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Scry is a Keyword Action. Scry that allows a player to look at a given number of cards from the top of their library and put them on the bottom of the library or back on top in any order.

Comprehensive Rules[]

Comprehensive Rules Glossary (August 7, 2020)

Scry
To manipulate some of the cards on top of your library. See rule 701.18, “Scry.”

Comprehensive Rules (August 7, 2020)

  • 701.18. Scry
    • 701.18a To “scry N” means to look at the top N cards of your library, then put any number of them on the bottom of your library in any order and the rest on top of your library in any order.
    • 701.18b If a player is instructed to scry 0, no scry event occurs. Abilities that trigger whenever a player scries won’t trigger.
    • 701.18c If multiple players scry at once, each of those players looks at the top cards of their library at the same time. Those players decide in APNAP order (see rule 101.4) where to put those cards, then those cards move at the same time.

Scry Card List[]

81 results
Artificer's Assistant Artificer's Assistant Blue (1)
Creature — Bird (1/1)
Flying

Whenever you cast a historic spell, scry 1. (Artifacts, legendaries, and Sagas are historic. To scry 1, look at the top card of your library, then you may put that card on the bottom of your library.)

DOMC
Burning Prophet Burning Prophet C1Red (2)
Creature — Human Wizard (1/3)
Whenever you cast a noncreature spell, Burning Prophet gets +1/+0 until end of turn, then scry 1.
WARC
Castle Vantress Castle Vantress (0)
Land
Castle Vantress enters the battlefield tapped unless you control an Island.

Tap: Add Blue.
C2BlueBlue, Tap: Scry 2.

ELDR
Cavalier of Gales Cavalier of Gales C2BlueBlueBlue (5)
Creature — Elemental Knight (5/5)
Flying

When Cavalier of Gales enters the battlefield, draw three cards, then put two cards from your hand on top of your library in any order.
When Cavalier of Gales dies, shuffle it into its owner's library, then scry 2.

M20M
Chain to Memory Chain to Memory Blue (1)
Instant
Target creature gets -4/-0 until end of turn. Scry 2.
THBC
Charming Prince Charming Prince C1White (2)
Creature — Human Noble (2/2)
When Charming Prince enters the battlefield, choose one —

• Scry 2.
• You gain 3 life.
• Exile another target creature you own. Return it to the battlefield under your control at the beginning of the next end step.

ELDR
Cloudreader Sphinx Cloudreader Sphinx C4Blue (5)
Creature — Sphinx (3/4)
Flying

When Cloudreader Sphinx enters the battlefield, 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.)

JMPC
Devout Decree Devout Decree C1White (2)
Sorcery
Exile target creature or planeswalker that's black or red. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
M20U
Expose to Daylight Expose to Daylight C2White (3)
Instant
Destroy target artifact or enchantment. Scry 1.
RNAC
Eyes Everywhere Eyes Everywhere C2Blue (3)
Enchantment
At the beginning of your upkeep, scry 1.

C5Blue: Exchange control of Eyes Everywhere and target nonland permanent. Activate this ability only any time you could cast a sorcery.

RNAU
Fateful End Fateful End C2Red (3)
Instant
Fateful End deals 3 damage to any target. Scry 1.
THBU
Get the Point Get the Point C3BlackRed (5)
Instant
Destroy target creature. Scry 1.
RNAC
Gods Willing Gods Willing White (1)
Instant
Target creature you control gains protection from the color of your choice until end of turn. (It can't be blocked, targeted, dealt damage, enchanted, or equipped by anything of that color.)

Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

M20U
Horizon Scholar Horizon Scholar C5Blue (6)
Creature — Sphinx (4/4)
Flying

When Horizon Scholar enters the battlefield, 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.)

M19U
Inquisitive Puppet Inquisitive Puppet C1 (1)
Artifact Creature — Construct (0/2)
When Inquisitive Puppet enters the battlefield, scry 1.

Exile Inquisitive Puppet: Create a 1/1 white Human creature token.

ELDU
Inspire Awe Inspire Awe C3Green (4)
Instant
Prevent all combat damage that would be dealt this turn except combat damage that would be dealt by enchanted creatures and enchantment creatures. Scry 2.
THBC
Jaya's Greeting Jaya's Greeting C1Red (2)
Instant
Jaya's Greeting deals 3 damage to target creature. Scry 1.
WARC
Lost Legion Lost Legion C1BlackBlack (3)
Creature — Spirit Knight (2/3)
When Lost Legion enters the battlefield, 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.)
ELDC
Magma Jet Magma Jet C1Red (2)
Instant
Magma Jet deals 2 damage to any target. Scry 2.
JMPU
Mana Geode Mana Geode C3 (3)
Artifact
When Mana Geode enters the battlefield, scry 1.

Tap: Add one mana of any color.

JMPC
Mazemind Tome Mazemind Tome C2 (2)
Artifact
Tap, Put a page counter on Mazemind Tome: Scry 1.

C2, Tap, Put a page counter on Mazemind Tome: Draw a card.
When there are four or more page counters on Mazemind Tome, exile it. If you do, you gain 4 life.

M21R
Medomai's Prophecy Medomai's Prophecy C1Blue (2)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after IV.)

I — Scry 2.
II — Choose a card name.
III — When you cast a spell with the chosen name for the first time this turn, draw two cards.
IV — Look at the top card of each player's library.

THBU
Memory Drain Memory Drain C2BlueBlue (4)
Instant
Counter target spell. Scry 2.
THBC
Mischievous Chimera Mischievous Chimera BlueRed (2)
Enchantment Creature — Chimera (2/2)
Flying

Whenever you cast your first spell during each opponent's turn, Mischievous Chimera deals 1 damage to each opponent. Scry 1.

THBU
No Escape No Escape C2Blue (3)
Instant
Counter target creature or planeswalker spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.

Scry 1.

WARC
Octoprophet Octoprophet C3Blue (4)
Creature — Octopus (3/3)
When Octoprophet enters the battlefield, 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.)
JMPC
Omen of the Dead Omen of the Dead Black (1)
Enchantment
Flash

When Omen of the Dead enters the battlefield, return target creature card from your graveyard to your hand.
C2Black, Sacrifice Omen of the Dead: Scry 2.

THBC
Omen of the Forge Omen of the Forge C1Red (2)
Enchantment
Flash

When Omen of the Forge enters the battlefield, it deals 2 damage to any target.
C2Red, Sacrifice Omen of the Forge: Scry 2.

THBC
Omen of the Hunt Omen of the Hunt C2Green (3)
Enchantment
Flash

When Omen of the Hunt enters the battlefield, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
C2Green, Sacrifice Omen of the Hunt: Scry 2.

THBC
Omen of the Sea Omen of the Sea C1Blue (2)
Enchantment
Flash

When Omen of the Sea enters the battlefield, scry 2, then draw a card.
C2Blue, Sacrifice Omen of the Sea: Scry 2.

THBC
Omen of the Sun Omen of the Sun C2White (3)
Enchantment
Flash

When Omen of the Sun enters the battlefield, create two 1/1 white Human Soldier creature tokens and you gain 2 life.
C2White, Sacrifice Omen of the Sun: Scry 2.

THBC
Omenspeaker Omenspeaker C1Blue (2)
Creature — Human Wizard (1/3)
When Omenspeaker enters the battlefield, 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.)
M19C
Opt Opt Blue (1)
Instant
Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

Draw a card.

M21C
Overwhelmed Apprentice Overwhelmed Apprentice Blue (1)
Creature — Human Wizard (1/2)
When Overwhelmed Apprentice enters the battlefield, each opponent mills two cards. Then you 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.)
ELDU
Perilous Voyage Perilous Voyage C1Blue (2)
Instant
Return target nonland permanent you don't control to its owner's hand. If its converted mana cost was 2 or less, scry 2.
XLNU
Portent of Betrayal Portent of Betrayal C3Red (4)
Sorcery
Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
THBC
Precognitive Perception Precognitive Perception C3BlueBlue (5)
Instant
Draw three cards.

Addendum — If you cast this spell during your main phase, instead scry 3, then draw three cards.

RNAR
Prescient Chimera Prescient Chimera C3BlueBlue (5)
Creature — Chimera (3/4)
Flying

Whenever you cast an instant or sorcery spell, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

JMPC
Prison Realm Prison Realm C2White (3)
Enchantment
When Prison Realm enters the battlefield, exile target creature or planeswalker an opponent controls until Prison Realm leaves the battlefield.

When Prison Realm enters the battlefield, scry 1.

WARU
Prophet of the Peak Prophet of the Peak C6 (6)
Artifact Creature — Cat (5/5)
When Prophet of the Peak enters the battlefield, 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.)
ELDC
Ral, Storm Conduit Ral, Storm Conduit C2BlueRed (4)
Legendary Planeswalker — Ral (4)
Whenever you cast or copy an instant or sorcery spell, Ral, Storm Conduit deals 1 damage to target opponent or planeswalker.

+2: Scry 1.
−2: When you cast your next instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.

WARR
Riddle of Lightning Riddle of Lightning C3RedRed (5)
Instant
Choose any target. Scry 3, then reveal the top card of your library. Riddle of Lightning deals damage equal to that card's converted mana cost to that permanent or player. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
JMPU
Riddleform Riddleform C1Blue (2)
Enchantment
Whenever you cast a noncreature spell, you may have Riddleform become a 3/3 Sphinx creature with flying in addition to its other types until end of turn.

C2Blue: Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

M21U
Rubble Reading Rubble Reading C3Red (4)
Sorcery
Destroy target land. Scry 2.
RNAC
Rumbling Sentry Rumbling Sentry C3WhiteWhite (5)
Creature — Giant (3/6)
When Rumbling Sentry enters the battlefield, scry 1.
THBC
Sage's Row Savant Sage's Row Savant C1Blue (2)
Creature — Vedalken Wizard (2/1)
When Sage's Row Savant enters the battlefield, scry 2.
JMPC
Samut, Tyrant Smasher Samut, Tyrant Smasher C2RGRG (4)
Legendary Planeswalker — Samut (5)
Creatures you control have haste.

−1: Target creature gets +2/+1 and gains haste until end of turn. Scry 1.

WARU
Samut's Sprint Samut's Sprint Red (1)
Instant
Target creature gets +2/+1 and gains haste until end of turn. Scry 1.
WARC
Season of Growth Season of Growth C1Green (2)
Enchantment
Whenever a creature enters the battlefield under your control, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

Whenever you cast a spell that targets a creature you control, draw a card.

M20U
Senate Griffin Senate Griffin C2WUWU (4)
Creature — Griffin (3/2)
Flying

When Senate Griffin enters the battlefield, scry 1.

RNAC
Sentinel Totem Sentinel Totem C1 (1)
Artifact
When Sentinel Totem enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

Tap, Exile Sentinel Totem: Exile all cards from all graveyards.

XLNU
Sheltering Light Sheltering Light White (1)
Instant
Target creature gains indestructible until end of turn. Scry 1. (Damage and effects that say "destroy" don't destroy the creature.)
XLNU
Sigiled Starfish Sigiled Starfish C1Blue (2)
Creature — Starfish (0/3)
Tap: Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
JMPU
Sphinx of Foresight Sphinx of Foresight C2BlueBlue (4)
Creature — Sphinx (4/4)
You may reveal this card from your opening hand. If you do, scry 3 at the beginning of your first upkeep.

Flying
At the beginning of your upkeep, scry 1.

RNAR
Spined Megalodon Spined Megalodon C5BlueBlue (7)
Creature — Shark (5/7)
Hexproof (This creature can't be the target of spells or abilities your opponents control.)

Whenever Spined Megalodon attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

M21C
Storm Strike Storm Strike Red (1)
Instant
Target creature gets +1/+0 and gains first strike until end of turn. Scry 1.
RNAC
Stormwing Entity Stormwing Entity C3BlueBlue (5)
Creature — Elemental (3/3)
This spell costs C2Blue less to cast if you've cast an instant or sorcery spell this turn.

Flying
Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.)
When Stormwing Entity enters the battlefield, scry 2.

M21R
Tamiyo's Epiphany Tamiyo's Epiphany C3Blue (4)
Sorcery
Scry 4, then draw two cards.
WARC
Temple of Abandon Temple of Abandon (0)
Land
Temple of Abandon enters the battlefield tapped.

When Temple of Abandon enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
Tap: Add Red or Green.

THBR
Temple of Deceit Temple of Deceit (0)
Land
Temple of Deceit enters the battlefield tapped.

When Temple of Deceit enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
Tap: Add Blue or Black.

THBR
Temple of Enlightenment Temple of Enlightenment (0)
Land
Temple of Enlightenment enters the battlefield tapped.

When Temple of Enlightenment enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
Tap: Add White or Blue.

THBR
Temple of Epiphany Temple of Epiphany (0)
Land
Temple of Epiphany enters the battlefield tapped.

When Temple of Epiphany enters the battlefield, scry 1.
Tap: Add Blue or Red.

M21R
Temple of Malady Temple of Malady (0)
Land
Temple of Malady enters the battlefield tapped.

When Temple of Malady enters the battlefield, scry 1.
Tap: Add Black or Green.

M21R
Temple of Malice Temple of Malice (0)
Land
Temple of Malice enters the battlefield tapped.

When Temple of Malice enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
Tap: Add Black or Red.

THBR
Temple of Mystery Temple of Mystery (0)
Land
Temple of Mystery enters the battlefield tapped.

When Temple of Mystery enters the battlefield, scry 1.
Tap: Add Green or Blue.

M21R
Temple of Plenty Temple of Plenty (0)
Land
Temple of Plenty enters the battlefield tapped.

When Temple of Plenty enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
Tap: Add Green or White.

THBR
Temple of Silence Temple of Silence (0)
Land
Temple of Silence enters the battlefield tapped.

When Temple of Silence enters the battlefield, scry 1.
Tap: Add White or Black.

M21R
Temple of Triumph Temple of Triumph (0)
Land
Temple of Triumph enters the battlefield tapped.

When Temple of Triumph enters the battlefield, scry 1.
Tap: Add Red or White.

M21R
Tenth District Legionnaire Tenth District Legionnaire RedWhite (2)
Creature — Human Soldier (2/2)
Haste

Whenever you cast a spell that targets Tenth District Legionnaire, put a +1/+1 counter on Tenth District Legionnaire, then scry 1.

WARU
Thaumaturge's Familiar Thaumaturge's Familiar C3 (3)
Artifact Creature — Bird (1/3)
Flying

When Thaumaturge's Familiar enters the battlefield, scry 1.

THBC
Track Down Track Down C1Green (2)
Sorcery
Scry 3, then reveal the top card of your library. If it's a creature or land card, draw a card. (To scry 3, look at the top three cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.)
M21C
Treasure Map Treasure Map C2 (2)
Artifact
C1, Tap: Scry 1. Put a landmark counter on Treasure Map. Then if there are three or more landmark counters on it, remove those counters, transform Treasure Map, and create three Treasure tokens. (They're artifacts with "Tap, Sacrifice this artifact: Add one mana of any color.")
XLNR
Tymaret Calls the Dead Tymaret Calls the Dead C2Black (3)
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)

I, II — Mill three cards. Then you may exile a creature or enchantment card from your graveyard. If you do, create a 2/2 black Zombie creature token.
III — You gain X life and scry X, where X is the number of Zombies you control.

THBR
Undercity Scavenger Undercity Scavenger C3Black (4)
Creature — Ogre Warrior (3/3)
When Undercity Scavenger enters the battlefield, you may sacrifice another creature. If you do, put two +1/+1 counters on Undercity Scavenger, then scry 2.
RNAC
Unexplained Vision Unexplained Vision C4Blue (5)
Sorcery
Draw three cards.

Adamant — If at least three blue mana was spent to cast this spell, scry 3.

ELDC
Voyage's End Voyage's End C1Blue (2)
Instant
Return target creature to its owner's hand. Scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
JMPC
Wall of Runes Wall of Runes Blue (1)
Creature — Wall (0/4)
Defender (This creature can't attack.)

When Wall of Runes enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

M21C
Witching Well Witching Well Blue (1)
Artifact
When Witching Well enters the battlefield, 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.)

C3Blue, Sacrifice Witching Well: Draw two cards.

ELDC
Witness of Tomorrows Witness of Tomorrows C4Blue (5)
Enchantment Creature — Sphinx (3/4)
Flying

C3Blue: Scry 1.

THBC
Woe Strider Woe Strider C2Black (3)
Creature — Horror (3/2)
When Woe Strider enters the battlefield, create a 0/1 white Goat creature token.

Sacrifice another creature: Scry 1.
Escape—C3BlackBlack, Exile four other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.)
Woe Strider escapes with two +1/+1 counters on it.

JMPR
Zhalfirin Void Zhalfirin Void (0)
Land
When Zhalfirin Void enters the battlefield, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)

Tap: Add Color C.

DOMU



Keywords

Abilities Evergreen Abilities: DeathtouchDefenderDouble StrikeEnchantEquipFirst StrikeFlashFlyingHasteHexproofIndestructibleLifelinkMenaceProwessReachTrampleVigilanceWard
Other Keyword Abilities: AffinityAfflictAfterlifeAftermathAscendBlitzBoastCascadeCasualtyChangelingCleaveCompanionCompleatedConvokeCrewCyclingDecayedDisturbEmbalmEscapeEternalizeEvokeEvolveExaltedExploitFabricateFearFlashbackForetellHideawayImproviseJump-StartKickerLandwalkLiving WeaponMadnessMenaceMentorModularMutateNinjutsuOutlastOverloadPersistProtectionProwessReboundReconfigureRiotScavengeShroudSpectacleSplit SecondStormTrainingTransformUndyingUnearth
Ability Words  AddendumConstellationEnrageLandfallMagecraftRaidRevoltUndergrowth

Actions AdaptAmassConniveExertExploreInvestigateLearnPhase outProliferateSurveilVenture into the Dungeon
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