Frantic Search


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Casual Legal
MTGO Legal
Vanguard Legal
Leviathan Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Vintage Masters (VMA) Common
Urza's Legacy (ULG) Common

Combos Browse all

Frantic Search


Draw two cards, then discard two cards.

Untap up to three lands.

Price & Acquistion Set Price Alerts



Recent Decks

Load more

Frantic Search Discussion

multimedia on Emergence Day

1 day ago

Hey, upvoted!

Heres some suggestions to consider:

  1. Jace's Archivist replaces Spell Swindle.
  2. Thought Vessel replaces Spellbook.
  3. Recurring Insight replaces River's Rebuke.
  4. Shared Animosity replaces Enter the Infinite.
  5. Frantic Search replaces Dream Fracture.
  6. Fellwar Stone replaces Darksteel Ingot.
  7. Mind Stone replaces Izzet Cluestone.

Archivist can be repeatable Windfall each turn on a creature. Vessel is Spellbook's no max hand size effect, but can also be ramp to play Locust God faster. Insight is a crazy draw spell because it has rebound. Shared is busted with Bugs giving them a lot of flying power. It was just reprinted in Explorers of Ixalan it's price down to $9. Search is draw two and then untap three lands letting you potentially play another draw spell the same turn.

demonisimo on madness mill

2 days ago

Frantic Search and Treasure Cruise are banned in pauper

ZwiebelRoyal on madness mill

3 days ago

i didnt knew that. you mean Frantic Search right?

cgomes on Parallax Control

1 week ago

The banning of Frantic Search hurt the replenish list quite a lot. It used to get rid of the clunky enchantments, generated mana with sol lands, and let us find relevant spells for the matchup. I think that if it ever makes a comeback, the deck has potential to be as competitive as reanimator. Otherwise, we are left with Attunement and Intuition if your plan is to go all in on Replenish. Tide is really crucial for the deck. I wouldn't play 4 of though. I feel three of each (opal, wave, tide) is the sweet spot, and you really need to have a reliable way of getting them out of your hand (Attunement is not great but it's a must for the list). I like where you are going with the omni in the sideboard. Have you tried an omnitell transformational sideboard? Your opponents will most likely bring graveyard hate post-sideboard, so omnitell is a nice way of playing around that, then just add a few emrakuls and/or enter the infinite.

Chimera115 on Rashmi, Eternities combo assistant

2 weeks ago

List of things that could be better.

1.) Better Early Ramp Play more of the low cmc mana dorks like Boreal Druid, and Elvish Mystic. Then the noncreature one mana ramp like Utopia Sprawl and Wild Growth. 2 mana dorks like Bloom Tender and Priest of Titania. Also Probably a good idea to only play one of the four mana accelerators like Vizier of the Menagerie, Oracle of Mul Daya, and 3 cmc Courser of Kruphix as the early ramp that the one cmc dork provide is much faster.

2.) Evaluate what impact a card has when played (General rule is 4 cmc or higher should put you at a significant advantage or outright win you the game)Remove the cards that dont provide significant advantage and are just general goodstuff value like Thragtusk, Vedalken Orrery replaced by Teferi, Mage of Zhalfir, Portal Mage, Mnemonic Wall replaced by Jace, Vryn's Prodigy  Flip, Nissa, Steward of Elements probably should probably be another combo piece or some sort of draw/protection.

3.) More and Better Counterspells Use better counterspells than Disallow. Like Counterspell, Remand, Unsubstantiate, Daze, Spell Snare, Swan Song, Muddle the Mixture, Mana Drain, Mental Misstep, Delay, Dispel, Spell Pierce, and Negate. Your counterspell package should really be large so you can play Baral, Chief of Compliance and get more Rashmi, Eternities Crafter Triggers on other players turns while searching for you combo.

4.) Better Lands
Off color fetches like Flooded Strand, or Wooded Foothills are still better than Evolving Wilds. Other cards like Crop Rotation can fetch Gaea's Cradle or Nykthos, Shrine to Nyx or even help fix you mana early on. Along those lines if you still feel you need more fixing Nature's Lore and Skyshroud Claim can grab fetch lands and get untapped lands which is much better. Lands like Simic Growth Chamber, Temple of the False God,and Seat of the Synod should be replaced by lands like City of Brass, Mana Confluence, and Ancient Tomb or other off color fetches to more reliably get you mana base set.

5.) Better Draw and top deck manipulation
In the category of better "draw" or more honestly hand manipulation cards like Frantic Search, Baral, Chief of Compliance, and Jace, Vryn's Prodigy  Flip are great at giving you the ability to toss tech cards like Manglehorn or Reclamation Sage when they are not needed and get better stuff. Now in straight card draw cards like Pull from Tomorrow, Fact or Fiction, and Gitaxian Probe either offer massive draw or knowledge of another opponents hand. You should play Preordain for more draw and top deck manipulation.

6.) Some combos are just better Some of the best most consistent methods of making your opponents not win the game.

a.) Isochron Scepter + Dramatic Reversal infinite mana and untaps let you do stuff like draw your deck with Sensei's Divining Top, Stroke of Genius, Pull from Tomorrow, and Enter the Infinite

b.) Seasons Past + Dramatic Reversal after drawing your deck to generate infinite mana by looping Seasons Past to recurr Dramatic Reversal followed by a draw spell.

c.) Seasons Past + Hurkyl's Recall This one requires more artifact mana rocks and is usually a backup plan to Dramatic Reversal being exiled somehow. Same strategy as the last combo with a set of rocks as follows: Mox Diamond, Simic Signet, Mana Vault, Grim Monolith, Mana Crypt, and Sol Ring.

Start off by tapping or playing any rocks that generate you mana then play Hurkyl's Recall on yourself.

Cast these rocks and generate 3 colorless 2 blue and 1 green mana.

Use Noxious Revival to get back Hurkyl's Recall having 3 colorless 2 blue in pool.

Cast Frantic Search getting Seasons Past and Hurkyl's Recall back and discard two nonland high cmc cards. going to 1 colorless 1 blue. Then use the untap to go to 1 colorless 2 blue 2 green in pool.

Now use Hurkyl's Recall again on yourself going to 1 blue 2 green in pool.

Replay Mana Crypt, Mana Vault, Grim Monolith, and Sol Ring going to 6 colorless 1 blue and 2 green in pool

Then cast Seasons Past back the land Hurkyl's Recall, Frantic Search + discarded cards, and Noxious Revival.

You can repeat this to generate infinite colorless mana and then cast Simic Signet in the loop to generate inifinite colored as well.

Winning the Game with inifinite mana

d.) Seasons Past + Beast Within + Reality Shift - use Beast Within to destroy a permanent then Reality Shift the beast to make them manifest a card. Then use Seasons Past to loop this until all opponents have no decks.

e.) Infinite Mana + Stroke of Genius- Use this plus Noxious Revival + Seasons Past to make all opponents have no cards left in their deck.

f.) Beast Within + Swan Song-Beast Within all of their stuff then bounce it with something like Cyclonic Rift Then start playing permanents that can be destroyed and Beast Withining your own permanent. Loop with Seasons Past to create infinite beasts. This also works with Swan Song by countering your own spells and looping with Seasons Past.

The combo you use depends heavily on what you have available in your deck once you achieve infinite mana. The goal is to have a diverse enough list that not everything you need can be exiled.

Hope this helps out.

Sgtpopnfreash on Kess, On the Rocks

2 weeks ago

Well I have some suggestions. First you have way too many mana rocks. Gilded Lotus, Coalition Relic and Chromatic Lantern should be the first to go. With the mana base you have there is no need for sub-optimal ramp such as Chromatic Lantern or Coalition Relic and your mana curve is low enough that Gilded Lotus is just too much. You should also cut at least 1 signet or 1 talisman maybe one of each. Other artifacts that should go are Lightning Greaves because Kess, Dissident Mage is not at all necessary to a full storm build and having a card just to protect her from destruction isnt worth a card slot. Now as for your win conditions, if your going 1 creature then you should really just use Aetherflux Reservoir. Using Reiterate on Lightning Bolt with Paradox Engine is kinda clever but its very mana intensive, requires you to run lots of sub-optimal mana rocks and if you streamline your deck you will consistently get to an Aetherflux Reservoir win much faster. Take out Tendrils of Agony and Lightning Bolt. Now for Paradox Engine. This card doest synergize at all with Kess, Dissident Mage's ability and since you only get one spell each turn from her your going to need to rely on your deck for your gas. You should 100% replace Paradox Engine with High Tide and build your deck around that card. Add cards like Frantic Search, Time Spiral and Snap. Replace Vault of Whispers, Urborg, Tomb of Yawgmoth, Sulfur Falls, Seat of the Synod, Great Furnace, Glimmervoid, Drowned Catacomb and Dragonskull Summit with Island's. You should also take out Winds of Change, without Notion Thief its not really a great card since you might just refill your opponents hands. There are several other questionable instants and sorceries but this is already a lot coming at you so ill just link to a couple different decks people have been trying out to give you examples. The final few cards I will suggest are Mystic Remora, Paradoxical Outcome, Future Sight, Necropotence, Helm of Awakening, Sensei's Divining Top and Hurkyl's Recall

Hiotoko on Nekusar, The Helpless (Help Needed)

2 weeks ago

I've been trying your deck at xmage, and your landbase don't help. Dimir Aqueduct & Rakdos Carnarium: both land are great if you have cards/effects that untap lands. like Frantic Search. Most of the time that lands just slowdown your game. Put basic lands in its place.

Temple of the False God: its a nice card if you are running green, normaly it is not that relevant in Turn 5, when you have plenty of ramp artifact in play. Until that, is a dead card in hand.

Choked Estuary & Foreboding Ruins: They bring 2 colors, but normaly, they come to play tapped. If you run more card with landtype (swamp, island, mountain), keep running, but they are not good enough for commander.

Canyon Slough: an always tapped land, fetcheable, but no a worthy combination of colors in your deck. Look at your color%: Blue 45%, Black 40%, Red 15%.

If you want to fix your mana, I hardly recommend you to adquire the rainbown painlands Mana Confluence, City of Brass & Spire of Industry (this last add color when you have an artifact in play).

freakingShane on Wouldn't It Be Fun If Nobody Else Had Fun?

2 weeks ago

Typically early game for decks like this is a bunch of card draw and control. Having enough counter magic and using it to stop threats that will end the game or put you at such a disadvantage that you can't return from.

The card drawing is for you to add XP counters on Mizzix and draw into your win cons or combos (if you decide to run any).

But again, these are not cards that you have to include! If you put half of them, all of them, or none of them into the deck it will be fine! Some of these are dependent on your play group (like Pyroblast and Red Elemental Blast requiring a blue player in your group), but hopefully some of these you can find useful!

Load more