Sylvan Scrying

Sylvan Scrying

Sorcery

Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.

Latest Decks as Commander

Sylvan Scrying Discussion

DarkMagician on 100 Card Mill

1 day ago

You're easiest way to mill your opponent is by simply getting two Kodama of the East Trees onto the field with your commanders alongside Ruin Crab then play a karoo land like your Simic Growth Chamber. To maximize the odds I'd add Hedron Crab and Guildless Commons for redundancy as well as tutors. I suggest Crop Rotation and Sylvan Scrying to find your lands and Chord of Calling and Defense of the Heart to find your crabs.

Sultai_Sir on The Lion Gods

4 days ago

Hey, MagmaArmor0, thanks for the suggestions! I don't actually want to go infinite, so I'll keep out the Sakashima of a Thousand Faces, and I think Whir of Invention is a bit to color-heavy for the deck. Sylvan Scrying and Hour of Promise, though... those are amazing! I can find Inventors' Fair and The World Tree, instead of either/or. Thanks so much!

MagmaArmor0 on The Lion Gods

5 days ago

This is hilarious, and I love it! A few things to consider: if you include a Sakashima of a Thousand Faces, you won't lose the Krenko copies as you make them. Since your creatures have haste thanks to Tuktuk Rubblefort, you can actually go infinite by tapping a few of your Goblin sliver tokens for the mana to turn a Goblin changeling token into another Krenko, which pops out enough goblin Gods to do it all again. I'd probably also look for a way to include Whir of Invention, just to give you another way to go find the Maskwood Nexus, and a few cards like Sylvan Scrying and Hour of Promise to go get your world tree to get this party started! Have fun!

king-saproling on Joe Land matter/ stompy gruul [need Help]

2 weeks ago

Have you considered Toggo, Goblin Weaponsmith and Kodama of the East Tree as the generals? They have nice landfall synergy and can combo off with a Gruul Turf or Guildless Commons.

These come to mind as well: Stone-Seeder Hierophant, Animist's Awakening, Kamahl's Druidic Vow, Sporemound, Fertilid (has nice synergy with Retreat to Kazandu), Reap and Sow, Pir's Whim, Sylvan Scrying, Elvish Rejuvenator, Scute Swarm, Tunneling Geopede, Spitfire Lagac, Valakut Exploration

Deasert_Nomads_be_godly on leyline deck

2 weeks ago

king-saproling, I dont really see where to put Chancellor of the Tangle or Elvish Spirit Guide as not much ramp is needed, especially not green mana! in response to Sylvan Scrying thats kind of what Crop Rotation is for and in my opinion its better. Teferi's Protection costs 4 mana while Greater Auramancy costs 2 and stays on the board. Once Upon a Time I have no creatures so this card is pointless with the small chance of getting the land I need, thank you for the suggestions though I love them!

_Arra_ on [[Primer v3.5]] - OM_RATH!!! (M21 Update!!!)

1 month ago

Hi BenWin, a bit of a long reply, apologies if I ramble. Guerte has hit the nail on the head with Burgeoning, not only do we need lands in hand we also need our opponents to be playing lands and for a large number of decks our opponents are playing typically run very few lands so that it is almost never provides value outside of the opening hand and even in the opening hand you need to make sure you have a card draw spell to refill or else you are instantly in top deck mode turn 1 or 2, not great.

Skullclamp I understand your point here, it is a highly efficient card and it might well be worth running. It is likely to be removed on sight but maybe better this than one of our enchantments etc. Maybe worth testing but I am still leaning towards this not really fitting in with our game plan. It is another piece to have onboard for it to be of value. What I mean by this is that we need a creature preferrably a elemental token so we would need Omnath, Locus of Rage + Skullclamp + a sac outlet + a land in hand or a landfall trigger. It isn't Greater Good or Valakut Exploration which generate a value with fewer pieces required.

Force of Vigor I am a champion of, we agree, this should be an auto include in almost all green decks. The Omrath iteraltion of this deck runs very little spot removal which meta dependent is not the best approach, however, what it lacks in interaction it gains in efficiency, synergy and power. Run Force of Vigor folks.

Gamble This is an interesting one and one I am surprised to say I haven't tested thoroughly. Let me explain why. The card as powerful as it is and a tutor that Gruul in great need of also suffers significantly when we have very few cards in hand which for the most part Omrath does. If we can consistently have a full grip then I think this card is an auto include but I am sure we can all agree that Omnath very rarely is in that position and if we are then we are likely already winning, ie, we have just played a big Shamanic Revelation or Rishkar's Expertise or have Greater Good in play with a decent number of elementals. I don't think I will be running Gamble until we consistently have more cards in hand.

Altar of Dementia I think it is fair to aliken it too much to Ashnod's Altar as although they are both colourless enchantments Ashnod's Altar also produces mana. It turns each Field of the Dead trigger into a painless Ancient Tomb which is great for recasting Omnath, Locus of Rage or setting up for one of our high cmc spells. Your point about self mill is interesting and does generate another potential line for use albeit risky as we run very little non land recursion. with only Eternal Witness and Bala Ged Recovery  Flip available ever since we cut Greenwarden of Murasa. Milling our opponents out late could be a option but we'd need at least one of our doubling effects to have enough power onboard to eat through that many cards. I won't be running this card.

Sensei's Divining Top also won't be making the cut. Like I mentioned in my previous post I just think I would rather have other cards. If you are playing a slower plan with more interaction and maybe a bunch of stax pieces I can see this potentially being valuable. I just don't think Omrath is a deck for utility artifacts, we're too busy trying to play lands and cards that actively close the game rather than durdle.

Perilous Forays I cannot get behind. As mentioned previously it is a high cmc sac outlet and more importantly by the time I find myself playing I have very few basics left or at least not enough to be meaningful damage.Blasphemous Act is almost always a very cheap board wipe and I for one would not consider switching these, but whatever works for your meta.

Sylvan Scrying is very meta and budget dependent, you are correct that if you need to get a Cavern of Souls, Boseiju, Who Shelters All or Gaea's Cradle then this card is great, however, it would be greater if it put the card into play like Crop Rotation. Play if it makes sense, I would also advocate this over Rampant Growth as although Rampant Growth puts a land into play, it comes in tapped and is a basic. I don't think Rampant Growth should be in any serious Omrath deck especially not Three Visits is affordable, if it still is, switch it for Sylvan Scrying.

Temple of the False God I think is a budget card and something I removed from the deck years ago. If it is the opening hand it is generally fairly bad. We cannot fetch for it, this is pretty significant as we only run a few utility lands and non of these have particular downsides/restrictions. I would suggest thinking it this way, in which situation would you use Crop Rotation to get this card? I don't think I would every choose this over one of our arguably higher powered utility lands. Just not for me. If you are on a budget and can't get an Ancient Tomb, Gaea's Cradle, Cavern of Souls etc then go for it. We only run 8 utility lands all of which are more powerful effects. Regarding Strip Mine, have you ever had multi landfalls + Crucible of Worlds + Strip Mine? this is only anti tempo for our opponent's. Also being able to remove some elses Gaea's Cradle or table a multi coloured deck off a colour early game is exactly why Strip Mine is powerful. I would take another look at how and when you are using it. Yes there are games when it does nothing but some times you need to get rid of a pesky Cavern of Souls so the blue player can counter etc.

Mana Vault so far I have been disappointed. This is another, if it isn't in your opening hand it gets a lot weaker. I will persist a little longer but I might switch this out to test Jeweled Lotus.

Steely Resolve in my opinion should not be cut. I am very much against this as games I have played this card I have almost always won. If it eats a remove spell then that is one less that will be targeting Omnath, Locus of Rage or Ancient Greenwarden. Sylvan Safekeeper is great but if you have issue with anti tempo as you mentioned with Strip Mine then you surely don't like Sylvan Safekeeper?

Just my humble take on those cards. If you want to run them do, have fun with the deck, test things out and see how they feel for you.

BenWin on [[Primer v3.5]] - OM_RATH!!! (M21 Update!!!)

1 month ago

Hi Omrathians.

Thank you _Arra_ and VexenX for the detailed replies, and anyone else I might be forgetting. You guys never let me down! I would like to quickly mention that I agree with both of your takes on infinite combos, and I too am not aiming to build that type of deck here.

What I may have been poorly communicating in previous posts is that if our current primary win-con of OM_RATH is burn, I think we could benefit from lowering CMC. My understanding is that burn works best when we're pressuring opponents as quickly as possible, which means sometimes less CMC can be more effective!

I'd like to continue the discussion on a few cards, and bring up some new ones too:

Burgeoning - To generalize the comments I've seen about this card, it seems to shine in the right opening hand, but lose it's consistency quickly. Could we agree that if OM_RATH had more consistent draw, especially early-mid, then Burgeoning could be a reconsideration?

Skullclamp - The cheap draw this offers is absolutely nuts. Pay 1 for 2 cards before sacing to an outlet. But we can increase the value of drawing cards by lowering average CMC. Like setting up a well greased engine. Maybe it's just me but I think setting up an engine for burn seems like a great idea. Same idea with Life's Legacy and even Kavu Lair.

Force of Vigor - I still think it's silly to not include this. The extra slot it takes up doesn't sting as bad if you add more draw.

Gamble - Early game you could search something like Oracle of Mul Daya and mid-late you could get a Greater Good. It even serves as a creature tutor for Sylvan Safekeeper. It also gets better as we add more draw and consistency. Isn't this nuts?

Altar of Dementia - Maybe a good hotfix over Ashnod's Altar for 1 less CMC. You could even imagine milling yourself if you want to take a creature tutor route into World Shaper + sac outlet.

Sensei's Divining Top - Great for any opening hand that lacks a 2 or 3 CMC ramp spell, increasing early game consistency. I don't think it slows us down because it allows us to curve out better each turn given a less than ideal hand. Different from other decks, we often have a land to spare because of the ramp, and what a good way to grease an engine!

Perilous Forays - If I'm getting this right, people are complaining about the high CMC. You're not wrong that some CMC cuts could help. In fact, more cuts to CMC improves Perilous Forays because you can afford to dump more mana into it on average. Unlike other outlets, Perilous Forays helps you police other opponents without limiting you to number of creatures owned. In that way it is a very aggressive outlet if left unchecked, and is undeniably just burn. Maybe you won't be able to kill the whole table since you're limited to basics, but it should put at least one player of your choice on a quick clock. Isn't that still everything you want out of a card?

Sylvan Scrying - I still think this one is a must have because it can get you Cavern of Souls, which depending on your table could be game-saving in itself. Of course there are many other routes you can take.

Temple of the False God - Seems like another way to accelerate past our opponents. TBH I've been unimpressed with Strip Mine because it's anti-tempo and I think this may be a better fit. Shoutout to _Arra_ for reminding me about Strip Mine.

Mana Vault - Thank you Guerte for mentioning this. Seems great for a quicker deck concept.

Steely Resolve - I agree we can cut this. In a way, we kind of had 5 Steely Resolves in the deck if you count our 3 creature tutors and Sylvan Safekeeper. Cutting it allows more flexibility, like ramping in it's place.

Interested to hear people's thoughts! I love to hear devil's advocates, so please sir, maybe I have another!

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