Scout's Warning

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Scout's Warning

Instant

The next creature card you play this turn can be played as though it had flash.

Draw a card.

nuperokaso on "Vampires are a POX on this Land!"

2 months ago

Crow_Umbra on Puro Pinche Party [Primer]

2 months ago

Those are some solid suggestions Profet93, thank you again.

In the games I've played Soul Partition, I typically have used it on Commanders, or permanents that are at least 2-3 cmc. In one of the games, the commander it was used on was not re-cast again, and opponents more often than not haven't re-cast the permanent I exiled. From post-game discussions, they shared with me that they felt they had to pivot, or the exiled permanent was out of their ability to replay for a few more turns. By the time they had enough mana to replay it, the game had shifted enough that it didn't feel as impactful. Good point about the ETB creatures, but I don't think I'd use it against those.

  • Exotic Orchard is definitely a leftover of the initial precon upgrades that I've kind forgotten about since it is functional enough. Shizo could definitely be a better fit to help give Burakos some evasion.

  • Scout's Warning is definitely a pet card. It's something I picked up years ago for an old "Modern" Allies jank deck. The times I've used it to flash something in, it was typically to have a surprise blocker, or to play something at endstep before my turn. Imp's Mischief could def be a better fit.

I used to have Revel in Riches in this deck as another alt wincon, in addition to the combo, and combat damage as a last resort. I've more often than not won with the combo than I have with little incidental combat damage.

I'll definitely consider the combo pieces that you suggested, but I think I'd be more likely to add in Fiend Hunter and/or Revel in Riches (again). Both used to be in the deck.

Crow_Umbra on Burakos's Crew

3 months ago

Burakos, Party Leader is such a fun commander. I really enjoy the flexibility of having all the party creature types already in the command zone. I have a suggestions if you're interested:

  • If it's in your budget, I'd recommend adding Roaming Throne. It has some incredible flexibility in this deck, and will always work with Burakos.

  • There is an infinite combo option that can fit pretty seamlessly into this deck. It utilizes Leonin Relic-Warder + Animate Dead + an aristocrat like Zulaport Cutthroat/Elas il-Kor, Sadistic Pilgrim. I like this combo because Relic-Warder and the reanimation pieces can all work as separate pieces, and don't really feel like dead draws outside of the combo.

  • Might be more of a meta dependent choice, but Assault Intercessor is one of my favorite Warrior options for the deck. Admittedly, I do encounter aristocrats strats in my meta often enough to play this.

  • Kutzil's Flanker is another newer option with Flash and graveyard hate as some enticing options. Another more meta dependent choice.

  • I'd recommend checking out Emergence Zone and Scout's Warning as means of playing creatures at instant speed. Most of the creatures in Burakos, Party Leader/Folk Hero decks tend to be fairly low to the ground. Helpful to get some additional cantrip-y draw on other players' turns.

I hope these suggestions are helpful. I'm down to chat through any others if you're open to it. Burakos/Folk Hero has a decent suite of creature options to fine-tune to different metas.

wallisface on Life gain cat deck

10 months ago

Some thoughts:

  • I'm not sure why you've defaulted the view of this deck to be by "TCG player high price" - almost all of these cards can be acquired for well-under $1 (most under $0.50).

  • One thing to note is that Mentor of the Meek won't be doing much of anything while King of the Pride, as the King will make almost all of your creatures enter with more than 2 power. I'd suggest probably ditching Mentor.

  • Cards I'd suggest ditching are Pride Guardian (cards that only gain life and do nothing else are pretty universally bad), Ordeal of Heliod (its really slow and doesn't really do a lot), Cosmos Elixir (its a really bad effect for such a high mana cost), Revitalize (cards that only gain life and do nothing else are pretty universally bad), and maybe Scout's Warning (you don't really to be flashing-in any of your creatures, though I can see this is maybe just useful as a cantrip if you have nothing else to play).

Crow_Umbra on Abrabbitcadabra

1 year ago

Very solid deck! I wouldn't be surprised if Preston ends up being one of the top Mono-White commanders in a few months. My only recs would be:

enpc on Question for the CEDH community

1 year ago

Giving this some additional thought (especially since I'm not having to type on my phone):

For Savage Summoning in a cEDH setting, the most powerful part of the card is that you can give a creature spell flash. My reasoning for this is because if you're casting a big creature in cEDH, generally you're going for big impact cards. But (usually) the kinds of decks which want to cast big creatures are either stax effects or control decks who are casting soemthing like Nezahal, Primal Tide. In the case of control decks playing Nez, it's already uncounterable and, well, you're a cotrol deck. You're already packed with counterspells so why would you dilute your general control with something that only protects your stuff and only as you play it. The window of value is so low here.

And for the other deck type that you play big creatures with being stax, your objective is to lock the game down early. Every turn you let slip is a turn that your deck is not doing its thing. So You're not going to want to wait until you can play something big and then flash it in uncounterably. By the time you're playing something big you should already have a board lock (unless you've either done something wrong or were unable to achieve a proper lock). And at that point there shouldn't be much that your opponents can do about your incoming high impact card anyway. So at this point the card basically becomes a "this only really adds value if I'm getting my arse kicked but want to stick that one big creature" which is not what you want to be wasting card slots on.

If you're after flash effects, at least Scout's Warning at worst cantrips, but Savage Summoning just isn't worth it unless you're talking very niche scenarios, which makes it not worth it.

As for Seedtime, as I mentioned the card is basically only playable if your opponent is casting blue spells (i.e. countermagic). This means that you're either A) responding to countermagic with your own countermagic, which in this case you may as well just play conditionless extra turn spells (as you're running blue), or B) your main plan has just been stopped. This means that more often than not, you don't have much else to do and so it will untap your lands, draw you a card and let you play a land (kind of like a vintage turn 1/2 Time Walk). That's not terrible, but the question is: could the card be doing more to aid your main strategy? Imagine if you had a wheel in hand instead, to refill your hand. Would this be more valuable than an extra turn?

The strength of card comes from being able to respond to something like a Cyclonic Rift (especially if you're a very permanent heavy deck) or if you can generate a lot of value in a given non-win turn (@davidsays1 I did notice that you have a Selvala, Explorer Returned deck which runs it - this is probably one of the better use cases for the card due to the value that Selvala can generate you). And sure, responding to an someone Brainstorming at your EOT is funny, but it's still pretty corner case.

But I would say that there are a myriad of blue extra turn spells, however most blue decks don't both running them unless it's part of the deck's strategy to begin will. So that should help paint a bit of a picture about why Seedtime doesn't really see play.

zachz on Kithkin Township EDH ed.

1 year ago

Thank you. The draw options I'm considering are:

Should I be looking into artifacts for card draw?

Hi_diddly_ho_neighbor on Avacyn Voltron Angel

1 year ago

Neat deck!

If you are finding yourself getting beat down right before/after you cast Avacyn then you could consider some ways to play her at instant speed. I use Scout's Warning and Emergence Zone in my Rograkh+Arkoma deck to be able to flash in Akroma (granting psuedo-haste) and not go shields down. If you have the budget Vedalken Orrery and Winding Canyons are great as well.

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