Farseek

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander 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.

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C17

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M13

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Farseek Discussion

pizzanui on Dino Tribal

21 hours ago

I haven't looked over the entire list but here are a few suggestions at first glance:

1) Ramp Spells --- Let's be real, Gishath, Sun's Avatar is a game-winner, so you want to get it out ASAP. You're going to want to ramp up to 8 mana before your opponents can get too many blockers on the board. Thunderherd Migration and Farseek are already in there, and both are definitely solid, but I'd honestly put in way more than two ramp spells. Consider Rampant Growth, Exploration, Heartbeat of Spring, et cetera. You want to be getting more than 1 land onto the field per turn if you can, and you want those lands to be producing more than 1 mana whenever possible. For this reason I have honestly no idea why you aren't running Wayward Swordtooth and Commune with Dinosaurs. Both of those cards would be incredible in this deck.

2) Mana Rocks --- With the number of ramp spells available in your colors you really don't have much use for artifacts that produce mana. While I agree that Chromatic Lantern is good for mana fixing, you don't really need it when you can very easily get all three colors online extremely quickly using cards like Farseek. I would immediately ditch Pillar of Origins, Fellwar Stone, and Worn Powerstone, but I would strongly recommend getting rid of all mana artifacts in the deck in favor of ramp spells. Remember, you just need to get to 8 mana for Ghalta. You'd be surprised how quickly you can do that when you're playing green.

3) Mana Dorks --- Drover of the Mighty is an auto-include for obvious reasons, so I'm glad to see it in this list. I also like Kinjalli's Caller more than most people do, so I'm glad to see that as well. I also know that you are trying to limit the number of non-dinosaur creatures in your deck. For that reason, I'd recommend just a few more non-dino dorks such as Otepec Huntmaster, Birds of Paradise, and Voyaging Satyr. Remember, if any of your lands is producing more than 1 mana through land enchantments such as Utopia Sprawl, you can have Voyaging Satyr untap it for incredible amounts of value.

4) Utility Spells --- One of the best pieces of advice anyone has ever given me in terms of deck building is to avoid any and all cards that don't directly contribute toward getting your win condition online. For this reason, I would ditch the majority of your utility spells. This includes instants, sorceries, enchantments, and even planeswalkers.

Cards that trade 1:1 with an opponent such as Disenchant work in 1v1 matches, but this is EDH. I'd take out anything that destroys a target enchantment or artifact in favor of mass artifact removal such as Serenity or Fracturing Gust. Just remember not to wipe your own creatures off the board with creature wipes. I would recommend throwing in a very small number of targeted removal like Path to Exile and Naturalize just to take out a key threat on an opponent's board, but your main creature removal should come from combat or the "fight" mechanic.

Speaking of, take out Hunt the Weak entirely. Prey Upon does the same thing (kills a creature and triggers enrage), but it costs 3 less. Pounce Might even make sense since it has instant speed, making it effectively a removal spell that triggers enrage. Just be careful not to kill your own creatures - damage dealt in "fight" doesn't wear off before combat.

Huatli, Dinosaur Knight is sadly not very good and costs way too much. I'd take her out, but I could see this deck utilizing a Samut, the Tested pretty well.

Oh, and by the way, I absolutely love Rile. Look at Reckless Rage maybe? Cards that hurt your own creatures as a "cost" are incredibly good with Enrage. Forerunner of the Empire is your best friend.

5) Land --- With your lands you really want to be both ramping and fixing. For this reason, the guildgate cycle is way too slow, as is Stone Quarry. EDH gives you access to some pretty ridiculous lands, so I'd spend a lot of time looking at those. Personally I'd strongly recommend the Ravnica bouncelands if you have a way to play multiple lands in a turn, or otherwise shocklands. I wouldn't recommend fetchlands (unpopular opinion) because this deck doesn't need to worry too much about mana fixing (you get it all from your creatures and, ideally, the rest of your land base), but for that exact reason I might go with a painland or two. After all, at a certain point you may not need the colored mana, so it's usually worth it just to have a couple. You're running tricolor, though, so ultimately you'll want a lot of basics. Aim for about 35 lands total, since you should have ways to search for lands so you don't need the full 40.

6) Anthems --- I wouldn't worry too much about Anthem effects or Lords. You really want to be flooding the board with creatures, not buffing the ones you already have (though that's always nice as an aside). Cards like Strength of the Pack are usually just too slow and don't do very much for you.

That's all I could pick out at a glance. Hope this helps!

NV_1980 on Ally EDH

4 days ago

Welcome to the format! The first thing I would do is add some ramp to your deck, so that you can cast more than one spell per turn; especially during the early stages of a game. Some cheap options are Rampant Growth, Farseek, Cultivate, Kodama's Reach, Commander's Sphere, Darksteel Ingot and Fellwar Stone. I would also add Cryptolith Rite and Sol Ring, though these cards are slightly more expensive than the average card you're using.

EventuallyClassy on Dark Alley w/ Mr. Rakdos and His Eldrazi

6 days ago

Well, Forestxavier20, I can see how it might be confusing, but it is not about the wording, it is about the color identity. Because Marsh Flats does not have a color identity or any mana symbols, it is ok to be in any Commander deck (not just black and/or white decks). All of the sacrifice lands are legal in every Commander deck (some might be useless in some decks though). Similar to being able to use Farseek in a mono-green deck (useless, but legal). I use as many sacrifice lands as possible. If you have the opportunity, I would look into it a little more, they can be really powerful with the ability to grab several different Dual-lands, as well as filter the deck of some more lands.

Thanks for reading the deck, good luck, and Viva la Rakdos!

enpc on The Tokens Are Coming, The Tokens Are Coming!

1 week ago

because you're sporting both the shock and buddy land, you can run Nature's Lore which will get either. Farseek is another option - Three Visits is the end goal but that card is disgustingly expensive.

Sakura-Tribe Elder is a solid ramp card, hits the board and gives you a blocker until you crack it. Talisman of Unity is basically Selesnya Signet number two (but in some cases better). Priest of Titania works really well with Rhys and can potentially generate a lot of mana. Avacyn's Pilgrim is good in that it fixes off green. Birds of Paradise is a no brainer.

By combining these with even cultivate and Kodama's Reach, you will increase your chances of hitting early game ramp and will let you land your beaters much earlier. Because having 6-7 mana available on turn 4 is what aggro wants to do.

S1ayerMonkey on The Tokens Are Coming, The Tokens Are Coming!

1 week ago

foyle99 I can help with the ramp question!

I'd first add 2 or 3 more basic forests to your lands. After that, add some mana-producing creatures. Some excellent examples are: Elvish Mystic, Voyaging Satyr, Whisperer of the Wilds, Arbor Elf, and Knight of the White Orchid.

Next, add several more mana artifacts. I see you have Sol Ring and Selesnya Signet. These are excellent but not enough. Look into Manalith, Selesnya Keyrune, Selesnya Cluestone, Coldsteel Heart, and Terrarion.

Finally, look at your fetch lands. Good cards to include are: Farseek, Attune with Aether, Safewright Quest, and Rampant Growth.

Ideally you want 45-50 cards to produce mana in some form. Since you're playing green it makes things a little easier than with other colours.

Good luck and I hope I helped!

allanrichardo on Ur dragon upgrades & discussion

1 week ago

Yess that will works :)

The rest is to upgrade land section. Shocklands is a must. You dont want most of your land ETB tapped all the time, it will leave you far behind than your opponents.

Dual lands from BFZ is fine but inconsistant, your basic lands is quite low. And why dont you bring Farseek, Skyshroud Claim, Tempt with Discovery or Krosan Verge(the worst) maybe ? it will help you search and fix color by finding your duallands.

Temple of the False God Ancient Tomb for boosting mana.

filterlands to fix colors too, and they dont ETB tapped. Wooded Bastion Fire-Lit Thicket etc

City of Brass Forbidden Orchard Reflecting Pool is a key to 5 color deck, they dont ETB tapped and fix colors. You dont want to have Cinder Glade or Canopy Vista on your first turn and cannot drop your Birds of Paradise

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