Scryings





Full text spoiler (Excel sheet, courtesy of Andrew Tucker)



White























Blue
























Black























Red 























Green






















Gold





Artifact












Land






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Spoiler season reveals:
(90/116)

Soraya the Falconer (Rare)
1WW
Summon Legend
All Falcons get +1/+1.
1W: Target Falcon gains banding until end of turn.
2/2
(via here)

Reveka, Wizard Savant (Rare)
2UU
Summon Legend
T: Reveka deals 2 damage to target creature or player and does not untap during you next untap phase.
0/1
(via here)

## Spoilers via Timmy Talks booster (6 cards): ##
Balduvian Horde (Rare)
2RR
Summon Barbarians
When Balduvian Horde comes into play, discard a card at random from your hand or bury Balduvian Horde.
5/5

Pillage (Uncommon)
1RR
Sorcery
Bury target artifact or land.

Serrated Arrows (Uncommon)
4
Artifact
When Serrated Arrows comes into play, put three arrowhead counters on it.
During your upkeep, bury Serrated Arrows if there are no arrowhead counters on it.
T: Remove an arrowhead counter from Serrated Arrows to put a -1/-1 counter on target creature.

Browse (Uncommon)
2UU
Enchantment
2UU: Look at the top five cards of your library and put one of them into your hand. Remove the remaining four from the game.

Benthic Explorers (Common)
3U
Summon Merfolk
T: Untap target tapped land an opponent controls to add one mana of any type that land produces to your mana pool.
2/4

Duskrider Falcon (Common)
1W
Summon Falcon
Flying, protection from black
1/1

##End of Timmy Talks spoilers##

Dance of the Dead (Uncommon)
1B
Enchant Dead Creature
Take target creature from any graveyard and put it directly into play under your control, tapped, with +1/+1. Treat that creature as though it were just summoned. The creature does not untap during its controller's untap phase. At the end of his or her upkeep, its controller may pay an additional o1oB to untap it. If Dance of the Dead is removed, bury the creature in its owner's graveyard.
(via NOSMTG Christmas Gathering)

## Spoilers via Flippin' Orbs booster (8 cards): ##
Dark Banishing (Common)
2B
Instant
Bury target non-black creature.

Sewer Rats (Common)
B
Summon Rats
B, Pay 1 life: +1/+0 until end of turn. You cannot spend more than BBB in this way each turn.
1/1

Storm Crow (Common)
1U
Summon Bird
Flying
1/2

Undergrowth (Common)
G
Instant
No creatures deal damage in combat this turn. If you pay 2R in addition to the casting cost, Undergrowth does not affect red creatures.

Buried Alive (Uncommon)
2B
Sorcery
Search your library for up to three creature cards and put them into your graveyard. Shuffle your library afterwards.

Noble Benefactor (Uncommon)
2U
Summon Cleric
If Noble Benefactor is put into any graveyard from play, each player may search his or her library for any one card and put that card into his or her hand. Each player who searches his or her library shuffles it afterwards.
2/2

Forgotten Lore (Uncommon)
G
Sorcery
Target opponent chooses target card from your graveyard. You may pay G to have that opponent choose a new target that he or she has not already chosen. Put the last target card in your hand.

Thran Tome (Rare)
5
Artifact
5, T: Reveal the top three cards of your library to target opponent. Bury one of those cards of that opponent's choice. Draw the remaining cards.

##End of Flippin' Orbs spoilers##

## Spoilers via 52-Week Beta booster (9 cards): ##
Order of Leitbur (Common)
WW
Summon Clerics
Protection from black
WW: +1/+0 until end of turn
W: First strike until end of turn
2/1

Goblin Vandal (Common)
R
Summon Goblin
R: Destroy target artifact defending player controls. Goblin Vandal deals no combat damage this turn. Use this ability only if Goblin Vandal is attacking and unblocked and only once each turn.
1/1

Funeral Charm (Common)
B
Instant
Choose one - Target player chooses and discards a card; or target creature gets +2/-1 until end of turn; or target creature gains swampwalk until end of turn.

Casting of Bones (Common)
2B
Enchant Creature
If enchanted creature is put into the graveyard, draw three cards. Choose and discard one of those cards.

Soldevi Sage (Common)
1U
Summon Wizard
T: Sacrifice two lands to draw three cards. Choose and discard one of those cards.
1/1

Scaled Wurm (Common)
7G
Summon Wurm
7/6

Sea Sprite (Uncommon)
1U
Summon Faerie
Flying, protection from red
1/1

Ashen Ghoul (Uncommon)
3B
Summon Ghoul
Ashen Ghoul can attack the turn it comes into play.
B: Return Ashen Ghoul to play under your control. Use this ability only at the end of your upkeep and only if Ashen Ghoul is in your graveyard with at least three creature cards above it.
3/1

Natural Order (Rare)
2GG
Sorcery
Sacrifice a green creature: Search your library for a green creature card and put it into play as though it were just played. Shuffle your library afterwards.

##End of 52-Week Beta spoilers##

## Spoilers via All Tings Considered booster (11 cards): ##
Wild Aestir (Common)
2W
Summon Aestir
Flying, first strike
WW: +2/+0 until end of turn. You cannot spend more than oWoW in this way each turn.
1/1

Emerald Charm (Common)
G
Instant
Choose one - Untap target permanent; or destroy target global enchantment; or target creature loses flying until end of turn.

Goblin Elite Infantry (Common)
1R
Summon Goblins
If Goblin Elite Infantry blocks or is blocked, it gets -1/-1 until end of turn.
2/2

Storm Shaman (Common)
2R
Summon Shaman
R: +1/+0 until end of turn.
0/4

Order of the Ebon Hand (Common)
Summon Clerics
Protection from white
BB: +1/+0 until end of turn
B: First strike until end of turn

Song of Blood (Common)
1R
Sorcery
Put the top four cards from your library into your graveyard. For each creature card put into your graveyard in this way, all creatures that attack this turn get +1/+0 until end of turn.

Pacifism (Common)
1W
Enchant Creature
Enchanted creature cannot attack or block.

Royal Herbalist (Common)
W
Summon Cleric
2: Remove the top card of your library from the game to gain 1 life.
1/1

Stupor (Uncommon)
2B
Sorcery
Target opponent discards a card at random, then chooses and discards a card.

Chimeric Sphere (Uncommon)
3
Artifact Creature
2: Until end of turn, Chimeric Sphere is a 2/1 artifact creature with flying.
2: Until end of turn, Chimeric Sphere is a 3/2 artifact creature without flying.

Kjeldoran Outpost (Rare)
Land
When Kjeldoran Outpost comes into play, sacrifice a plains or bury Kjeldoran Outpost.
T: Add W to your mana pool.
1W, T: Put a Soldier token into play. Treat this token as a 1/1 white creature.

##End of All Tings Considered spoilers##

Autumn Willow (Rare)
4GG
Summon Legend
Cannot be the target of spells or effects.
G: Target player may target Autumn Willow with spells or effects until end of turn.
4/4

## Spoilers via Spice Files booster (11 cards): ##
Guerrilla Tactics (Common)
1R
Instant
Guerrilla Tactics deals 2 damage to target creature or player.
If a spell or effect controlled by an opponent causes you to discard Guerrilla Tactics from your hand, reveal Guerrilla Tactics to all players, and it deals 4 damage to target creature or player.

Man-o'-War (Common)
2U
Summon Jellyfish
When Man-o'-War comes into play, return target creature to owner's hand.
2/2

Tar Pit Warrior (Common)
2B
Summon Cyclops
If Tar Pit Warrior is the target of a spell or effect, bury Tar Pit Warrior.

Mindstab Thrull (Common)
1BB
Summon Thrull
If Mindstab Thrull attacks and is not blocked, you may sacrifice it to force the player it attacked to discard three cards. If you do so, it deals no damage during combat this turn. If that player does not have enough cards, his or her entire hand is discarded.
2/2

Freewind Falcon (Common)
1W
Summon Falcon
Flying, protection from red
1/1

Jamuraan Lion (Common)
2W
Summon Lion
W, T: Target creature cannot block this turn.
3/1

Choking Sands (Common)
1BB
Sorcery
Destroy target nonswamp land. If that land is a nonbasic land, Choking Sands deals 2 damage to the land's controller.

Desolation (Uncommon)
1BB
Enchantment
At the end of each turn, each player who tapped a land for mana during that turn sacrifices a land. If a plains is sacrificed in this way, Desolation deals 2 damage to that plains' controller.

Magma Mine (Uncommon)
1
Artifact
4: Put a pressure counter on Magma Mine.
T, Sacrifice Magma Mine: For each pressure counter on it, Magma Mine deals 1 damage to target creature or player.

Miraculous Recovery (Uncommon)
4W
Instant
Put target creature card from your graveyard into play and put a +1/+1 counter on that creature. Treat the creature as though it were just played.

Jester's Cap
4
Artifact
2, T: Sacrifice Jester's Cap to look through target player's library and remove any three of those cards from the game. Reshuffle that library afterwards.

##End of Spice Files spoilers##

Ihsan's Shade (Uncommon)
3BBB
Summon Legend
Protection from white
5/5
(via Gathering the Knights of Thorn)

Political Trickery (Rare)
2U
Sorcery
Choose target land you control and target land an opponent controls. Exchange control of those lands.

Undiscovered Paradise (Rare)
Land
T: Add one mana of any color to your mana pool. At the beginning of your next untap phase, return Undiscovered Paradise to owner's hand.

Phyrexian Dreadnought (Rare)
1
Artifact Creature
Trample
When Phyrexian Dreadnought comes into play, sacrifice any number of creatures with total power of 12 or more, or bury Phyrexian Dreadnought.
12/12

Lord of Tresserhorn (Rare)
1UBR
Summon Legend
When Lord of Tresserhorn comes into play, pay 2 life and sacrifice two creatures, and target opponent draws two cards. Effects that prevent or redirect damage cannot be used to counter this loss of life.
B: Regenerate
10/4

Teferi's Puzzle Box (Rare)
4
Artifact
During each player's draw phase, that player counts the cards in his or her hand, puts those cards on the bottom of his or her library, and then draws that number of cards.

Zuran Orb (Uncommon)
0
Artifact
0: Sacrifice a land to gain 2 life.
(via Wak-Wak)

Derelor (Rare)
3B
Summon Thrull
Your black spells cost an additional B to cast.
4/4

Orcish Lumberjack (Common)
R
Summon Orc
T: Sacrifice a forest to add three mana in any combination of red and/or green to your mana pool. Play this ability as an interrupt.
1/1

Grinning Totem (Rare)
4
Artifact
2, T: Sacrifice Grinning Totem: Search target opponent's library for any card and put it face up in front of you. That player shuffles his or her library afterwards. You may play the card as though it were in your hand. If you do not play the card by the beginning of your next upkeep, put it into its owner's graveyard.

Hammer of Bogardan (Rare)
1RR
Sorcery
Hammer of Bogardan deals 3 damage to target creature or player.
2RRR: Return Hammer of Bogardan to your hand. Use this ability only during your upkeep and only if Hammer of Bogardan is in your graveyard.

Quirion Ranger (Common)
G
Summon Elf
Return a forest you control to owner's hand: Untap target creature. Use this ability only once each turn.
1/1

Tinder Wall (Common)
G
Summon Wall
0: Sacrifice Tinder Wall to add RR to your mana pool. Play this ability as an interrupt.
R: Sacrifice Tinder Wall to have it deal 2 damage to target creature it blocks.
0/3

Anvil of Bogardan (Rare)
2
Artifact
Each player skips his or her discard phase.
During each player's draw phase, that player draws an additional card and then chooses and discards a card.

Seeds of Innocence (Rare)
1GG
Sorcery
Bury all artifacts. Each artifact's controller gains an amount of life equal to that artifact's casting cost.

Zur's Weirding (Rare)
3U
Enchantment
All players play with the cards in their hands face up on the table. Whenever any player draws a card, any other player may pay 2 life to force the drawing player to discard that card. Effects that prevent or redirect damage cannot be used to counter this loss of life.
(via @bigpappyj)

City of Solitude (Rare)
2G
Enchantment
Each player may play spells and abilities only during his or her turn.

Infernal Contract (Rare)
BBB
Sorcery
Pay half your life, rounded up: Draw four cards.

Memory Lapse (Common)
1U
Interrupt
Counter target spell. Put that spell on top of its owner's library.
(via OS95 Team)

Rogue Elephant (Common)
G
Summon Elephant
When Rogue Elephant comes into play, sacrifice a forest or bury Rogue Elephant.
3/3

Lat-Nam's Legacy (Common)
1U
Instant
Choose a card from your hand and shuffle that card into your library to draw two cards at the beginning of the next turn's upkeep.
(via mtg_gbg)

Sacred Mesa (Rare)
2W
Enchantment
During your upkeep, sacrifice a Pegasus or bury Sacred Mesa.
1W: Put a Wild Pegasus token into play. Treat this token as a 1/1 white creature with flying that counts as a Pegasus.

Pox (Rare)
BBB
Sorcery
Each player loses 1/3 of his or her life; then chooses and discards 1/3 of the cards in his or her hand; then sacrifices 1/3 of the creatures he or she controls; and finally sacrifices 1/3 of the lands he or she controls. Round each loss up. Effects that prevent or redirect damage cannot be used to counter the this loss of life.

Enduring Renewal (Rare)
2WW
Enchantment
Play with the cards in your hand face up on the table. If you draw a creature card from your library, discard it. Whenever a creature goes to your graveyard from play, put that creature into your hand.

River Boa (Common)
1G
Summon Snake
Islandwalk
G: Regenerate
2/1

Spirit of the Night (Rare)
6BBB
Summon Legend
Flying, trample, protection from black
First strike when attacking
Spirit of the Night is unaffected by summoning sickness
6/5

Dwarven Miner (Uncommon)
1R
Summon Dwarf
2R, T: Destroy target nonbasic land.
1/2

Jokulhaups (Rare)
4RR
Sorcery
Bury all artifacts, creatures, and lands.

Eron the Relentless (Uncommon)
3RR
Summon Legend
Eron the Relentless can attack the turn it comes into play on your side.
RRR: Regenerate
5/2

Nettletooth Djinn (Uncommon)
3G
Summon Djinn
During your upkeep, Nettletooth Djinn deals 1 damage to you.
4/4

High Tide (Common)
U
Instant
Until end of turn, all islands produce an additional U when tapped for mana.
(via Sarpadian Cup)

Merfolk Traders (Common)
1U
Summon Merfolk
When Merfolk Traders comes into play, draw a card, then choose and discard a card.
1/2
(via Sarpadian Cup)

River Merfolk (Rare)
UU
Summon Merfolk
U: Mountainwalk until end of turn
2/1
(via Sarpadian Cup)

Wildfire Emissary (Uncommon)
3R
Summon Efreet
Protection from white
1R: +1/+0 until end of turn.
2/4
(via Spice Files)

Deep Spawn (Uncommon)
5UUU
Summon Homarid
Trample
During your upkeep, take two cards from the top of your library and put them in your graveyard, or destroy Deep Spawn.
U: Deep Spawn may not be the target of spells or effects until end of turn and does not untap as normal during your next untap phase. If Deep Spawn is untapped, tap it.
6/6

Argivian Find (Uncommon)
W
Instant
Return target artifact or enchantment from your graveyard to your hand.

Argivian Restoration (Uncommon)
2UU
Sorcery
Put target artifact card from your graveyard into play.

Goblin Tinkerer (Common)
1R
Summon Goblin
R, Tap: Destroy target artifact. That artifact deals an amount of damage equal to its casting cost to Goblin Tinkerer.
1/2

Goblin Grenade (Common)
R
Sorcery
Sacrifice a Goblin to have Goblin Grenade deal 5 damage to one target.
(via Oldschool World Cup in London)

Deadly Insect (Common)
4G
Summon Insect
Cannot be the target of spells or effects.
6/1

Primal Order (Rare)
2GG
Enchantment
During each player's upkeep, Primal Order deals 1 damage to that player for each non-basic land he or she controls.


Kommentarer

  1. Why have you used the Rush artwork (v2) for Order of the Ebon Hand for the draft packs, but show Spencer (v3) in this list?

    SvaraRadera
    Svar
    1. The store didn't have enough v3 Orders to fill my order for the draft packs, so I used v2 as stand-in for the packs. All versions are technically legal in scryings tournaments, but I personally prefer the Spencer Ebon Hand, and in case the store would've been stocked up, those are the ones that I'd prefer to use.

      Radera
  2. no initiates of ebon hand? it´s the (in my eyes) most underrated card in oldschool (were it´s allowed of course). playing hymn turn 2 of a swamp and a factory is sweet! Or playing a lot of heavy black cards (U.dreams, drain life, Orders) in multicolour decks, or (as in my case) lacking duals.
    But i´m guessing that there was a lot of other cards that someone here or there says is missing. cant please everybody. perhaps for a scryings2?

    SvaraRadera
    Svar
    1. Initiates are very nice, yeah, and they were considered. As you say they are more interesting in metas that allow hymns though. In the end Tar Pit won out over it, as it is a three-drop that can beat through an opposing factory along with being a fairly interesting card when playing limited (it is surprisingly large as the commons in the set goes). As black one-drops go, I think the rats are more important in the black aggro decks (that have been supremely lacking in aggresive one-drops compared to white).

      If there's ever a Scryings 2, it will probably take at least ten more years ;)

      Radera
    2. yup, sounds legit, cant add every card. My main worries about scryings was hymns and FoW:s and those were never in the considerations I hope :)

      The Tar Pit Warrior has a soft spot in my heart though. The night before lincon 1997 i decided to drop my original plan (now sadly forgotten) to instead play the Tar Pit Warriors in my type 2 necro (if memory serves med). This stroke of genius was in accordance to how we playtested back then, i.e none. The warriors (and I think it was Skulking ghost) were suprisingly bad as everyone had targeting spells somehow. Prob lost all my games. I always look at the Tar Pit Warriors with a mixed feeling of "you were supposed to be my secret tech, my way into fame (and qualifiction to "day 2"). Instead I qualifed the next year with I netdecked Hermit druid-revenant deck that led to "1-3 drop, trade cards" routine that were very common in the pre-internet-trade days"

      Radera
  3. Missing mirage's MIND BEND which would allow new decktypes

    SvaraRadera
    Svar
    1. Yeah, Mind Bend is surely a cool one. I have seen a handful different Sleight of Mind decks, and having an extra four ways to change types could possibly move that up a tier (or perhaps incorporate Magical Hack shenanigans in the decks as well). Mind Bend was considered as a possible alternative to Deflection, but in the end Deflection won out as the more iconic card with a comparable expectation of seeing play. If I'd have one more blue rare slot, it would most probably had been Mind Bend though.

      Radera
  4. I figured Incinerate and/or Pyroclasm would be shoe-ins for this set.

    SvaraRadera
    Svar
    1. Heya!

      Red didn't really need another bolt; the linear burn decks could get too consistent with another 3-damage spell, and for other decks Chain Lightning and Lightning Bolt solve that need well enough. A 3-damage burn spell was of course considered, but I think that Thunderbolt would have been a more interesting choice than Incinerate had we gone that route (killing Serendib, Serra, Sengir, etc makes it a little more interesting as deck building goes). In the end Guerilla Tactics won out as it seemed to offer a slightly different strategy than the existing bolts, while still being on a fairly harmless power level as full-on burn decks go.

      Pyroclasm is very cool, but plays close enough to Earthquake and Falling Star that it felt like Serrated Arrows would be a more interesting choice as a new way to handle weenies.

      /Magnus

      Radera
  5. You've said same-set pictures are legal (Order of the Ebon Hand). What about later set reprints? Mirage has Dark Banishing and Memory Lapse – those ok?

    What about all the other old school cards that were reprinted in Mirage and Ice Age? Basic lands, Disenchant, Power Sink, Boomerang, etc., etc.

    SvaraRadera
    Svar
    1. It is not legal "by default", but some some teams/organizers allow it. E.g. Emerald City Trolls reprint rules would have all the cards you mention legal. And while the the default is original expansion / English cards, it is not unusual for organizers to additionally allow same art / same frame reprints in any language (e.g. Anthologies Ihsan's Shade or 5th Edition Jester's Cap).

      Radera

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