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.
Printings View all
|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|
Combos Browse all
|Commander / EDH||Legal|
Fathom Seer occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%
Fathom Seer Discussion
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.
Fathom Seer does a decent Gush impression, if you're looking for more card draw.
5 months ago
Burgeoning Exploration Solemn Simulacrum Skyshroud Claim Nature's Lore Farseek Abundance Sylvan Library Gush Kodama's Reach Sakura-Tribe Elder Sporemound Mana Breach Overburden Wood Elves Yavimaya Elder Llanowar Scout Nissa, Vastwood Seer Flip Burnished Hart Farhaven Elf Explore Splendid Reclamation Nissa's Renewal Boundless Realms Nissa's Pilgrimage Animist's Awakening Far Wanderings Life from the Loam Grow from the Ashes Collective Voyage Horn of Greed Ghirapur Orrery Rites of Flourishing Into the Wilds Temple of the False God Myriad Landscape Amulet of Vigor Ghost Town Urban Evolution The Mending of Dominaria Thawing Glaciers Cultivate Sylvan Ranger Manabond Skyshroud Ranger Coral Atoll Ensnare Fathom Seer Flooded Shoreline Meloku the Clouded Mirror Parallax Tide Planar Overlay Storm Cauldron Tidal Bore Thwart Trade Routes Tragic Lesson Uyo, Silent Prophet
10 months ago
Here's a neat little draw machine: Fathom Seer , re-usable with some bounce!
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.
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.
1 year ago
Also include all blue spells from this deck.
You can cut any of: Abyssal Gatekeeper, Bloodrite Invoker, Disciple of Tevesh Szat, Drownyard Explorers, Faerie Invaders, Fathom Seer, Gryff Vanguard, Gurmag Angler, Horror of the Dim, Jeskai Sage, Jhessian Zombies, Jwar Isle Avenger, Messenger Drake, Zombie Outlander, and Helm of the Ghastlord.
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
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.
I also have many doubts about your sideboard.