Thought Scour

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Penny Dreadful Legal
Tiny Leaders Legal
Vintage Legal

Thought Scour

Instant

Target player mills two cards. (They put the top two cards of their library into their graveyard.)

Draw a card.

zapyourtumor on Grixis Re-delver!

3 weeks ago

Personally I think Mission Briefing is probably too slow for this type of deck.

Lack of Fatal Push is a little weird.

Persist is so, so much worse than both Claim and Unearth since all your creatures are 2 or less cmc. I really don't think you need 9 reanimation spells either, so I'd definitely cut this one at the very least.

I highly recommend 4 Dragon's Rage Channeler for another playset of aggressive 3 power one-drop flyers.

Since Delver is more of a tempo deck, Stitcher's Supplier kind of stands out as a card that doesn't do too much. I'd probably cut it.

I see you already have Ledger Shredder in the maybeboard, I'd definitely slot at least 2 in the mainboard that card is crazy strong in this type of deck.

I prefer Consider over Thought Scour since it lets you filter a bit and you don't need to turbo fill your graveyard with Scour since Jace will be flipped easily anyways.

Expressive Iteration is a really powerful card advantage spell, also pretty cheap.

1-2 Spell Pierce is pretty strong in the current meta as well.

Drown in the Loch is a good counterspell/removal spell.

zapyourtumor on Murky Waters

3 weeks ago

Card Suggestions Show


I think the main decision you have to make with this deck is whether you want it to be a true control deck or a tempo deck. A true control deck would try to trade one for one and build card advantage before dropping a threat like Murktide or Jace or simply winning with Snappy beatdown. A tempo deck on the other hand would try to turbo out a quick Murktide and then protect that threat.

Mixing control and tempo is nothing new, and it sometimes works quite well. But because a lot of the cards from each type of deck don't necessarily go well together, you can sometimes end up in an awkward situation.

Here, you definitely have a mix of both types (which, I'd like to emphasize, is not necessarily bad). Archmage's Charm, Counterspell, Cryptic Command, Snapcaster Mage, Devastation Tide and Jace, the Mind Sculptor are all heavily control-flavored cards in your deck. They all either break even or generate card advantage, or massively stall out the game.

On the other hand, Force of Negation, Otherworldly Gaze, Thought Scour, Spell Pierce, and Subtlety are all tempo-flavored cards.

The problem with this combination in this deck is that half of your cards aim to turbo out a Murktide Regent as fast as possible with Otherworldly Gaze and Thought Scour and then protect it in the short term with cheap spells like Dismember, Force of Negation, Subtlety, and Spell Pierce. The main problems with these cards is that they are pretty terrible topdecks late game. Scour isn't too bad because it cantrips, but topdecking a Gaze when you really needed a counterspell or card advantage engine or a Murktide would probably feel terrible. And all the control-type cards aim to reach that stage of the game.

One example of a problem that arises when you try and combine these two archetypes is in the manabase. Tempo decks typically don't need many lands; depending on the deck's mana curve, we are generally looking at 19-20 lands, and occasionally even 18 or less. On the other hand, control decks almost always want at least 22-23 lands, sometimes up to 24-26 lands in order to reliably play their more expensive spells on curve like Archmage's Charm, Cryptic Command and Snapcaster Mage, and to also always have mana held up during their opponents turn for a reactive spell.

Of course, many cards fit very flexibly into both tempo and control decks, for example Counterspell is just so strong it works in both, while Consider being a cheap cantrip also fits into both types. So in my opinion one of the most important decisions you should make, if you want to make the deck more cohesive and just function smoother as a whole, is whether you want to lean more towards tempo or control.

Quick disclaimer: I think it is definitely possible to make the deck more competitive while keeping both tempo and control aspects; however you should probably then trim both the very slow control-leaning cards (Cryptic Command, Devastation Tide, Jace, the Mind Sculptor), and the cheap tempo-leaning cards (Otherworldly Gaze, Thought Scour, Force of Negation) and replace them with cards more towards the middle ground. The rest of the cards, like Archmage's Charm, Subtlety, Force of Negation, Spell Pierce, Dismember, and of course Murktide Regent are all flexible enough that they can slot into both types of decks.


The second important decision to make is what secondary color, if any, you want for your deck in order to complement the primary color (blue). The main issue with mono blue control is that you have very few ways to deal with resolved permanents, which is why most players typically splash white or black (or occasionally red). Blue only has access to bounce spells, which are decent in tempo decks but generally bad in control decks because they are card disadvantage (and also terrible late).

Here, I see you kind of "splashed" black, but your only maindeck spell with black pips uses phyrexian mana anyways, while the only black spell in your sideboard can be casted with only blue mana. In my opinion, since you already have black lands, I would commit fully to a UB manabase by including a few more fetches (U fetches since that's your main color) because it gives you access to a lot of strong options:

Drown in the Loch is a really good spell doubling as both removal and countermagic at only 2 cmc, and only gets stronger as the game goes on. Fatal Push is another great removal spell which is generally stronger than Dismember, although it needs at least around 7 fetches to show its full potential. You can also run discard like Inquisition of Kozilek, although that is more tempo/midrange-esque so it may not be a great fit for this deck. Black also gives you an actual boardwipe in the form of Damnation, which is definitely a lot stronger than something like Devastation Tide since it gets rid of the creatures permanently and indirectly generates CA by trading with multiple enemy creature cards. It also doesn't hit Jace. If you don't think you need it in the mainboard, it can be a great sideboard inclusion. Lastly you have access to some sideboard options like Unmoored Ego.

If all of the blue pip spells like Counterspell and Archmage's Charm have you worried about mana fixing issues, you can run the filter land Sunken Ruins which is great in these types of decks to ensure you can cast both BB and UUU spells.


Those two main points aside, I have a few other card suggestions I think could work well here, some of which lean more control and some which lean more tempo.

Ledger Shredder is a great card which leans a bit more towards tempo but unlike Gaze/Thought Scour it helps turbo out a Murktide while also growing into a significant threat itself.

Aether Gust and Mystical Dispute are decent color-specific sideboard cards.

Remand is a tempo-leaning card that is generally not great in pure control lists, but could be good here if you decide to stick to the turbo murktide strategy.

Spreading Seas is probably the best sideboard option mono-blue has against Urza's Saga.

Memory Deluge has a bit of antisynergy with Murktide, but a very good digging spell if you decide to go towards control.

Orvar, the All-Form is another great sideboard card which instantly turns the tables on any Creativity player thinking they auto won the game after cheating out an early Archon of Cruelty.


If you made it this far, thanks for reading all of my comments. I like the deck and I'm excited to see where you can take it in the future. Happy brewing!

Head CoIIector on Hedrons

2 months ago

skwyd777 There's a lot more than 1/15 chance of dropping it in the graveyard early. Satyr Wayfinder drops 4 cards, Thought Scour sees 3, and Rotting Rats gets it in the graveyard fast as well. The deck is entirely focused on getting Hedron Alignment in the graveyard fast and rolling from there. In playtesting the biggest weakness I've found this deck to have is it relies heavily on Secret Salvage. Basically I have to mulligan for it or Dark Petition but a deck this niche and budget is gonna have holes, no way around that.

Basically what I'm saying is, between Opulent Palace, Urborg Elf, and Satyr Wayfinder mana/colors is not an issue.

Dead_Blue_ on Chandra or Blood Moon?

2 months ago

I invite you to try Otherworldly Gaze, it’s sooooo good. I’ve ran Visions, Consider, Opt, Gaze is better than all of them. Being able to dig 6 cards deep at instant speed is nuts. Gaze is also what adds so much value to Devastation Tide

Thought Scour is great for Murktide but I actually included it for the interactions with Subtlety

I went 5-0 with the deck 2 days ago so I’m happy with it, just like I said could use some better SB options

wallisface on Chandra or Blood Moon?

2 months ago

Control decks have access to much more practical/better finishers than Chandra. Teferi, Hero of Dominaria often serves as something that can close out a game pretty, as can the Hall of Storm Giants you're already running.

Blood Moon may be very strong in your local meta, its not something I think this community will be able to comment on as we don't know what you regularly play against. Based on the MTGO meta, I wouldn't think it's worth running in this shell.

Personally I think there are some cards in the mainboard that are quite questionable at the moment that may be worth more thought, rather that trying to squeeze red into this deck. Namely, Otherworldly Gaze feels very impractical for a control deck, as its giving you card-disadvantage (and card advantage is generally the only way control can survive). Devastation Tide fits in that same bucket. Thought Scour seems like a really weak way to cantrip in control, and I can only assume you have it because you're trying to force Murktide Regent into this shell. My big concern is that 19 lands is criminally-low for a control deck, and means you're very unlikely to get your 3rd land drop reliably at all.

It feels like your low land-count and questionable mainboard choices are going to make it hard for you to currently control the game, and I'm not sure either of these red cards address those issues at all

Chasmolinker on Death's Awakening (Help me Update!)

2 months ago

Nice deck list +1
I've built a similar deck BUG Scavenger using Birds of Paradise both as a ramp card to get Varolz in play earlier and also as an evasive threat thanks to flying.

I also like Lotleth Troll as my primary win-con since it already has trample and can be used to chump block/regenerate early on. It also gives you a discard outlet for Death's Shadow in hand.

I used to run Thought Scour to fill the yard, but I've really liked the addition of Life from the Loam and Otherworldly Gaze.

sergiodelrio on Consider vs Gaze

2 months ago

Back in the day, we used Thought Scour as a go-to for that

wallisface on Venture Deeper

3 months ago

Blue has pretty much no good options for removal unfortunately, so you’d probably need to splash into black or white.

I suspect you “haven't had a problem with three costs” only because your playgroup are also playing mostly slow/clumsy spells… anything 3-mana or above is generally slow to play regardless of the decks land count (because playing such a card usually means that’s your only spell for the turn).

If i were making a mill deck on an ultra-budget, as you are, it’ll probably look something like this:

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