago

Maybe cut Bonfire of the Damned since the miracle ability can be hard to pull off.

Resolute Watchdog isn’t that great for one time indestructible when you could just uses something like Darksteel Plate

I feel like Inferno costs too much mana for what it does.

Shake the Foundations is just not that good for 3 mana. You could use something like Treasure Map  Flip , Mask of Memory , or Outpost Siege for card draw.

Traveler's Amulet could easily be swapped with a card like Wayfarer's Bauble or a mana rock.

Explorer's Scope can probably be cut from the deck.

Mobilization seems unnecessary for what the deck wants to do.

Incite Rebellion relies too much on other players having a big board of creatures when you are trying to burn away the board with a lot of your red spells.

Rolling Temblor just doesn’t seem good either for 3 mana.

Meachman on Pirate's Plunder [Theme]

2 months ago

Since Thassa is in there, it looks like there can be piracy-related creatures even if they're not specifically pirates. So Treasure Nabber is a nice way to use other people's mana rocks without running any yourself. And since Thassa is in there, blinking a thief like Agent of Treachery each turn is piracy, right? Kukemssa Pirates also lets you steal their mana rocks with less questionable flavor.

Cut / Ribbons (cut to ribbons) is a pirate-y saying, right?

Barbed Sextant is color fixing with incidental card draw. Very pirate-y! High Tide is ramp-y.

Deck's pretty blue, so Scent of Brine might be useful interaction.

Does Killing Wave count? Devastation Tide wipes the board. Drown in Sorrow/Golden Demise are...bad..boardwipes for you, but maybe something? Also Powder Keg, Doom Cannon, and Coral Net are bad removal.

Old Man of the Sea is also...weird...

Lightning Round: Renegade Map. Tidal Surge. Pillage. Shivan Reef. Dreadship Reef. Soaring Seacliff. Lonely Sandbar. Breaking Wave. Explorer's Scope.

Requillias on Alela, artful provocateur

3 months ago

Deck Upgrade:

Creature Upgrade

To remove: Callaphe, Beloved of the Sea, Crashing Drawbridge, Empyrean Eagle, Expedition Raptor, Expedition Raptor, Peace Strider, Sephara, Sky's Blade, Serra Angel, Threnody Singer, Tome Raider, Victory's Herald

To add: Solemn Simulacrum, Silas Renn, Seeker Adept, Myr Propagator, Trinket Mage, Trophy Mage, Tribute Mage, Daxos of Meletis, Clever Impersonator, Burnished Hart, Magister Sphinx, Divinity of Pride, Hanna, Ship's Navigator

Enchantment Upgrade

To Remove: Angelic Exaltation, Kiora Bests the Sea God, Mammoth Umbra, Omen of the Dead, On Serra's Wings, Waterknot

To Add: Mirrodin Besieged, Mirrormade, Phyrexian Reclamation, Greed, Aqueous Form, Leyline of Anticipation

Artefact Upgrade:

To Remove: Ancestral Blade, Bloodsoaked Altar, Jousting Lance, Mana Geode, Pendulum of Patterns, Scrabbling Claws, Untethered Express

To Add: Mirage Mirror, Sculpting Steel, Spellbinder, Isochron Scepter, Wayfarer's Bauble, Sol Ring, Traveler's Amulet, Prying Blade, Explorer's Scope, Dimir Signet, Orzhov Signet, Swiftfoot Boots, Lightning Greaves

Sorcery Upgrade

To Remove: Covetous Urge, Dance of the Manse, Epic Downfall

To Add: Time Wipe, Kaya's Wrath, Diabolic Tutor, Narset's Reversal, Supreme Verdict,

Instant Upgrade:

To Remove: Banish into Fable, Invoke the Divine, Karametra's Blessing, Riot Control, Shieldmate's Blessing, Skywhaler's Shot, Syncopate, Unlikely Aid

To Add: Twincast, Mystical Tutor, Dovin's Veto, Swords to Plowshares, Anguished Unmaking

SleeplessPr1nce on 'Tis but a Scratch!

3 months ago

As far as Syr Gwyn goes I think this is a pretty solid list and I like how you've managed to keep a low and very manageable average cmc. But I reeeeally don't like those bounce lands in here. I'm not a fan of those in general, but in this deck with only 35 lands total, they're going to be a liability for you.

You should also probably mainboard that Embercleave too. That should be your primary wincon in here since the deck is built for it. Sram, Senior Edificer and/or Stormfist Crusader could help with card draw. Those Talismans are a much better investment for you than slow bounce lands. Some other pseudo-ramp you could try are Explorer's Scope and Dowsing Dagger  Flip. Or if you can afford them, Sword of Feast and Famine and Land Tax.

Profet93 on Valduk, duk, GOOSE

5 months ago

cyber_shorty +1 for the name alone, LOL.

Arch of Orazca - Re-useable late game card draw

Commune with Lava - See above

Endless Atlas - Repeatable card draw, comes down early.

Hedron Archive - Ramp and card draw in one

Humble Defector - Card draw and politics

Ignite the Future - Card draw that can be re-used

Light Up the Stage - Similar to above

Mind's Eye - Repeatable card draw

Solemn Simulacrum - Ramp and card draw in one

Tome of Legends - Repeatable card draw

Magus of the Wheel - Wheel

Outpost Siege - Draw

Homeward Path - Ensures you don't lose your wincon (ur commander) and synergizes with Humble Defector

Hanweir Battlements - Haste

Myriad Landscape - Ramp

Valakut, the Molten Pinnacle - Burn

Stranglehold - Stops tutors, fetches, land fetching, etc... very powerful

Crystal Chimes - With so many enchantments, this can't hurt.

Sunbird's Invocation - If they let this resolve and stick, its hard not to win if you build your deck correctly

Chandra, Torch of Defiance - Removal, card draw, ramp and wincon all in 1

Better equipment honestly. Like sword of feast and famine, fire and ice, etc...

Arcane Signet > Fire Diamond

Ruby Medallion

Sword of the Animist > Explorer's Scope

I would suggest more ramp, but I feel card draw is a bigger issue at the moment given your low CMC.

I know the deck is low to the ground but understand that card draw is what you desperately need in red. Because as of now, you lack any real means of car draw. I understand the aggro part of Mono red, but this deck isn't nearly fast enough for you to get a quick win and therefore need to consider other options that help maintain gas into the mid-late game. For a voltron deck, you need to protect your commander. Equipments and auras can help, but they can (and wise opponents will always) hold up removal in response to auras or equipment. Price of Glory will make them think twice. Other potential options can be Bolt Bend and Shunt . They redirect removal and counter counterspells. Very important for a voltron deck.

enpc on White's issues in Commander

6 months ago

Tzefick: I read through the original post, but I want to circle back to it later. And you will have to excuse the order in general, I was responding to this across the course of a day.

On artifact removal

There are a few points to unpack here. The first, and most importantly, is that removal is a big part of Magic, the Gathering and honestly, is what makes games (and deckbuilding) interesting. IF MtG was just about amassing board states and then slamming big creatures into other big creatures, the game would be much more boring (not to mention take much longer). But your argument here basically boils down to "artifacts are bad because they die to removal". I get that there are a bunch of good artifact removal cards, but that doesn't mean that we should stop leaning into artifacts because of it.

As for dealing with removal (especially mass removal) - there are still many options that white already has access to which does actually allow them to ramp. Wayfarer's Bauble , Burnished Hart , Solemn Simulacrum , Kor Cartographer , Knight of the White Orchid are all perfectly valid land ramp cards. Sure, the average CMC of these spells is higher than their green counterparts, however green is THE ramp colour, so it would be expecteded that there would be hihger costs/more contitions to be met for other colours to do a similar thing. And that's without even touching on cards like Sword of the Animist or Explorer's Scope which are both equipment and what white excels at.

In addition to this, while not ramping, white already has access to cards like Weathered Wayfarer , Land Tax , and Tithe which allow you to consistently hit your lands. While not as good as outright ramping, if you're hitting your lands each turn, you're genereally not doing too badly. And when combined with other ramp effects, by mid to late game you still end up with as much mana as most players.

Now onto the artifacts. Yes, there are a lot of good artifact removal effects which can slow players down. But I would also point out a few things here too.

Mana dorks are a very common form of ramp in commander. Most green decks will run a bunch of them and there are even strategies (elf ball) which almost solely relies on them. But just as artifacts can be hated on, white has some of THE best creature removal in the game. This includes both single target but also mass removal, which can severely hamper your opponents with regards to ramp. And unlike green (who is the main comparison point here), white doesn't rely on mana dorks, leaving you relatively unaffected from a mana standpoint.

In addition to this, white has a lot of ways of protecting your stuff from being destroyed, whether it's indestructible, hexproof, just an outright Teferi's Protection (which yes you did mention), or more importantly shutting down an opponent's removal source using Torpor Orb effects, of which white has many. Sure, this doesn't stop everything, but it can shut down a lot of (especially green) big bad ones. We are seeing a lot of these printed in new sets, to the point where WotC are really trying to drive home the point that "this is what white does".

Ok, now circling back (And I will do this more than once) and picking up on my previous paragraph. On the topic of land ramp - white is very good at shutting down this. between all of the MLD, Balance type effects and library shutdown effects like Aven Mindcensor , white hating on green's land ramp is to green hating on artifacts (i.e. white's main ramp source). Again I reiterate, this is what white does. It has been made abundantly clear, since we have time and time again seen printing of cards that equalise the board, to take away other players' advantages. So again I push the point that white is capable, however the issue here is that it's not the way you (or some other casule commander players) want it to be. But again, that's not white's shortfall.

On Graveyard Recursion

This topic follows on from the whole artifact removal thing. Yes, white is very strong in graveyard recursion. And just to touch on one of your points, even recently white got a bunch of graveyard recursion via cards like Daring Archaeologist and Restoration Specialist . Not repeatable sure, but still decent. And let's face it, any mono-white commander product is going to see Sun Titan reprinted. But back to the whole recusrion thing in general - while white is good at recursion, it's permanent based, not specifically land based. Yes, this overlaps (especially in the case of Sun Titan ) but here it's just a bit of nice value.

Land recursion is very much a green thing (I'm not even going to list the cards) and that makes sense. But for white, the recursion is generally symmetric if en masse. And again, this makes sense. White is good at wrecking stuff, so it's also good at bringing stuff back. But the point is that just because you wreck stuff and bring it back symmetrically doesn't mean that you can't exile a graveyard or two in the middle. Ok, but what's my concern with what you're recommending (both across the board but let's talk specifics)?

So, fundamentally I have no issues with the release of white cards which can return permanents from the graveyard to the battlefield, and fundamentally I have no issues with pairing these cards with any kind of fetchlands to ramp. As you mentioned, we have the new Sevinne's Reclamation and Brought Back alongside Sun Titan and Profound Journey .

Where I have issue in this case is not with the concept of having a cheaper spell that hits smaller stuff, but in this case your suggestion. Unforntunately, ther is a fine line between being able to be used early game for ramp purposes and just being broken. The card you proposed is similar in effect to Unearth , though it being able to hit any permanent for 2 mana (yes, even CMC 2 or less) is super good. That means that in legacy it can hit cards like Young Pyromancer , Snapcaster Mage (to get other spells even at sorcery, like itself for example), Thalia, Guardian of Thraben , Wasteland , etc. as well as potentially getting another permanent too. It just seems way too powerful. Sure, we could start tweaking the mana costs/effects but I think you would end up with effectively a functional reprint of Sevinne's Reclamation . And look, if that's what you're going for then that's fine. But that's the danger with working under the guise of returning permanents while focusing on lands.

As for the land sepcific recursion effect though, this just seems out of charater (and heavily moving into green's territory). Just because one card was printed, which again did a symmetric effect (almost seems good with Armageddon + Tormod's Crypt ...) does not mean that it's a shoo-in for more cards to be printed like that. Planar Birth was printed inthe same set as Catastrophe and it seems like those cards were designed to play well with each other. As for hitting land drops each turn, I have no issues with this (hell, I even mentioend it before) and to aid in the available "non-good fetch" fetches, you have Terramorphic Expanse , Evolving Wilds , Myriad Landscape , Grasslands , Flood Plain , Bant Panorama , Esper Panorama , Naya Panorama , Warped Landscape , Terminal Moraine and Thawing Glaciers . That's a pretty good collection of budget fetch effects that already exist. And between Scaretiller , Sun Titan , Sevinne's Reclamation and Crucible of Worlds (and in conjuction with other ramp) there are already options there.

Again, I will double down on my argument that if you look, these cards already exist and can be made to work together in a deck. Yes, Crucible of Worlds has ~$25 USD price tag (at the time of writing this) however that is not too exorbitant for a strong EDH card.

On Other Colours

I get that each colour has its strengths and weaknesses and that when you put all of them alongside each other there will always be a worst colour. But I don't think that's a bad thing. White is an incredibly powerful colour outside of commander, and as a second colour, white is still super good. But mono-white has to have a weakness. In this case, it's slow. Buat again, that's done for a reason - because white represents balance. White might be slow, but it will do a really good job of slowing you down with it. And again, I get that ther will be a group of players who don't want to play all of the stax cards for fear of getting other poeple's backs up. But what about the players who don't care about that? you've now just armed a bunch of people with ramp and draw with their existing supply of stax. Think of how much worse that will be.

Now onto red (since you touched on it) - yes, WotC have come up with a nice balance for red's card advantage (in that it matches red's ramp style) - momentary bursts of value. Rituals and exile - you use it or you lose it kind of effects, which makes sense (and which you pointed out). But it's all done within the bounds of the colour pie still. But everything about white screams that it's card advantage is making sure your opponents don't have cards.

On Budget

While I believe that commander should be avaialble to anyone, there are some cold, hard facts: Some people can spend more than others, and, not everybody within a playgroup has the same budget.

The cards I listed before were budgetless and in most cases, the best of the best. And I understand that only a small portion of commander players actually own said cards. But there are always alternative cards at all budgets, they just may not be as desirable. But that's where my double standard comment came in, which is "if you want to play a colour that doens't have good ramp, but still want the best ramp then either pay the money to buy the good (read "expensive") stuff or deal with the fact that you can't/won't buy it." I don't think that's an unfair statement, and it's a slippery slope once you start pandering to it.

But again, if ther is a budget discrepency within a playgroup then I also don't think that it is WotC's responsiblity to fix it. This is something that the players have to own and is an entire discussion point in an of itself, so I will leave that there. But I think most players would agree with me on this.

On Other Players

Here's where we get to brass tacks (if we haven't already), I wouldn't agree with you on the comment that "a large portion of the commander community" thinks that mono-white needs fixing. Ther eare some poeple, sure. And those people might make a lot of noise about it, but that doesn't mean it's the majority of players. I know that most players who I interact with would agree wiht my viewpoint on it.

And don't get me wrong, I play both casual and competitive lists, I work full time and have funds available to afford nicer cards. A casual list for me sits in the $400-500 range. But before you discount my opinion becasue fo that, hear me out. I have looked at many, many, many lists on tapped out, ranging from <$100 to >$5000 and have learnt a lot over the years. Typically the things I notice is that the kinds of poeple who complain about a lack of XYZ have also employed a lot of bad deck-building practices (no, I'm not implying this on your lists). Really heavy mana curves, little ramp to begin with, high CMC ramp, lack of focused win conditions, all that good stuff. And I'm not saying that the decks are completely unplayable, but a lot of them are really clunky and slow. And I won't begrudge people for building those decks. But if your average CMC is 4.5 and then you're complaining that your deck is slow, that's becasue of the card choices you made. However bad deckbuilding is not WotC's fault.

So compared to those poeple, I will be a bit arrogant and say I undstand balance better than them, yes. But, and more importantly, so does WotC - because they seem to be printing more stax cards for white as sets come out, but not more ramp and card advantage which would fix the non-problem.

Joe_Ken_ on Double Damage, Double Strike

6 months ago

I would remove Azor's Gateway  Flip and Explorer's Scope for the mana rocks I suggested.

Brutal_B on Big Bogle || WARNING: ABSOLUTELY MASSIVE ||

6 months ago

Explorer's Scope helps get some lands out. If anything it's an easy peek at the top of your library. Although I see you don't have a whole lot of creatures to equip it to...

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