Farseek

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2017 (C17) Common
Commander 2016 (C16) Common
Magic 2013 (M13) Common
Ravnica: City of Guilds (RAV) Common
Promo set for Gatherer (PSG) Common
Promo Set (000) Common

Combos Browse all

Farseek

Sorcery

Search your library for a Plains, Island, Swamp, or Mountain card and put it into play tapped. Then shuffle your library.

Price & Acquistion Set Price Alerts

C16

M13

RAV

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Farseek Discussion

Saharez on Draconic Dollar Bill Domination

2 days ago

I'm moving the part of our conversation that's about your deck over her.

If you are running 5 signets, aswell as your Fellwar Stone, Mox Diamond, Farseek, Sol Ring and Mana Crypt, you have about 63,28% of being able play one of them before the end of turn 2.

If you upped that to 6 signets, the odds would be 67%

7 signets would be: 70.37%

10 signets would be: 78.3%

Given the diminishing returns I would probably settle for 6 or 7 signets.

On a different topic, have you considered Krosan Grip over Disenchant?

foehn on The Whole Kitten Kaboodle

2 days ago

Definite Cuts:- Collective Blessing- Oath of Ajani- Zendikar Resurgent- Ajani's Presence- Celestial Flare- Soul's Grace- Impeccable Timing

Potential Cuts:- Fireshrieker- Darksteel Ingot- Manalith- Evolution Charm

Any ramp that's in Potential Cuts is with the thinking that you can find more efficient ramp spells in Green. And I'm not certain how to value equipment yet, so I'm looking at the ones that seem weakest.

Potential Includes:- Eternal Witness- Sun Titan- Stoneforge Mystic- Birds of Paradise- Bloom Tender- Sakura-Tribe Elder- Farseek- Rampant Growth- Cultivate- Llanowar Elves- Elvish Mystic- Fyndhorn Elves- Path to Exile- Swords to Plowshares- Tooth and Nail- Chromatic Lantern- Selesnya Signet

GoneWithLaw on Cat Scratch Fever

3 days ago

If you can reliably get out Lost Leonin, I'd highly recommend more Double Strike enablers. Ajani is probably the best one, but Duelist's Heritage and Silverblade Paladin are also worth considering. Also, Rancor is a no-brainer here for the infect damage.

I know it costs 1 mana more, but I'm surprised at the lack of Open the Armory in here.

With the fetches you already have, Krosan Verge comes off as being on the slower side. Maybe replace with Unclaimed Territory once Ixalan drops. If you're looking for the ramp it provides, Blighted Woodland is a cheap alternative.

Also, I'd say Farseek is better than Rampant Growth. If you're going to search for a land, may as well have another option to grab one of yours duals.

Saharez on Reyhan&Ishai | Where Unstoppable Meets Immovable!

4 days ago

How quickly does your deck get off the ground?

I think 6-8 mana ramp spells/rocks such as signets Farseek (into a shock land) could help you get off one of your commanders on turn 3, far more reliably.

AestheticMana on Temur Dragons

5 days ago

Curve is way too high without ramp. I'd say cut blue entirely, since the only blue cards you're running are Temur Ascendancy and Sarkhan. Harbinger of the Hunt is boltbait, and not even good boltbait at that. Reclamation Sage is more of a sideboard card, but Ancient Grudge is much better for that purpose.

Overall, my suggestions:

-4 Temur Ascendancy, -1 Sarkhan Unbroken, -1 Crucible of Fire, -4 Frontier Bivouac, -2 Island, -4 Thornwood Falls, -2 Harbinger of the Hunt, -2 Savage Ventmaw, -4 Reclamation Sage (move to side), -2 Stormbreath Dragon (move to side), -3 Mountain

+4 Sakura-Tribe Elder, +4 Search for Tomorrow, +4 Rampant Growth, +2 Farseek, +2 Explore, +4 Cinder Glade, +4 Rootbound Crag, +3 Forest, +2 Game Trail

This will make your mana base more consistent, and allow you to get into your dragons faster and more often. Hope this helps!

TheDeckMaker2300 on Five Color Spirits

1 week ago

you should make room for some of the following

just some suggestions

Thor_Naadoh on Creatureless Raging Omnath

2 weeks ago

Decks with near-50% land probably want Abundance so you don't draw lands when you need gas. Also, it shows a metaphoric middle finger to each Phenax deck you might face.

Also, Staff of Domination can be a nice mana sink. In combination with Omnath, an Altar and Elemental Mastery you can even Lightning Bolt the whole table (in addition to producing any amount of mana you like).

Why not play more actual ramp spells (especially the cheaper ones: Rampant Growth, Wayfarer's Bauble, Nature's Lore and Farseek)?

rdeller on Marath

2 weeks ago

Saw your Reddit thread, but don't have a Reddit account so I figured I comment here. Long story short your early game is weak.

The first issue I see is lands. All of your nonbasic lands come into play tapped. This slows you down massively. There's plenty of nonbasics that come in untapped that won't murder your wallet, OG dual lands, fetches, & shocks aren't manditory. Command Tower, Opal Palace, Cinder Glade, Canopy Vista, Rootbound Crag, Sunpetal Grove, Battlefield Forge, & Karplusan Forest all enter untapped & all cost under $3. If you need to play taplands at least play the temple cycle from Theros block that gives you a scry, the most expensive of which in your colors being Temple of Plenty at $3

The second issue is ramp. A lot of your ramp is suboptimal even on a budget. Artifact ramp isn't that great when you're in green since many people will run artifact removal, but not many run land removal. I would cut all of the artifact ramp except for sol ring in favor of land ramp like Sakura-Tribe Elder, Wood Elves, Farhaven Elf, Nature's Lore, & Farseek. I personally prefer my land ramp to cost 2 or less if spell based, 3 or less if creature based, and mana doublers at any cost. The nice thing about the elves above & guys like Yavimaya Elder is that after they get your lands they make great Skullclamp fodder & okay beaters if you have Elesh Norn.

Third finishers. I think you have too many "win conditions". You only need 6-8 Finisher Creatures that'll be what you win with, and you can even get away with less since your commander is a finisher itself. You currently have:Ant QueenAvengerChampion of LambholtDecimator of ProvincesDragonlair SpiderElesh NornMirror EntityMycolothJazal Omnath Rampaging BalothsRegal ForceYou don't need 12 big stompy beaters/token steroids. I'd personally cut Ant Queen, Baloths, Spider, Jazal, & Omnath. This leaves you with Avenger & Mycoloth in the make a ton of dudes category, Elesh Norn, Decimator, & Mirror Entity in the pump my army category, & Champion & Regal Force in the I'm a dumb beater for extreme value category. This gives you more room to run low costed utility dudes who will either find the Finisher you need, make get you to them faster, or disrupt your opponent. Guys like Reclamation Sage, Acidic Slime, Scavenging Ooze, Qasali Pridemage, Karmic Guide, Thalia, Heretic Cathar, Spellbreaker Behemoth, Fierce Empath, Tireless Tracker, Prowling Serpopard, Caustic Caterpillar, Elvish Visionary, Manglehorn, Ohran Viper, Aven Mindcensor, & Ulvenwald Tracker just some examples of cards you can add to assist your early game for under $5. If you're willing to spend a little more you can grab Eternal Witness or the new Mirri, Weatherlight Duelist who's price is currently in flux due to how new she is.

Fourth you have a lot of expensive spells that create a massive amount of small tokens. You don't need these. They only give you large numbers of tokens when you already have large numbers of dudes. These cards are "win more cards", in that they only help you when you're already winning. If you're behind & getting wrathed constantly, Deploy to the Front & Nomad's Assemby do absolutely nothing, you want cards that are good regardless of how the game's going. Avenger of Zendikar, Mycoloth, and Malrath should be all the tokens you need. Why dedicate tons of card slots to token production when you can dedicate it to ramp & have Malrath vomit out a similar amount of tokens for a similar cost? It's more card efficient & even if your opponent wraths you'll have a large pile of lands to recast Malrath & do it again.

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