Civic Wayfinder

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Nissa vs. Ob Nixilis (DDR) Common
Eternal Masters (EMA) Common
Duels of the Planeswalkers (DPA) Common
Tenth Edition (10E) Common
Ravnica: City of Guilds (RAV) Common

Combos Browse all

Related Questions

Civic Wayfinder

Creature — Elf Warrior Druid

When Civic Wayfinder enters the battlefield, you may search your library for a basic land card, reveal it, and put it into your hand. If you do, shuffle your library.

Civic Wayfinder Discussion

SynergyBuild on Yeva WIP v1.3

2 months ago

These upgrades aren't huge, cards I'd drop are the following:

Ambush Viper , Lay of the Land , Boundless Realms , Tower Defense , Mortal's Resolve , Fog , Burst of Strength , Panharmonicon , Lure , Verdant Haven , Sandwurm Convergence , Shapers' Sanctuary , Shapers' Sanctuary , Greenseeker , Kalonian Tusker , Oak Street Innkeeper , Duskdale Wurm , Elvish Aberration , Borderland Ranger , Civic Wayfinder , and Centaur's Herald .

These 21 cards don't do enough to warrant inclusion overall, and you can ask me about any specific drops, but I'd not run them. I would argue to run at least 3-5 more Forests (4 for now will be my estimate leaving 17 cards left to work with) and to run the following:

Yisan, the Wanderer Bard , End-Raze Forerunners , Karametra's Acolyte , Terastodon , Reclamation Sage , Primordial Sage , Wolfbriar Elemental , Ulvenwald Tracker , Rampaging Baloths , Regal Force , Temur Sabertooth , Fierce Empath , Harmonize , Rampant Growth , Primal Command , Lignify , and Beast Within

These should all round out the deck! Many are creatures that can be flashed in with big effect, like Yisan, the Wanderer Bard / End-Raze Forerunners / Rampaging Baloths / Regal Force , etc. or are card draw/removal to keep you in the game when an opponent 'goes off'. Often if green gets board wiped they hurt, and while Heroic Intervention helps out, Temur Sabertooth too, sometimes just rebuilding is the answer. Think of the value of in response to a Wrath of God you flash in a Regal Force , draw 7 cards, then on your next turn empty your hand of new creatures to win with!

I chose relatively cheap cards for this list, hoping you don't have to spend to much!

BahGringo on Najeela - Warrior Princess

3 months ago

The above comments are great ideas. your color pie is really skewed so your deck needs to be reworked. in a normal deck you would want the land section and the spell section to look similar you are running a lot of blue lands but few blue cards. Normally this means you should swap some lands around to level it out but given Najeela's ability needs blue, you need to add some blue spells instead.

Given the budget the lands you have and the above lands are about as good as you can get. When rotation hits shock lands are going to go on sale so it might be a good time to pick them up if you want. some other lands not mentioned which you might want to look into are the vivid set great for mana fixing in the early game and for extra combat fixing in the late. Terramorphic Expanse , Evolving Wilds , and Ash Barrens are great simple searches that you can never go wrong with.

I personally prefer Lairs over the tap trilands. A land coming into play tapped can set you back a turn. Lairs can be used the turn they come into play and should be the last land you play from your hand. They can be a little clumsy if your next draw is a land though.

Review your current cards to make sure they're something you really want, given the number of mana symbols in their casting cost. Kresh the Bloodbraided might seem like a really good card but he has three mana symbols in his casting cost. The more mana symbols a spell has the harder it is to mana fix for it.

When you have the fixing and ramp power of green I'd avoid mana rocks over ramp spells you might consider swapping Commander's Sphere out for something like Harvest Season . In-fact you need to run harvest season the ability to grab every basic land in your deck is great mana fixing.

Look into cards with my personal favorite is Sylvan Reclamation exile two threats and if you don't have the mana to cast it get a land instead.

Civic Wayfinder and Jungle Wayfinder hey look warriors and land searching two for one.

Bring to Light having land roblems search for a ramp spell. opponent about to swing in with an eldrazi next turn; bring to light removal. Want to search for and cast a creature you don't have the mana colors for bring it to light.

Sword of the Animist multiple combats means multiple searches.

Hope these tips, tricks and cards help you with your mana fixing let me know if there's another part of the deck you want help working on, and have fun!

ERoss8 on DJ Najeela Running It Back

10 months ago

Reconnaissance has been great for me as a way to make a risky attack for combat triggers without risking your creatures. I’m also not a huge fan of cards that tutor lands to your hand, like Civic Wayfinder even with tribal synergies. Wood Elves is a worse body that’s not a warrior, but actually ramps you.

hnki on Upgraded Nissa (Duel Deck)

11 months ago

The immediate standout changes are to green's low-drop commons. Gone are the days of topdecking junk like Civic Wayfinder or Gilt-Leaf Seer. In place of crap cards are tried-and-true staples like 4xLlanowar Elves and 2x Wall of Roots. A total of ten mana dorks plus the acceleration from one Wood Elves, four dorks each to the 1-drop and 2-drop slot, dramatically transform this deck's image from that of a clumsy Wood Elemental to a a sleek Craterhoof Behemoth. Very few mana acceleration was present in the original deck and I suspect that if it was playtested very much (spoiler: it probably wasn't) they would've balanced for green being uch, much slower than it now is, which will present a future balancing conundrum.

Green's ramp payoff is mostly evenly distributed among the 5 to 8 drop slots. This is the opposite of a focused ramp deck, which will pay attention to specific drop slots with its specific dorks in order to get maximum consistency. I'm okay with this since this deck is meant to be played with beginners in a modest casual setting.

Coyotl on Druidic Vengence Mk6

11 months ago

Hmmm... Druid's Deliverance sounds pretty neat, but I don't know what to take out. After some play testing I find that I can generate tons of mana, but generally prefer to need more forests. I swapped out one Elvish Mystic with Civic Wayfinder for that purpose. I like Gilt-Leaf Archdruid but unsure of how to make it work with the already existent saproling swarm of doom.

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