Fathom Seer

Fathom Seer

Creature — Illusion

Morph—Return two Islands you control to their owner's hand. (You may play this face down as a 2/2 creature for . Turn it face up at any time for its morph cost.)

When Fathom Seer is turned face up, draw two cards.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Masters 25 (A25) None
Duel Decks Anthology (DD3) Common
Commander 2014 (C14) Common
Duel Decks: Speed vs. Cunning (DDN) Common
Duel Decks: Jace vs. Chandra (DD2) Common
Time Spiral (TSP) Common

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Tokens

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed 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

Fathom Seer occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Fathom Seer Discussion

Spell_Slam on [PEDH] Ley best pauper combo [Primer]

2 months ago

Great deck! I do think that Ley/Lore Weaver is probably the best Commander in PDH to date, especially when it comes to combo-control gameplay.

The fact that you have access to these combo pieces in your command zone leaves me wondering why you run so many extra "copies" of them in your mainboard. I am especially curious about the land untappers, since they are generally pretty bad when it comes to ramp. You can afford to cut out most of these cards in exchange for more draw/counters/better ramp, in my opinion. The only ones I think are worth keeping are Arbor Elf and Voyaging Satyr.

Aside from that, I have a few suggestions. Jace's Erasure might be worth running in order to not have to give your opponent the card draw to mill them out with Lore Weaver.

If you do plan on keeping all your untappers, I would suggest Crashing Drawbridge . Not only will it let you go mana positive on many of your untappers depending on how many auras you have, but it also lets you instantly-win with Sprout Swarm.

Quirion Ranger can untap your untappers and give you another land drop and ramp on its own.

Deep Analysis Should definitely be in here if you're playing cards like Tamiyo's Epiphany.

Mystic Sanctuary is an easy inclusion with your flicker sub-theme and bouncing.

Pulse of Murasa is a card that sees a lot of play in tron decks in regular pauper and is a great way to get back lost combo pieces and give you a bit of life. It's also a great card to get back with Archaeomancer and ilk.

It's always nice to have a back-up Flicker to combo off with. Displace Fits the bill perfectly.

Some graveyard hate would be nice. I like Night Soil in green decks.

In decks that run flicker shenanigans, I tend to prefer Farhaven Elf and Ondu Giant over Sakura-Tribe Elder. The Giant is particularly underrated.

Fetchable removal with Transmute like Lignify and Deep Freeze might also be worth an inclusion.

Fathom Seer does a decent Gush impression, if you're looking for more card draw.

eyes2sky on Tobias Fünke, Ana****ist

10 months ago

Here's a neat little draw machine: Fathom Seer , re-usable with some bounce!

lagotripha on Need help making deck

10 months ago

There is also Ixidron morph value, where you play Fathom Seer / Master of Pearls type cards face up, then flip it down with ixie and back up. Battle is that compared to value from things like +1/+1 counters or etbs its not very efficient. It could be a budget list, but its still a bit awkward.

Legoarf on Animar Morph

1 year ago

Alright so initial thoughts: needs more ramp, needs more card draw and needs more interaction.

Ramp: You are in green so there is a lot of really good and cheep ramp you should add. You have the three two mana rampent growths which are good, but you should have at least 10 pieces of ramp in your deck, generally I like the higher mana ones that get two lands. The two mana ones are better in faster playgroups, but with how slow our games usually are, card efficiency and advantage is more important in my opinion. Cards I suggest: Cultivate, Explosive Vegetation, Kodama's Reach. You might also consider running all the signets though you may not need them. Also a note on mana, I'd say you should still run at least 36 lands, 34 is a bit low. For budget reasons you can probably cut the scry lands too. Look at: Kazandu Refuge, Highland Lake, Simic Guildgate, Timber Gorge, Woodland Stream. You also need to add some Mountains to your deck, at least 4 I'd say. You can also try to reduce the number of tap lands but yeah.

Card draw: One note first, make sure you add Ancestral Statue. Honestly your card draw isn't to to bad. I'd include Fierce Empath to for tutors, Skullclamp is always great card draw too. Secret Plans is cheap and goes with your deck. Trail of Mystery is also a good card, remember you can unmorph inside of combat too. Salt Road Ambushers is also a morph card that goes really well with other morph creatures. Remember megamorph is the same thing as morph, except when it flips it gets an extra +1/+1 counter. Whisperwood Elemental is crazy good card advantage too. Ixidor, Reality Sculptor is really crazy good when you can turn expensive un-morph creatures face up for only 3 mana too. Master of the Veil is also really good to rebuy some of the unmorph effects.

Interaction: This is one you could use some more work on. Most of your interaction will come from creatures but you still need to have some. For artifact and enchantment destruction you should be running a few of these: Acidic Slime, Nantuko Vigilante And a few ways to interact with creatures: Thousand Winds And maybe some spell removal: Beast Within, Primal Command, Shatterstorm.

Cards I dont think are pulling their weight: Recurring Insight is bad imo, if you want Fact or Fiction is better I'd say. Ashcloud Phoenix really slow and probably not going to recur. Broodhatch Nantuko interesting if you block a big creature and unmoroh it but even then I dont think its that good. Dawntreader Elk unless you are returning it from the graveyard I like other ramp more. Desolation Twin only good when you are ahead and even then questionable. Fathom Seer good card, but may not always have two islands, or just needs to be a consideration when you are ramping. Protean Hulk really good for combos and sometimes ok for value. In your deck of high cmc creatures though not as good. Unless he's a combo piece I'd say you can cut him. Thelonite Hermit dont think its worth it. Thought Harvester good if you are comboing it with Ancestral Statue or the like for a game winning combo, so probably fine, doesn't do much if you are not comboing though. Tishana, Voice of Thunder probably only good if you are already winning, may be fine but also cuttable for budget reasons. Flash really doesnt need to be here. Swan Song is a great card but can also probably be cut.

On other notes, your curve is looking pretty good, and overall it looks like a good deck. You can move a few cards around for budget reasons, but really your almost as low as you can go. Cards you can probably cut for budget reasons: Solemn Simulacrum, Voidmage Prodigy, Shaman of Forgotten Ways, Rootbound Crag, Protean Hulk, Cinder Glade, and Swan Song. Other than that it gets iffy I'd say. Let me know if you have any further questions.

Winterierthree2 on newbie Eldrazi

2 years ago

I like the deck! A couple of things, you have too many two ofs and three ofs. If you chop out cards that just seem to clutter up the deck and act as filler, and make more four ofs and three ofs, the deck will become much more consistent and more powerful.About half of the deck seems to be a really defensive creatures (Tide Drifter, Fathom Seer, etc.), and half of it seems to be really offensive creatures(Forerunner of Slaughter, Vile Aggregate). Maybe sticking with one of these plans over the other could help. I brewed up a BR list really quick Budget B/R Eldrazi. It is about ten dollars more and I don't have a working sideboard, but it's pretty competitive. Anyways, +1 from me

LeaPlath on Hexproof Illusions

2 years ago

I don't see why an aggro deck would run a 4 mana planeswalker, who doesn't contribute to the game plan.

Fathom Seer is basically just divination which sets your mana back 2 turns, not Gush as it wants to be. You also have access to Metallic Mimic now to up the illusion count and be a lord 5-8

I also have many doubts about your sideboard.

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