Exiles itself so you can't recur it to get more value if you're against heavy ramp decks. Can't use it unless you're behind and is unusable if you aren't.
It's for decks that draw a crappy manabase in their opening hand.
anotherfan321
★★★★★ (5.0/5.0)(2 votes)
It is for decks with no green in them, for use in a group that uses a load of ramp and a ton of artifact hate. Manarocks sometimes don't cut it.
It isn't great, but if you get even one land off of it, it is better than a Rampant Growth in that case.
Mode
★★★★★ (5.0/5.0)(1 vote)
In Commander, It has the potential of a big ramp for just two mana in any deck. But being at least two lands behind is a big deal, and the exile cost basically prevents reuse.
So it might just end up as a restricted and/or delayed Rampant Growth. But it might help when you're playing Midrange and keep playing one and two-drops, waiting for your opponents to drop their fourth land so you can get a land for each opponent. It's very risky and can easily make you the other players' target in the meantime though, and managing that manacurve somewhat effectively can be tricky as well.
Another trick could be using effects that sacrifice lands, so you meet the two-land-difference with most players and get back what you sacrificed, exhausting the scopes best outcome more easily.
Very pretty artwork, though. A steampunkish scope in a beautiful landscape.
OmegaReborn
★★★★★ (5.0/5.0)(1 vote)
I think I see a true usage for this card, aside from colorless utility in EDH. In Uyo, Silent Prophet EDH is made a bit more possible. In multiplayer like EDH, it can be a very powerful two mana investment, possibly grabbing 3-5 lands. I mean, that seems good enough to me.
Eternal_Planeswalker
★★★★★ (5.0/5.0)(1 vote)
Since no one has said it yet...
Dragon Radar...
Ferlord
★★★★★ (5.0/5.0)(1 vote)
You can always play more bouncelands (Selesnya Sanctuary, Boros Garrison, etc) to allocate the difference without missing land drops.
Other than that, this can be effective, but it's not broken at all.
Dogfeet
★★★★★ (5.0/5.0)(1 vote)
This card is great in Mono - color edh/ Commander. Run this card with fetch lands for maximum value. Crack the fetch. Activate scope with fetch ability on the stack. Scope checks your land count at -1.
TPmanW
☆☆☆☆☆ (0.0/5.0)
Derek Zoolander's Scope Of Ramping For Decks That Don't Ramp So Good. Seriously, the less ramp you have the better at ramping this gets.
I like it if you skip your land drops, then use it to get ahead. Sure you're skipping one or two land drops, but if you wanted to ramp, you'd be spending your turn on that anyways, so it's not like you'd be losing much.
If you go last: Turn 2: play the scope Turn 3: skip your land drop Turn 4: Use the scope, get lands for pretty much each other player, unless someone's behind on lands. Then play your land for the turn.
So you skip one land drop, for 2-4 extra lands, I'd say that's a good deal.
If you go second last you'll get one less land out of it, if you're in another position you'll need to skip another land drop. Still seems alright in that case though.
It's definitely an interesting card, and one that will definitely see play in a few of my decks.
Comments (15)
Exiles itself so you can't recur it to get more value if you're against heavy ramp decks.
Can't use it unless you're behind and is unusable if you aren't.
It isn't great, but if you get even one land off of it, it is better than a Rampant Growth in that case.
So it might just end up as a restricted and/or delayed Rampant Growth.
But it might help when you're playing Midrange and keep playing one and two-drops, waiting for your opponents to drop their fourth land so you can get a land for each opponent.
It's very risky and can easily make you the other players' target in the meantime though, and managing that manacurve somewhat effectively can be tricky as well.
Another trick could be using effects that sacrifice lands, so you meet the two-land-difference with most players and get back what you sacrificed, exhausting the scopes best outcome more easily.
Very pretty artwork, though. A steampunkish scope in a beautiful landscape.
Dragon Radar...
Other than that, this can be effective, but it's not broken at all.
Seriously, the less ramp you have the better at ramping this gets.
If you go last:
Turn 2: play the scope
Turn 3: skip your land drop
Turn 4: Use the scope, get lands for pretty much each other player, unless someone's behind on lands. Then play your land for the turn.
So you skip one land drop, for 2-4 extra lands, I'd say that's a good deal.
If you go second last you'll get one less land out of it, if you're in another position you'll need to skip another land drop. Still seems alright in that case though.
It's definitely an interesting card, and one that will definitely see play in a few of my decks.