Serum Visions

Serum Visions

Sorcery

Draw a card. Scry 2. (To scry 2, look at the top two cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)

Browse Alters View at Gatherer

Trade

Have (3) TheAnnihilator , metalmagic , Azdranax
Want (2) ekiouja , MisterFamous

Printings View all

Set Rarity
Secret Lair (SLD) Rare
Modern Masters 2017 Edition (MM3) Uncommon
Conspiracy: Take the Crown (CN2) Uncommon
Fifth Dawn (5DN) Common
Promo Set (000) Rare
Promo set for Gatherer (PSG) Uncommon

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Serum Visions occurrence in decks from the last year

Modern:

All decks: 0.81%

Blue: 4.51%

UR (Izzet): 16.0%

Commander / EDH:

All decks: 0.03%

Blue: 0.27%

UR (Izzet): 0.49%

Serum Visions Discussion

the__odysseus on Illuna Consultation [WIP]

3 days ago

I'd consider Green Sun's Zenith to fetch Dryad Arbor. You don't have any of the important card advantage engines currently (e.g. Mystic Remora, Ad Nauseam, Necropotence, Rhystic Study), so I'd really advise capitalizing on your opponent's big effects with Narset's Reversal. Dwarven Mine ought to be in the deck, it offers another way to make a creature at little cost to your deckbuilding choices. I'm personally I huge fan on Stifle. I'd for sure cut the three mana ramp spells like Cultivate, but add Nature's Lore, Search for Tomorrow, and Three Visits if you can afford it. I'd cut the Flame Sweep for Pyroclasm, and add in Subterranean Tremors. The way i see it, your combo needs a lot of mana. The way you do that without artifact ramp is that you play a control game so you can get to the lands you need. I'd add Portent and Serum Visions, and cut Summer Bloom. Frantic Search is bad. I really like Extract here. What about Khalni Garden? I like Unsubstantiate, as it can interact with Abrupt Decay. I'd cut the token makers if you can, mostly relying on fetches to go get Dryad Arbor or Dwarven Mine. You can play 9 fetches, that should get you there, in addition to Nature's Lore and Farseek being able to find them. I know you're starved for tutors but Long-Term Plans is way too slow. Focus more on cantrips and countermagic. Chain of Vapor is super strong. Swan Song is a good counterspell. You can also counter your own spell for the token! Gitaxian Probe deserves a slot. Nature's Claim and Natural State are excellent interaction. Pyroblast often functiond as a slightly worse Dispel. Lastly, By Force is excellent. All in all, your concept is SUPER SWEET, it just needs some fine-tuning.

GrandAlchemistX on Dragonstorm V1

1 week ago

I would like to recommend +4 Scalding Tarn, +4 Steam Vents, +4 Goblin Electromancer, + 4 Manamorphose, -3 Vessel of Volatility, -1 Pentad Prism, -4 Sleight of Hand, -3 Island, -5 Mountain, swap Serum Visions for Preordain (scry, then draw to help on combo turns), or Peer Through Depths (grabs instants or sorceries 5 deep and can use Splice onto Arcane from Desperate Ritual, or even See Beyond (Draw two, then shuffle dragon from your hand into library so it's not stuck).

GoblinElectromancer on Ula's Temple

1 week ago

I really like the idea of this deck. What about a play set of Serum Visions?

Sjorpha on Chivalry is Dead!

2 weeks ago

Chivalry is Dead!

"Don't ask my name, it's long since I forgot

if once I had a name, a home, a wife?

No words of fame or valor is my lot,

and yet my quest continues past this life."

There are 4 defining cards that embodies the gameplan of this deck

Doran, the Siege Tower: The basic idea of all Doran decks is the ability to turn very cheap defensive creatures like Nyx-Fleece Ram into big offensive threats, based on the idea that 3/3s for 1 and 5/5s for 2 etc is great value and hard to race for most decks. Doran also has a strong defensive quality since his ability applies to all creatures, effectively neutering strategies based on high power creatures or pumping up the power of creatures, like for example Kiln Fiend or Goblin Piledriver. A third advantage of Doran is that he and the other 16 zero power creatures in the deck can attack through Ensnaring Bridge, making this decks matchup against Lantern control and other bridge prison decks a lot better. Assault Formation acts like a backup copy of Doran that can be fetched with Zur and dodges more removal if needed, this redundancy is important since the deck is much weaker if it can't put this effect on the field.

Zur the Enchanter: Solving problems and gaining card advantage by tutoring up additional creatures and enchantments as he attacks. Also a "4/4" flying beatstick in this deck making the 4cmc much more reasonable.

Chord of Calling: Allowing us to get our creatures reactively or in opponents end step rather than tapping out, making the deck much more resilient and flexible when playing around removal, counterspells and board wipes.

Behind the Scenes: Adds a whole new synergy to the toughness strategy. Since all of our creatures have zero or very low power this card makes them unblockable by most things that could trade with them. This fundamentally changes the dynamic of going up against opposing creatures, since we can block their creatures but they often can't block ours it shifts the initiative in our favor and enables much easier lethal swings. While only a single copy, it can be fetched onto the battlefield with Zur, conveniently before blockers are declared.

This all comes together in the signature finishing move of this deck: Casting Chord of Calling on opponents end step putting Zur the Enchanter or Doran, the Siege Tower on the battlefield (assuming the other one is already in play), and then on our turn swing with everything tutoring up Behind the Scenes for an unblockable lethal blow out of nowhere.

Doran decks (and treefolk tribals) have a great leg up in this department because of Treefolk Harbinger, a fantastic 1-drop that functions as a 3/3 with Doran, fetches Doran himself if needed and last but not least fetches the best land in the deck Murmuring Bosk or any of the other forests. This improves consistency in the ability to play a turn 3 Doran because you can fix either Doran or mana. Much like with Serum Visions in other decks you also need to mulligan much fever hands since a harbinger + a green land is usually enough to be playable. Without this card I think the deck simply wouldn't be that good.

Green fetchlands play into this as well as they can fetch Murmuring Bosk untapped with a treefolk in hand, typical turn 1 is fetch>Murmuring Bosk revealing Harbinger>play harbinger putting Doran or missing land on top.

Another strong turn 1 play is Birds of Paradise, also synergising well with Doran making it a 1/1 and ramping/fixing, and making our somewhat demanding color pie much smoother to play.

Finally Chord of Calling for 1 can be employed as a consistency engine in a pinch, fetching harbinger to put a needed card on top or fetching a bird to ramp and fix. It is however much more powerful to use the chord for more impactful creatures and should only be used in this way when no other option exists.

An unanswered Zur the Enchanter also leads to consistency all by himself since he can fetch creatures and Assault Formation as a stand in for Doran, but given the preparation needed to cast him this is more of a late game type consistency/inevitability.

In order of converted mana cost:

Dryad Arbor: Forest doubling as a creature, can be put on the field with with fetch lands. Emergency blocker, sac fodder for edict effects, can be fetched with a Chord of Calling for 0 to get a 4th land, played from the top with Courser, fetched to the top with harbinger and so on.

Dragon's Eye Savants: A rarely played card, but he's actually the only modern legal 6+ toughness 2 drop option for this deck! All of the others (only 5 total) either have defender or needs decks built around them. It's great for this deck to have a way to survive a block/trade with Gurmag Angler, a 4/5 Tarmogoyf, Tasigur, the Golden Fang and other 5 toughness threats. The flip ability can come in handy if you have surplus mana, note that flipping morphs is a special action that can't be responded, so there is no window to bolt him, but usually this guy's job is just to be a "6/6" for 2.

Nyx-Fleece Ram: "5/5" for 2 mana that gains you life and can be tutored up with Zur, a given staple of Doran decks.

Spellskite: Already a fantastic card in many decks for protecting yourself and your permanents from all sorts of things, or to steal your opponents auras and buff spells etc. Here where it's also a "4/4" beatstick for 2 mana it's just amazing.

Selfless Spirit: Sligtly nonbo with Doran unfortunately, but the option to secure yourself against sweepers like Supreme Verdict and also protect more imprtant creatures against spot removal is very useful. Also works really well with Chord of Calling.

Courser of Kruphix: Great value and consistency engine, can be tutored with Zur, gets buffed by Doran but also able to deal some damage without him. All in all a great fit and I'd run 4 if it wasn't for the lack of 3 drop slots in the curve.

Sapling of Colfenor: Topping our curve as the only 5 drop, this badboy provides a hard to remove creature that can both hit hard and stabilize our life as well as restock the hand with creatures. Plus he can be tutored up with Treefolk Harbinger. Very useful in grindy games.

We have a total of 6 removal spells mainboard, all in sets of 2.

Fatal Pushand Path to Exile: Best 1 mana removal spells in modern, nuff said.

Detention Sphere: Removes just about everything and takes care of multiple copies of cards, tried and true modern staple and here it gains extra utility by being tutorable with Zur.

Zur the Enchanter makes single copies of enchantment SB cards much more useful, so here I have mainly opted for a list of silver bullets that he can fetch. Obviously there are many other possible enchanments to put in there or you could go with a more traditional sideboard.

Aegis of the Gods: Provides protection against burn and hand disruption etc, can be tutored with either Zur or Chord.

Eidolon of Rhetoric: Stops storm and slows down other decks that likes casting a lot of spells at once, we are usually fine casting a spell per turn and can double that up with Zur activations, also a "4/4" beatstick and can be tutored with both Zur and Chord.

Everlasting Torment: Stops life gain decks and fog effects.

Ghostly Prison: Takes the edge off a lot of aggro strategies.

Nevermore: Against decks that rely on a specific card to win, Ad Naseam decks and so on.

Rest in Peace: Graveyard hate

Slaughter the Strong: One sided sweeper against decks with big creatures, since we can easily go under 4 power with all our 0/X dudes.

Spreading Seas: The most obvious land hate option for a Zur deck

Stony Silence: Artifact hate.

Aura of Silence: Artifact/enchantment hate.

Virulent Plague: Tokens.

Wheel of Sun and Moon: 2nd graveyard hate that also counters mill decks.

rdean14 on Card creation challenge

3 weeks ago

Linden, Fourfold Knight

Legendary Creature - Human Noble

Vigilance, Lifelink

Whenever you draw a card, a creature an opponent controls dies, or a noncreature source you control deals damage to an opponent or a permanent an opponent controls, you gain 1 life.


Four Trials

Sorcery - Adventure

Target player reveals their hand. You choose a nonland card from it. That player discards that card. Four Trials deals 3 damage to any target and you gain 3 life. Scry 2.


Yeah, that's basically Thoughtseize + Lightning Helix + worse Serum Visions

It's a four color commander, which Linden should have been from the start.

I'd like another Monocolored character (only appearing as monocolored in the same color) (Legendary Creature or Planeswalker) that should be multicolored, and make it so.

shadow63 on U/G Infect

4 weeks ago

Opt or Serum Visions or Commune with Nature or Incubation / Incongruity would be my picks. Unless you feel you want more boost effects.or perhaps Ichorclaw Myr

Funkydiscogod on Help Needed for Modern Infect

4 weeks ago

The closest thing to Once Upon a Time might Commune with Nature and Adventurous Impulse. Since you're in blue, Serum Visions is a possible substitute.

There really isn't anything else that powerful.

bossomus on Thassa Blink ETB's (Infinite Combo)

4 weeks ago

If you want to make this deck more competitive, I have a handful of recommendations of cards to remove as well as cards to add.

------------Remove------------------

  • Gadwick, the Wizened. Only draws the cards when you first play him. Tap ability is only OK.

  • Callaphe, Beloved of the Sea. Paying 1 extra mana in competitive can mean a lot, but this is also a very niche tax. Rarely will this cause opponents to end up even paying 3 extra mana (going even).

  • Dream Eater and Exclusion Mage. Both perform a similar task except Dream Eater does it better. Only issue is that Dream Eater is expensive mana wise and Exclusion Mage is a little specific (and also doesn't create that much pressure). There are better options out there (Galecaster Colossus).

  • Master of Waves. When you blink him, all the elementals that he created the first time immediately die since they are 1/0 's. Makes lots of tokens, but what does that do for your gameplan?

  • God-Eternal Kefnet. I counted the number of spells you made sense to cast off of Kefnet's trigger. There are 13 cards which are good for this. This puts you at a roughly 15% chance of hitting something from Kefnet off of your first draw each turn. Would be better to have something more consistent or some way to combo with Kefnet (e.g. Brainstorm looping an extra turn spell to cast the copy each turn with Kefnet and then putting it back on top).

  • Heraldic Banner. How often do you swing to kill? If it's not that often, maybe consider putting a different rock in here? This one is weird.

  • The Magic Mirror. Ends up usually being 6 mana to draw 3 unless you can manage to stall the game out heavily (or someone else can). It's also VERY easy to remove which sets you really far back. Someone Vandalblasting will hit this, and no one won't pay an extra mana to By Force away your card draw.

  • Finale of Revelation. I personally love this card, but it's bad unless you can do it for 10 or more. It's not instant speed which means you can't really hold up counter magic. The instant speed versions of this give you the opportunity to cast something else when you really need to which is more important 9 times out of 10.

  • Shadowspear. You only have a handful of spells that even target. I also don't see anything in your deck that destroys. Most of your spells hit everything. I'd leave this out even though it's a really fun card.

  • Mass Manipulation. Requires a TON of mana to do anything meaningful. You'd be better off with a creature that can steal a creature until end of turn and then blinking that creature to keep it permanently.

------------Additions---------------

  • Ponder, Preordain, Serum Visions. This package is basically just deck thinning and card selection at the same time. Great for finding combos easily.

  • Glen Elendra, Sage of Fables. Combo which allows you to deny people of casting non-creature spells for only 1 blue. Combos really well with other wizards such as...

  • Galecaster Colossus, Azami, Lady of Scrolls, Patron Wizard. Each of these gives a payoff for tapping wizards. Blinking allows you to untap one of them at end of turn if you have nothing better to do.

  • Just more counterspells. There are plenty out there. You can't win if someone else does!

  • Venser, Shaper Savant. This guy can bounce permanents (this includes lands which can matter sometimes) AND spells. Someone cast a high CMC spell? Bounce it!

--

Overall, these suggestions are going to raise your power level a lot, so if you're trying to keep things casual still, maybe don't employ all of these. But, if you want to make this deck a lot more powerful, these are some of the best ways to do it.

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