Scrying Sheets

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Legality

Format Legality
1v1 Commander 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
Tiny Leaders Legal
Vintage Legal

Scrying Sheets

Snow Land

: Add to your mana pool.

, : Look at the top card of your library. If that card is snow, you may reveal it and put it into your hand. ( can be paid with one mana from a snow permanent.)

Icbrgr on Burn Moon

1 month ago

If you are gonna main deck Blood Moon and not have it as a sideboard option I'd just go all in on a Skred Red control build.

Koth of the Hammer, Snow-Covered Mountain, Scrying Sheets Skred, Mind Stone, Pyrite Spellbomb, Galvanic Blast, Relic of Progenitus, Torpor Orb, Trinisphere.

Rivel on Mono red Dragon Deck V2

6 months ago

CardDraw 6 cards are directly labeled in the card draw section Sarkhan's Triumph, Dragon's Hoard, Faithless Looting, Jeska's Will, Magmatic Insight, Reforge the Soul. Though I do have draw from other sources such as creatures, ramp, discount, anthem, and land. Card draw from creatures: Runehorn Hellkite. Card draw from ramp: Mind Stone and Sarkhan, Fireblood. Card draw from discounts: Hazoret's Monument and Herald's Horn Card draw from anthem: The Immortal Sun and Vanquisher's Banner Card draw from land: Inventors' Fair, Scrying Sheets (potentially), Arch of Orazca, and Bonders' Enclave. All in all, I potentially have card draw from 11 sources, (13 if I technically include myriad landscapes and Burnished Hart). I haven't played with this deck yet so I cant say for certain whether or not that is too much or too little. If I want more card draw I would first like to look into Dragonstorm, Endless Atlas, Dragon Mage,Hedron Archive, Mind's Eye and lastly Sunbird's Invocation. I appreciate any advice on which ones I should prioritize, any alternatives or perhaps ones I should swap out immediately from my deck with ones in the maybe board. Till then once I make the deck and play it ill figure out from how it feels I suppose.

SufferFromEDHD on Pummel Party

6 months ago

Quality list! Have a few simple suggestions:

Vesuva extra Dark Depths or Valakut.

Turn your lands into snow-covered mountains so Scrying Sheets opens up the 25% odds of top decking. Mono red needs to take whatever it can get.

Endless Atlas made for red (and white) decks.

Gamble the most red card ever. Your list could use a tutor.

Goblin Welder your commander sacs artifacts. tricks are good.

Rygalla on Angels Everywhere but There

7 months ago

This is pretty interesting deck, not going to lie. Though there are a few things about it that you could improve the deck with...

First of all is ramp, Mono-white absolutely sucks with ramp I know, especially with getting an 8 drop like Avacyn out, of course stuff like Land Tax and Archaeomancer's Map are good options, they may be a bit on the pricy side. Fortunately stuff like Burnished Hart, Solemn Simulacrum, and Monologue Tax exist and are relatively light on the budget, Knight of the White Orchid and Keeper of the Accord are also good options for mono-white to help get her out sooner. Also, since artifacts are the main source of ramp for mono-white, why not slip in Thran Dynamo, Gilded Lotus, or Semblance Anvil?

Secondly, there is a lot of removal in this deck, namely single target removal. Avacyn loves boardwipes and similar effects over single target removal as she can protect her allies from them. Worldslayer and Nevinyrral's Disk are great non-sorcery forms of boardwipe that work wonders for Avacyn and Fated Retribution can be quite the surprise. Speaking of, Vanquish the Horde and Hour of Revelation are very strong boardwipes in commander considering the chance you can cast them for cheap is very often. Also, since Avacyn will be a big target to everyone, consider adding in Swiftfoot Boots for redundancy with Lightning Greaves.

Next, the angels. For the most part, these are some pretty good choices, but there are a few issues I can see. Restoration Angel and Angel of Glory's Rise are the biggest whiffs in the deck. As of current, the only human/non-angel creature in your deck they could target/effect (excluding tokens) is Starnheim Aspirant, not bad, but both of these prefer to be in non-angel tribal decks, namely flicker and human tribal decks respectively. Aside from them, look through your angels and note any beatsticks, or angels that only exist just to hit face, and consider removing them, three of them that come to mind are Serra Angel, Seraph of Dawn, and Baneslayer Angel. Consider changing them out for angels like Angel of the Dire Hour, Herald of War, Emeria Shepherd, Serra's Emissary, or Angel of Serenity as they provide utility in addition to being a beatstick. Also consider switching Akroma, Angel of Wrath out for Akroma, Vision of Ixidor for some added oomph for your angels.

Your lands are also pretty solid, but you aren't running anything that can take advantage of all of those snow lands. You have The Book of Exalted Deeds, why not slip in Faceless Haven that can, technically, become an angel and thus receive the book's effects? Speaking of, Search for Glory and Scrying Sheets are great cards with these snow lands as one can tutor out either a snow land or a legendary card while the other works well with Herald's Horn. Emeria, The Sky Ruin is basically free recursion in mono-white while War Room and Bonders' Enclave are nice card draw options in a color that lacks it.

LinkOpensChest_wav on Mina and Denn Weaponize Lands

8 months ago

If it were my deck, I'd try to cut some of those non-basics, keep the fetchlands, invest in a full set of snow basics and a Scrying Sheets.

Some of the non-basics you do want obviously, but in my opinion there are far too many, and some of your cards seems to synergize better with basics. With the fetches and all the green ramp, I don't think you'd need to many non-basics.

For full disclosure, I'm not a brilliant deckbuilder. This is just what I'd do. I went through a period where I was putting almost every dual land in, but at some point they start coming in tapped and set you behind. Just my opinion.

nuperokaso on BUG Snow Depths

1 year ago

The deck has multiple reasonable game plans:

  1. Assemble the Dark Depths + Thespian's Stage combo quickly and steal the game.

  2. Play a creature that scales up with the number of snow permanents, such as Abominable Treefolk, and win in two hits.

  3. Grind long game with card advantage using cards like Scrying Sheets, Dead of Winter, Glacial Revelation or Blood on the Snow + Eternal Witness .

Metroid_Hybrid on Yargle Infect ft. Combo

1 year ago

Unless you're going to be casting multiple spells a turn, every turn (and you're not), then the Reservoir is just pure chaff in (most) Voltron decks. Use it as a Wincon in another deck..

I mention cutting the smaller, colored Mana Rocks because of an interesting phenomenon that happens with Yargle Voltron decks. Take a look at your deck's stats. At the time of me writing this, you'll notice that out of a 100 card deck, only 22 require any colored Mana to cast at all. Of those 22, 15 only need a single , 5 require , and only 2 have . Because Yargle only requires a single , and you're only running 2 -lands, your only real goal in the early game is to get to 5+ Mana ASAP. (Which is why Gilded Lotus isn't good either)

In fact, unless you add Scrying Sheets and/or some other Snow-based shenanigans, I would drop Coldsteel Heart as well..

Back to the question of Ramp: why is a Mono-Black deck not running Expedition Map on purpose?!?

Lastly... and again... the Grafted Exoskeleton ... it turns Yargle into 1-Punch Man all by itself.. Voltron is always at a disadvantage at a multi-player Pod, and you obviously don't have any particular objections to the use of Infect, so... what's the deal??

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cattleslayer on The Last Race Bender

1 year ago

Suggestions:

Remove:

1x Tangle Wire

1x Bolt Bend Is this ever reduced for your commander?

1x Changeling Berserker

1x Drakuseth, Maw of Flames

1x Taurean Mauler It's okay but sort of unnecessary. Can have an artifact dwarf instead.

1x Torbran, Thane of Red Fell Useless in your deck, replace with a 1 mana dwarf.

1x By Force

1x Shattering Spree

1x Wheel of Misfortune Really unreliable, especially if all 4 players still playing.

1x Akroma's Memorial You shouldn't win by combat.

1x Illusionist's Bracers One use of commander should be more than enough to win.

1x Dwarven Thaumaturgist His effect is irrelevent.

1x Mycosynth Lattice Mana fixing for opponents, how generous.

1x Rings of Brighthearth see Illusionist's Bracers above

Add:

1x Clock of Omens Primary wincon, and at instant speed.

1x Dwarven Grunt 1 mana dwarves

1x Dwarven Scorcher 1 mana dwarves

1x Dwarven Trader 1 mana dwarves

1x Enslaved Dwarf 1 mana dwarves

1x Liberated Dwarf 1 mana dwarves

1x Proteus Machine Artifact dwarf, slotted for consistency. Unnecessary really, can be replaced with whatever.

1x Feldon of the Third Path Can create an artifact dwarf or maybe pull out a dragon that was discarded/played if game went too long.

1x Dwarven Recruiter Can grab us an artifact dwarf, or whatever deemed necessary. Great with Jeska's Will .

1x Possessed Portal Use if winning and clock of omens has been dealt with or you don't have an artifact dwarf.

1x Daretti, Scrap Savant Good for rummaging or returning an artifact, since you always have a treasure in play. Can be replaced with good card draw.

1x Mystic Forge 1/4 of deck is artifacts. Can also fix dead draws to a certain extent. Can be replaced with good card draw.

1x Herald's Horn Call dwarves every time. Can be replaced with good card draw.

1x Final Fortune Can win out of nowhere. Use only if you are certain you can win. Be careful, highly recommended only if opponents appear tapped out.

Other worthy mentions I don't feel like figuring out how to slot in right now:

Vanquisher's Banner Great draw, and a buff. You can play like half your deck Dwarven Recruiter .

Outpost Siege Solid red card draw.

Commune with Lava Playable red card advantage.

Maze of Ith Use this as a spell slot, not a land slot. Can untap your own dwarves, or be used defensively.

Shatterskull Smashing  Flip Removal or land.

Scrying Sheets all your lands are snow for whatever reason, so could be okay if you have nothing else to cast in a turn.

Valakut, the Molten Pinnacle with all these mountains, why not?

Command Beacon In case people kill your 1 toughness commander too many times.

Darksteel Citadel More artifacts. ONLY PUT IF you don't have color problems.

Flamekin Village Not sure if haste is important enough, but something to consider.

Hanweir Battlements  Flip More haste.

Inventors' Fair gives you health, but more importantly can tutor an artifact.

Madblind Mountain If you end up with a lot of top deck shenanigans.

Labyrinth of Skophos If you're being attacked.

Kher Keep Chump blockers.

Shinka, the Bloodsoaked Keep Might help seem more intimidating early game?

Sequestered Stash Can return an artifact to your DECK, and then commander can grab it.

Sea Gate Wreckage If you run out of cards and have colorless mana sources.

Quicksand Can dissuade attackers

Nykthos, Shrine to Nyx Big mana

Myriad Landscape Ramp

Mouth of Ronom If you still have too many snow lands.

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