Far Wanderings

Far Wanderings

Sorcery

Search your library for a basic land card and put that card onto the battlefield tapped, then shuffle your library.

Threshold — If seven or more cards are in your graveyard, instead search your library for three basic land cards and put them onto the battlefield tapped, then shuffle your library.

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Trade

Have (1) NineNotesKnives
Want (4) ConZa , alphace , Arnester , aschoenhard

Printings View all

Set Rarity
Commander 2018 (C18) Common
Commander 2016 (C16) Common
Torment (TOR) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Highlander Legal
2019-10-04 Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Far Wanderings occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Far Wanderings Discussion

Epicurus on Stranger with some strange lands

22 hours ago

+1 for creativity, for sure. But also +1 for designing this deck at nearly $1/card. That's impressive. Now, please excuse me while I ruin the two reasons why I really like this deck.

The Gitrog Monster is at its best when it is in a classic Loam build. Which is to say, it has Life from the Loam, and preferably Crucible of Worlds. Neither of those are budget friendly, and both are completely uncreative, since it's basically "Gitrog 101." I can't help a whole awful lot here with the creative part, but I do have some insights into the budget version aspect:

Personally, I also think that easy self mill, like Perpetual Timepiece, Shard of Broken Glass and Splinterfright, as well as dredge spells like Golgari Grave-Troll, Golgari Thug, Dakmor Salvage, Shambling Shell and Stinkweed Imp are certainly helpful as well.

Not that I think your deck needs all of the cards I've listed here, but they are all worth consideration. You've put together a formidable budget list already, and I wouldn't want to muck it up too much.

Cheers!

zdayz_bryan on Golos - big mana

3 weeks ago

Golos, Tireless Pilgrim just gets nuts.

The idea is to ramp; Arcane Signet, Azusa, Lost but Seeking, Birds of Paradise, Boundless Realms, Chromatic Lantern, Cultivate, Dockside Extortionist, Dryad of the Ilysian Grove, Exploration, Far Wanderings, Farseek, Kodama's Reach, Noble Hierarch, Oracle of Mul Daya, Rampant Growth, Revel in Riches, Search for Tomorrow, Sol Ring.

get Golos, Tireless Pilgrim in play and start using him

Get a mana doubler; Mana Flare, Dictate of Karametra, Vorinclex, Voice of Hunger, Nyxbloom Ancient, or two out with his ability. then things get fun.

Get a untap effort off the top of the deck; Early Harvest, Turnabout, Palinchron, Peregrine Drake, Rude Awakening, Time Spiral, Zacama, Primal Calamity.

with Swarm Intelligence, and/or Thousand-Year Storm it gets stormy real quick. Lots of things can stack up to build your storm count which can either generate enough mana to go through your entire deck.

There are several win cons: Brass's Bounty, Dockside Extortionist, & Revel in Riches provide a passive wincon. A stormed Expropriate or Treacherous Terrain is a nice finisher, once you have more mana than you can use (which isn't hard) you can blow everything up with Zacama, Primal Calamity or steal all of you opponents stuff Agent of Treachery

troublinparadise on Jarad rat colony

1 month ago

Cool deck! Here's some unsolicited suggestions:
I'd cut Gray Merchant of Asphodel as it's just an expensive, weak version of Jarad's ability that gets in the way of Thrumming Stone.

Sol Ring, Golgari Locket, and Golgari Signet don't strike me as your best ramp options. Far Wanderings and Kodama's Reach are both good, and if budget allows, Traverse the Outlands is great. The more lands you can pull out of your deck, the better Thrumming Stone will work. Plus, if you land that Helm of Awakening, you're going to want as little black and colorless mana as possible.

Overall though, looks fun as heck! Working on a similar one. :)

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

Aliensibob on Jarad and the Lhurgoyf

5 months ago

My suggestions using only cards in your maybeboard.

If Ob Nixilis Reignited's only purpose is card draw, out for Guardian Project

That's 1 more out than in so you should be down to 99.

Ugrades using cards not in maybeboard.

Kodama's Reach in for Golgari Signet, Circuitous Route in for Fellwar Stone, Far Wanderings in for Wayfarer's Bauble - net same mana without threshold, but with it a lot better.
Solemn Simulacrum in for Artisan of Kozilek- Artisan is nice but so expensive, while the sad robot is ramp, card draw, and sac fodder.

Death's Presence in for Nyx Weaver - You don't lose any power for sacking your creatures.

Crucible of Worlds in for Whispersilk Cloak

Illusionist's Bracers in for Elbrus, the Binding Blade  Flip, Archfiend of Despair in for Boneyard Wurm- have to cut one of this effect at this point, Wound Reflection in for Liliana, Death's Majesty - could take out the other Lily, but her best case scenario is better.

These three cards together with Jarad allow you to sac a 5 power creature to deal 40 damage. Activate Jarac(sac creature is a cost)+Bracers double = 10 to each opponent. Archfiend and Reflection trigger, first deals 10, second 20 for 40 total damage.

Be careful about putting the Cauldron out too early, since it prevents Death Triggers.

Underrealm Lich + Gitrog = draw almost entire deck, since they trigger off each other.

Underrealm Lich will prevent you from decking as it replaces the card draw.

bushido_man96 on Lord Windgrace Hired an Orcish Lumberjack

6 months ago

Those are good thoughts, AscendedLandfalls. I do like the Bauble, even though you end up paying three total to ramp a land, but the first turn drop is nice. But I may go ahead and switch out Far Wanderings for Explosive Vegetation , although it's not difficult to hit Threshold in this deck.

Soara on Gishath Jurassic Park

7 months ago

Looks like a good draft of the deck if anything I would do 2 things to improve the consistency.

  1. Not counting the artifact ramp, I counted 15 cards that ramp you. Increase this to 20 cards, and that will give you a 75% chance of summoning Gishath on turn 6 game after game.

  2. Get rid of the artifact ramp for more cultivate effects, cards I didn't see in your list Beneath the Sands , Deep Reconnaissance , Far Wanderings . There are many more of those effects in magic and all can be had for less than a buck each.

By doing these 2 things you can cut the lands down to 37, and you'll open up 5 slots for cards in your maybe board.

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