TLDR
Scry N lets you look at the top N cards of your library, then leave some on top and put the rest on the bottom, in any order.
Scry is card selection, not card advantage. It improves your next draws, but it doesn’t give you more cards.
Best time to scry: when you’re hunting for a specific type of card (land vs spell, removal vs threat), or when you can set up your next turn.
Big mistake: scrying like it’s “draw N.” It’s not. (Magic would never let us be that happy.)
What Is Scry?
What is scry in MTG? Scry is a keyword action that helps you control what you draw next.
When a card says “Scry N,” you:
Look at the top N cards of your library.
Put any number of those cards on the bottom of your library (in any order).
Put the rest back on top of your library (in any order).
That’s it. No secret extra step. No “then shuffle.” No moral judgment (even if you bottom the third land in a row like it personally offended you).
A quick example: Scry 2
You scry 2 and see:
Land
Removal spell
Your options:
Keep both on top (and choose the order).
Keep the removal on top, bottom the land.
Bottom both (if you’re flooded and desperate).
Keep land on top, removal second (if you need to hit your land drop next turn).
The key is that you control order on top and bottom. People forget that part constantly.
Why Scry Matters
Magic has variance baked into it. Sometimes you draw gas. Sometimes you draw your ninth land and pretend you “totally built the deck that way.”
Scry reduces variance by turning blind draws into slightly-less-blind draws. It helps you:
Stop flooding (too many lands).
Stop starving (not enough lands).
Find action when you need action.
Dodge dead cards when the game state makes certain draws awful.
Scry is especially useful in games where one draw step decides everything, which is… a lot of games.
How to Scry Like You Actually Mean It
Here are the rules of thumb that make scry feel like a real skill instead of a cute bonus line of text.
Rule 1: Decide what you need before you look
Sounds obvious. It isn’t.
Ask yourself:
Do I need land or spell?
Do I need interaction (removal, counterspell) or pressure (creature, threat)?
Am I trying to survive this turn cycle or win in two turns?
If you don’t know what you’re looking for, scry turns into “vibes-based card placement,” which is the official language of throwing games.
Rule 2: Bottoming a card is a commitment
Putting a card on the bottom doesn’t delete it, but it does say:
“Future me can deal with this later.”
In a 60-card format, bottoming matters a lot because you will realistically see more of your deck. In Commander, scry 1 can feel like whispering advice into a hurricane, but repeated scry effects add up fast.
Rule 3: If you can scry before you draw, do it
Many spells and abilities are written so you scry first, then draw (classic example: Opt). That sequencing is the whole point. You’re filtering the draw, not just doing paperwork.
Also, follow instructions in order. If a spell says “Scry 1, then draw a card,” you do not get to draw first because you’re “feeling lucky.” (Magic will punish you for optimism.)
Scry vs Draw: Which Is Better?
This comes up a lot: is it better to draw a card or scry?
Drawing is better when…
You need raw resources right now.
Any card is likely to help.
You’re low on gas and just need something.
Drawing is guaranteed value: you get a card in hand. Simple. Reliable. Beautiful.
Scry is better when…
You need a specific kind of card (land vs spell, answer vs threat).
Your deck has situational cards and you’re trying to dodge the wrong half.
You’re setting up your next turns (especially if you can stack the top two draws).
Scry is not “free value,” it’s quality control.
The real answer
If you can choose between:
Draw 1, or
Scry 1,
Draw 1 is usually stronger in a vacuum.
But Magic rarely offers that clean choice. Scry is often attached to cards you already want to play, and it shines when it’s paired with a draw (or repeats over multiple turns).
Scry Synergies (and Anti-Synergies)
Scry gets nasty when your deck cares about the top of your library.
Great with:
“Whenever you scry…” payoffs (these turn card selection into actual advantage).
Miracle cards (scry can set up that perfect “draw it at the right time” moment).
Top-of-library casting effects (knowing what’s coming is a lot more fun when you can play it).
Repeatable scry engines (little scries stack into big consistency).
Be careful with:
Shuffle effects (fetch lands, tutors that shuffle, etc.).
If you’re going to shuffle immediately, the value of carefully stacking the top is… temporary.
Sometimes the right play is: see bad cards, leave them, then shuffle them away.
Other times: see bad cards, bottom them, then don’t shuffle and enjoy your improved draws.
Yes, it’s context-dependent. Welcome to Magic.
Tips for Using Scry in Your Deck
1) Use scry to fix your curve, not your feelings
Early game, scry is mostly about:
Hitting land drops (if you’re short)
Avoiding extra lands (if you’re flooded)
Finding a 2–3 mana play that keeps tempo
Late game, scry becomes:
“Find my finisher”
“Find removal right now”
“Don’t draw air and die”
2) Scry 2 is a real decision point
With Scry 1, you mostly decide “top or bottom.”
With Scry 2, you’re shaping your next two turns:
Put your answer on top, then your threat second.
Or land on top if you must hit the drop, then spell next.
Or bottom both if they’re both terrible.
If you always keep the “best card” on top without thinking about sequencing, you’re leaving equity on the table.
3) Don’t forget you can keep all of them
Some players treat scry like it requires bottoming. It doesn’t.
If both cards are good, keep both. Scry is allowed to be boring sometimes.
4) “Scry 0” is not secretly scry 1
If a card tells you to scry 0, nothing happens, and “whenever you scry” triggers do not trigger. (Magic is ruthless about this kind of thing.)
5) Practice the end-step Opt
A classic play pattern is casting a cheap instant that scries and draws at the opponent’s end step. You:
Use mana efficiently.
Get information.
Set up your next draw.
And still untap with options.
It’s not glamorous, but neither is winning with style points.
FAQs
Does scry let you reorder the cards you keep on top?
Yes. Any cards you leave on top can be put back in any order.
Can I look at the cards again after I decide?
You look at the top N cards while resolving the scry, then place them. After you place them, you’re done. (No “one more peek,” unless another effect tells you to.)
If a spell is countered, do I still get to scry?
Not if the scry is part of the spell’s resolution. If the spell doesn’t resolve, you don’t do its instructions.
Is scry the same thing as surveil?
They’re similar, but not the same. Surveil sends cards to the graveyard, which can be a feature, not a bug. Scry sends them to the bottom, which is more “no thanks” than “please recycle this later.”
Is scry good in Commander?
It’s still good, but a single scry 1 is less impactful in a 100-card deck. The real value comes from repeatable scry or scry tied to other strong effects.
Design Your Own MTG Cards
Want to put “Scry 2” on a custom card, or build your own spell suite for a cube, a Commander night, or a joke card that becomes suspiciously playable?
Use the PrintMTG Card Maker:

