Path of Ancestry

Path of Ancestry enters tapped.
: Add one mana of any color in your commander’s color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Temple of Deceit

This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add or .

Play with Fire

Play with Fire deals 2 damage to any target. If a player is dealt damage this way, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Scour All Possibilities

Scry 2, then draw a card.
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Warteye Witch

Whenever Warteye Witch or another creature you control dies, scry 1.

So Shiny

Enchant creature
When So Shiny enters, if you control a token, tap enchanted creature, then scry 2.
Enchanted creature doesn’t untap during its controller’s untap step.

Sylvan Anthem

Green creatures you control get +1/+1.
Whenever a green creature you control enters, scry 1.

Faerie Seer

Flying
When Faerie Seer enters, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)

The Secret Lair

: Add .
, Say the secret word: Add one mana of any color. Scry 1. You gain 1 life.

Silver Raven

Flying
When Silver Raven enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Path of Ancestry

Path of Ancestry enters tapped.
: Add one mana of any color in your commander’s color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Djinni Windseer

Flying
When Djinni Windseer enters, roll a d20.
1—9 | Scry 1.
10—19 | Scry 2.
20 | Scry 3.

Prognostic Sphinx

Flying
Discard a card: Prognostic Sphinx gains hexproof until end of turn. Tap it.
Whenever Prognostic Sphinx attacks, scry 3.

Contact Other Plane

Roll a d20.
1—9 | Draw two cards.
10—19 | Scry 2, then draw two cards.
20 | Scry 3, then draw three cards.

Psychic Impetus

Enchant creature
Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.)
Whenever enchanted creature attacks, you scry 2.

Krydle of Baldur’s Gate

Whenever Krydle of Baldur’s Gate deals combat damage to a player, that player loses 1 life and mills a card, then you gain 1 life and scry 1.
Whenever you attack, you may pay . If you do, target creature can’t be blocked this turn.

Trelasarra, Moon Dancer

Whenever you gain life, put a +1/+1 counter on Trelasarra, Moon Dancer and scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Diviner’s Portent

Roll a d20 and add the number of cards in your hand.
1—14 | Draw X cards.
15+ | Scry X, then draw X cards.

Trelasarra, Moon Dancer

Whenever you gain life, put a +1/+1 counter on Trelasarra, Moon Dancer and scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Krydle of Baldur’s Gate

Whenever Krydle of Baldur’s Gate deals combat damage to a player, that player loses 1 life and mills a card, then you gain 1 life and scry 1.
Whenever you attack, you may pay . If you do, target creature can’t be blocked this turn.

Netherese Puzzle-Ward

Focus Beam — At the beginning of your upkeep, roll a d4. Scry X, where X is the result.
Perfect Illumination — Whenever you roll a die’s highest natural result, draw a card.

Netherese Puzzle-Ward

Focus Beam — At the beginning of your upkeep, roll a d4. Scry X, where X is the result.
Perfect Illumination — Whenever you roll a die’s highest natural result, draw a card.

Djinni Windseer

Flying
When Djinni Windseer enters, roll a d20.
1—9 | Scry 1.
10—19 | Scry 2.
20 | Scry 3.