Scheming Symmetry


Format Legality
Pre-release Legal
Tiny Leaders Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Standard Legal
Leviathan Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Core Set 2020 (M20) Rare

Combos Browse all

Scheming Symmetry


Choose two target players. Each of them searches their library for a card, then shuffles their library and puts that card on top of it.

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Scheming Symmetry Discussion

Loizo on Etrata, the Silencer - Arena Brawl, Rotation proof

2 days ago

Pretty good base for good dimir cards pre-rotation !

If you really want to play Etrata, you could push the meme to Scheming Symmetry Mausoleum Secrets and Wishclaw Talisman when she gets shuffled into your library.

I would suggest playing with Lazav as he's crazy good recursion value. I've tested it in multiplayer and it's really nice.

OLucas on Back To The Old Grind

6 days ago

Scheming Symmetry can be used to tutor Archive Trap and it forces the opponent to search their library. If you can draw a card (for one mana) it's pretty much a two-costed Archive Trap .

If you can afford it Surgical Extraction is a must for mill strategies sideboard.

Not sure if it's a good card or not but there's also Haunting Echoes .

LadyZ on First, Do All Harm...

1 week ago

I'm always bad at cutting cards, but I'll give you my best suggestions.

Definitely Doomed Dissenter and Blood for Bones , I agree with you that cutting Dread Presence is a bit iffy

Undying Evil is one I'd cut. Like sure its either protection or a decent way to give you more sacrifice fodder, but it's only one extra use of a card unlike Reassembling Skeleton .

I see why you're running Deathgreeter , but to me it feels like there are much better death payoffs.

And I don't think you need Fleshwrither , you already have two perfectly good tutors in Diabolic Tutor and Scheming Symmetry

SideBae on Yuriko Ninja EDH

1 week ago

What I suspect is going on is that your opponents are doing a lot on the aggro front. There're a few ways you can deal with this.

First, you can discourage your opponents from attacking you. Propaganda is probably the best-known card for this, but there're plenty of others. No Mercy comes to mind -- it was one of my favorite cards when I was a kid. Crawlspace and Silent Arbiter are good ways to limit the number of attackers an opponent can pressure you with, and assuming no trample, you likely can just chump away whatever they're hitting you with. Finally, Meekstone will keep the most dangerous ones tapped. I think any of these will probably be better than AEtherize , especially since none of them are 'single use.'

I don't know your meta. However, a lot of the time fatties come down without being hard-cast, like through Natural Order or Reanimate . Running hate cards, like Grafdigger's Cage , can prevent this.

You also seem to be light on wrath effects. Yuriko, the Tiger's Shadow ninjutsu ability gets around commander tax, meaning he'll really only ever cost to put down -- so feel totally free to wrath with him on the board. Kindred Dominance strikes me as being way too much mana to do real damage in the earlier stages of the game, especially if you're fighting a bunch of aggro decks. Damnation is, I think, preferable here, as are Toxic Deluge and Cyclonic Rift . Damnation and Toxic Deluge being four and three mana, respectively, means you can conceivably cast them before you're getting smacked but while your opponent has a summoning-sick army. Cyclonic Rift 's overload ability IS seven mana, but being instant speed makes up for that (at least in my opinion).

If you include wrath effects, non-creature token producers are worth including -- they'll give you creatures to 'return' with Yuriko's ability while surviving the wrath themselves. Bitterblossom is the best here, though like most good cards, it's relatively expensive. Other options include Breeding Pit , Graf Harvest (if you wrath Yuriko to the 'yard, you can exile him to the command zone to create a token, then ninjutsu him out on the token when it attacks), Spawning Pit and Volrath's Laboratory (which can make ninjas).

If you decide to run some of the above cards, they should replace your one-for-one removal cards. In general, EDH games will have you facing three opponents, and therefore three times the number of cards you have. You therefore want cards that will effect more than a single card your opponent has. Hero's Downfall and Grasp of Darkness may be great in one-on-one formats, but in EDH they simply don't pack enough punch. (One interesting exception to the 'limit your one-for-ones' rule is the inclusion of counter magic. In general, I think of counterspells in EDH as more than one-for-ones, since A) they can save more than one of your cards if you counter something like By Force or Fire Covenant , and B) they can stop combos cold, making your opponent waste all the combo pieces s/he/they cast before the countered card.)

I have some non-combat related suggestions, too -- I hope I'm not being presumptuous in offering them:

I'm sure you've noticed how awesome your Treasure Cruise is: being eight on a Yuriko flip but often costing around two or three mana at most to cast is pretty busted. There're other delve cards to consider, though I do think it is likely more than one or two in a list will occasionally cause issues when delve gets in its own way. Dig Through Time is a primary candidate here, as it is also eight mana, but it also happens to be an instant (yay!). Temporal Trespass also comes to mind.

In magic, there're a bunch of alternate casting-cost cards that work well with your general, as their CMC is usually pretty high. Unfortunately, some of them are expensive -- I'll just mention them, in case you have more money to blow than I typically do: Force of Will and Commandeer . Spinning Darkness , Gush and Misdirection are all more affordable and alright cards in their own right, though they are significantly less powerful.

Nexus of Fate is a pet card of mine, and I think it'd be genuinely good here. It hits for seven, but doesn't 'really' make you tap out since if it resolves you get another untap step right away.

A creature to consider is Baleful Strix . Having deathtouch and flying make it really hard to block, and if you keep ninjutsu-ing it back to your hand you can keep casting it for the draw trigger.

Top-deck manipulation is a good way to make sure your general hits his hardest, and your Brainstorm is a good start. Mystical Tutor isn't too much money, though the black version, Vampiric Tutor , definitely is a lot of money nowadays. Scheming Symmetry is an alright replacement, though you'll want to be sure to kill the opponent who searches, or at least remove his top card. Though they're pricey, Sensei's Divining Top and Jace, the Mind Sculptor really are the best ways to mess with your top few cards in the game; Jace has the added bonus, like Brainstorm , of being able to top cards that you want to reveal with Yuriko's trigger again. Dream Cache and Telling Time are both OK top deck manipulation.

Cantrips are good. I suggest running Preordain in addition to your Ponder and Brainstorm . It's not as good as the two you have (in this deck), since it can only leave one card on top of your deck for Yuriko triggers, but I still think it's worth playing. As a turn one play, it's gonna be hard to beat. (Of course, Ponder does still beat it.)

Finally, mass card-draw is a good thing. Even if it doesn't trigger Yuriko, having spells to cast is always preferable to not having them (exception: Mindslaver ). Windfall is excellent, especially if you put in Narset, Parter of Veils (I think you should). Fact or Fiction and Chemister's Insight are both good instant-speed draw spells.

Only good things! Hope this helped.

Xica on Dimir mill help

2 weeks ago

Crypt Incursion is your best friend, as it deals it basically resets the clock for most decks that attempt to race you.

Your best card is Archive Trap , its eqivalent of a burn spell that deals 5 damage. Its so good that it would be a good idea to run a full playset of Field of Ruin to enable it (its search is not a "may" ability).

And of course its worth to run stuff that allows you to flash bsck key cards, be it Snapcaster Mage , Mission Briefing or whatdver elsd you like.
Not to mention tutor effects, Trapmaker's Snare , or Scheming Symmetry - the latter being particularly brutal when followed up by mill (you need to cast it during your upkeep before you draw that turn), as it will mill the card your opponent would get.

OGPlatypus on Miracle Lens

2 weeks ago

Funkydiscogod I am not sure, for one it would make the deck more expensive, that is the least of the concerns at the moment however. Scheming Symmetry is so good, it would allow for some great combinations however due to both itself and Liliana Vess being sorcery speed it wouldn't allow for advantageous plays really. It would be very clunky and only enable rather than be immediate which is sorta the whole point to miracles.

WUBRG87 on We're All Mad Here (budget cEDH)

2 weeks ago

Whats the synergy with Scheming Symmetry ? i know theres some shenanigans you can pull with it like put the card they chose to the bottom of their deck but i cant think of what the combo is.

OLucas on Scrap Titan

2 weeks ago

It does. However, i fell like Vicious Rumors would more often than not make them discard a extra land since the deck doesn't have any other source of discard.

On a side-note, despite Scheming Symmetry being sorcery speed the deck has many cheap draw one effects to take advantage of the tutor before the opponent either winning the game with a combo or milling them with Grinding Station or, post-sideboard, Ashiok, Dream Render (if he's already on board preventing search just mill yourself after drawing the tutored card).

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