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Flamespeaker Adept
Creature — Human Shaman
Whenever you scry, Flamespeaker Adept gets +2/+0 and gains first strike until end of turn.
TheoryCrafter on And his music... was electric
2 years ago
Cards to consider:
Experimental Overload, Explosive Singularity, Flamespeaker Adept, Goblin Electromancer, Temporal Trespass, Time Stretch and Volcanic Salvo.
I'm especially gonna insist on Flamespeaker Adept because of all the Scry you'll have going on. Temporal Trespass is doable because of all the permanent spells currently in your deck. I hope this helps. Happy Hunting!
Icbrgr on Keranos, Storm's Will (v.2)
3 years ago
I tried building around Knowledge and Power before and personally just couldn't make it work... any game i won it was despite playing knowledge and power rather than because of it.... im really jaded about that card lol.
I think if you want scry to be the payoff mechanic of the deck then going more in an Izzet blitz route with Sigiled Skink and Flamespeaker Adept and Opt / Titan's Strength would be the way to go..... otherwise i'd say trade out Mystic Speculation and knowledge and power for just about anything else like a Crackling Drake or something similar.
Ziusdra on Card creation challenge
4 years ago
Temple of Astonishing Disillusion
Land
: Add .
,: Add one mana of any color a land an opponent controls could produce.
When Temple of Astonishing Disillusion enters the battlefield, each player scrys 2, then shuffles their library.
I am not sure how you build this to your advantage, since the scrying is cancelled out by the shuffling. On the one hand, there are cards that take advantage of scry (Flamespeaker Adept, Knowledge and Power, etc.). On the other hand, there are cards that like it when libraries are shuffled (Cosi's Trickster and Psychic Surgery, etc.). But all told, neither of those are particularly strong or build-around mechanics.
Do the challenge mentioned above
inuvash255 on Card creation challenge
5 years ago
Missing from the above post, because the linking broke:
"Whenever you scry" has only ever been used on two Theros cards. Flamespeaker Adept and Knowledge and Power .
herringtonr on Scry Me A River
7 years ago
What about Flamespeaker Adept? Gives you a decent beater for using the main mechanic of your deck.
takeaseathoney on Oh No
7 years ago
you could go the route of making nissa as big as possible, then dropping a huge creature every turn. that would entail eldrazi's and a lot of mana ramping.
a second option would be to try and scry as often as possible. that way you can turn your deck into a very specific combo deck with intricate interactions that you can replicate relatively consistently. i didn't quite filter for color, but here are some suggestions to get your mind going: Aqueous Form Battlewise Hoplite Catacomb Sifter Contraband Kingpin Curator of Mysteries Eyes of the Watcher Flamespeaker Adept Jace's Sanctum Knowledge and Power Lifecrafter's Bestiary Prescient Chimera Prognostic Sphinx Retreat to Coralhelm
xyr0s on Scrybaby
7 years ago
I agree with Darth_Savage, in that the main problem with your deck is that it does the same as the UR storm'ish decks, it just doesn't do it so well.
And yes, Guttersnipe is not good enough for modern. It relies on staying on the board, while you do something else. scrying is not a winning strategy for many reasons, but compared to the UR decks, the main reason is that it's not card advantage - only card selection. And although it's not really funny, modern is a format where speed is important. Lightning Bolt is just a better card than Magma Jet, because it costs one mana less and dos one more damage. magma jet might deal more damage, if Flamespeaker Adept is on the table. If flamespeaker gets to attack. And deal damage. but most likely, you won't get to do all this in modern.
Instead a turn 3 Young Pyromancer that gets to resolve, followed immediately by a lightning bolt, can't be interfered with. Even if your pyromancer is removed, it can only be done in response to your lightning bolt, and by then, your lightning bolt has triggered the pyromancers ability, and you at least get a token.
nobu_the_bard on Does +1/+1 of Diviner's Wand …
7 years ago
There's a handful of very rare exceptions like Riding the Dilu Horse that are unmarked permanent buffs. Such buffs are obscure, however, because they are very confusing to keep track of. Counters were originally added to the game to aid tracking these effects.
In this case it's as Boza said though, the whole ability is modified by the "until end of turn" clause. If part of the bonus was permanent and part of it wasn't, they would probably template them as separate clauses or sentences for clarity's sake, but I do not think this happens anywhere that does not use counters (also very rare; they don't like to mix temporary and long term buffs on one card).
Other more recent examples of cards with similar wording to Diviner's Wand, just to show you: Aim High, Flamespeaker Adept, Engineered Might.