Isochron Scepter

Artifact

Imprint — When Isochron Scepter enters the battlefield, you may exile an instant card with converted mana cost 2 or less from your hand. (The exiled card is imprinted onto this artifact.)

, : You may copy the exiled card. If you do, you may cast the copy without paying its mana cost.

Ojallday on Ways to have infinite cast …

1 week ago

Kahos paradox engine this is an old list I use to play before the Paradox Engine ban if you have infinate mana and a way to give kaho haste and ways to untap her Isochron Scepter with Dramatic Reversal, Lapis Lazuli Talisman and Tidespout Tyrant all let you turn cantrips into spells that draw your deck for wins with Laboratory Maniac or Thassa's Oracle. Generally you will want to fetch a flicker spell, shuffle you graveyard into your library spell to loop whatever third spell you choose. Essence Flux, Stream of Consciousness and a tutor or draw spell were my go to stacks.

DawnsRayofLight on Breya, Etherium Shaper cEDH combo!

3 weeks ago

I feel like Farm-IKraum would make a better shell for a cEDH Thoracle-consulation list, at least in my opinion. Obviously there is nothing wrong with doing things differently.

Breya wants to run more artifact combos, especially anything that can make infinite mana ( Pili-Pala + Grand Architect, Isochron Scepter + Dramatic Reversal + mana rocks, Dockside Extortionist + Deadeye Navigator, etc) with a sac outlet to do infinite damage with her. that infinite mana can also use Urza, Lord High Artificer to combo off and cast your deck basically (with thoracle to finish).

Ev1_ on Playing Dual-modal cards from exile

3 weeks ago

If i exile a Spikefield Hazard  Flip with Isochron Scepter, can i cast the land side? what about with a card like Chun-Li, Countless Kicks

Dromar39 on If Only Lorehold Apprentice was Legendary

1 month ago

Would you think about adding Isochron Scepter to pair with the untapping spells?

Icbrgr on Filibuster (deck challenge)

1 month ago

It was an older deck I had here on tappedout for Modern... I have deleted it and retired the deck due to it just being obnoxious and NOBODY wanted to play with me if they knew that was the deck I was playing (it's either lose quick or 30+ turn torture for the opponent)... I ran 20ish lands and it was basically Mono-White only splashing for Kami of the Crescent Moon, Paradox Haze, Detention Sphere and countermagic in the sideboard, Counterspell legal now so that's nice... I used the "no-stick" better known as Isochron Scepter to slap something like Dawn Charm on and then just waited to Fillibuster

wallisface on I heard you like bounces...

1 month ago

Some thoughts:

  • There's going to be one big issue this kind of deck is going to face - you're constantly putting yourself at a large card-disadvantage, which will mean in the long run, you'll run out of resources, and your opponent will rebuild.

  • I get that you have Jace's Archivist as a way to get more cards, but with the sheer quantity of 1-mana killspells in modern, it feels like it'll never resolve its ability.

  • Note also, that because of fetchlands, your opponent can play-around what you're doing (i.e. only fetch when the mana is needed, or if targeted) - meaning that most opponents will be able to cast any spell they want in their deck with relative ease.

  • As one final point of problem, you have no current way to close out the game. Without a way to quickly win, your opponent is almost guaranteed to stabilize at some-point, and then beat you.

There's no easy answers to these problems, but here are some thoughts:

  • Bounce cards inherently put the caster at a disadvantage, because they're losing a card, and the opponent by-default isn't losing anything. To provide you some staying power, and a chance at an actual lock, I'd recommend running Isochron Scepter. While this card is fairly risky to play in modern (due to the chance of getting 2-for-1'd), I think its your best bet for being able to set up a continual source of bouncing.

  • You need a reliable way to actually win the game, before your opponent stabilizes (because, they will). I think a good candidate could be Deep-Sea Kraken, as it's very hard to remove (doesn't die to Prismatic Ending, Fatal Push, or Lightning Bolt. Admittedly Unholy Heat does pose an issue, but it's still pretty resilient)

  • I think you need a few more 1cmc cards to prevent getting overwhelmed right at the start of the game. Void Snare is decent, so I'd think you'd want a playset of that, alongside something like Unsummon or Vapor Snag. I do get that you want to focus on lands, but there are a LOT of 1-drop creatures that could blow you out of the water if left unchecked.

  • I think Remand is better than Counterspell here. You don't care that your opponent will get the card back in hand, because you're hoping their hand will be full anyway. And Remand helps you keep cards in your hand, so that you can keep the momentum up.

  • I don't think you need Radiant Fountain. The extra life is never going to swing the game either way imo (if you can't get the lock, you're screwed whatever your life total). I think a bigger threat is drawing too many lands and so running out of options. I'd suggest just playing 20-21 islands, and no Radiant Fountain. You'll be able to do more with the extra 2-3 spells than some lands that offer the wrong colour.

plakjekaas on Mono Red infinite combos???

1 month ago

I like Final Fortune + Isochron Scepter + Sundial of the Infinite, but I'm weird like that '^^

Load more