Pilgrim's Eye

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Limited Legal
Vintage Legal
Modern Legal
Highlander Legal
Block Constructed Legal
Standard Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eternal Masters Uncommon
Battle for Zendikar Uncommon
Commander 2014 Common
Commander 2013 Common
Duel Decks: Venser vs. Koth Common
Worldwake Common

Combos Browse all

Pilgrim's Eye

Artifact Creature — Thopter

Flying

When Pilgrim's Eye enters the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.

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Pilgrim's Eye Discussion

Drale on Shirei, Deaths Command

2 days ago

I play in a play group that has tons of Indestructible creatures, I simply need the -1/-1 theme the deck has going for it, on top of the Grave Pact abilities. The Plagued Rusalka has saved me from Prossh, Skyraider of Kher so many times.

Krovikan Horror, Yes. I love it, its in when I get time and money. I have never tried Pilgrim's Eye, I suppose its time to test that.

I have used Hell's Caretaker it only works on your upkeeps and it casts for 4 mana, I will stick with the Apprentice Necromancer so I can get stuff back on my opponents turns.

I like the idea of Carnage Altar, I just feel it costs so much mana to use. Even still I think its better than Culling Dais. I would love a Scarecrone, I just don't think its worth the price.

We've got a guy who runs hand hate all ready, and it works great. I just don't like it, to all those who are curious about it, it wins games.

You're right to suggest grave hate too, I'll tinker with the deck and see what I come up with.

Thank you @Force_of_Willb for the suggestions, I do wonder though why you would take tree of perdition out? I just tested it, and it seemed fine.

Force_of_Willb on Shirei, Deaths Command

2 days ago

Suggestions:

For Card Draw: Gate to the Afterlife, Carnage Altar, Scarecrone, and/or Altar's Reap better than Sign in Blood

For Land Ramp: Wild-Field Scarecrow, Pilgrim's Eye

Graveyard Hate: Heap Doll, Martyr of Bones

additional Life Drain Effects: Death Cultist, Gnawing Zombie, Krovikan Horror

Discard package: Augur of Skulls, Brain Weevil, Nezumi Bone-Reader

Hell's Caretaker over Apprentice Necromancer

Token Generators: Triskelavus, Pentavus, Thopter Squadron

1 v 1 game suggestion for unfun Hope of Ghirapur

Suggestions to remove: Necropede, corrosive mentor, plague myr, plagued rusalla, tree of perdition, sign in blood, death denied, Jar of Eyeballs,

precociousapprentice on Hvis Lyset Tar Oss

3 days ago

Some people love Burnished Hart and Pilgrim's Eye. I never end up playing them. I even always end up remoiving Solemn Simulacrum, but that is also a great card. I just don't really like the semi-manadork cards.

For Queen Marchesa, I lean toward mana fixing and and ramp in the to CMC slot. These allow you to cast your Queen earlier than turn 4, and get the Monarch our early. The Signets, Mind Stone, Talisman of Indulgence, these all get cast turn 2, ramping into a turn 3 Queen Marchesa. If you want her for early board presence, early card draw, and early defense/control, concentrate on getting her out early. Your curve is much higher than mine, but every one of those cards gets you your big fatties 1 turn earlier.

After that, add in ramp that either seriously fixes like Chromatic Lantern or Coalition Relic, or that gives a huge amount of ramp, like Thran Dynamo or Gilded Lotus.

As far as control goes, you could immediately and very cheaply upgrade the control elements by swapping To the Slaughter and Tribute to Hunger out for Fleshbag Marauder and Merciless Executioner. CMC isexactly the same, both can be sacrificed to themselves or you can sacrifice another creature to them, and they hit all players, not just one. Given that the other player decides, I never found that the instant speed was that important compared to hitting everyone.

I will have to think about your use of Queen Marchesa.I totally get where you are coming from. It just may take me a while to understand how to best position Queen Marchesa to stand in for Kaalia of the Vast in a midrange angels/demons deck.

RUST-O on Hvis Lyset Tar Oss

3 days ago

First of all, thank you for the upvote and taking the time to help with this.

To answer your questions:

Queen Marchesa gives me an early play in a deck where I have lots of top end flyers. She also is an easy way to have additional card draw (monarch). Plus deathtouch blockers. Kaalia is probably the better commander but the $35 price tag keeps me from picking her up. Its probably worth it but on the flip side.. I really do like Marchesa, she fits the secondary goal of the deck which is a hatebear/control strategy. Not exactly a "prison", "pillowfort" or "death and taxes" but similar (if that makes any sense). I want to control the board without having to just kill shit and blow stuff up. I would love to win without having it be just an all out brawl (I have Surrak for that). I would love for this deck to be more like that. I just already had the whole angel/demon thing going.

This started out as an orzhov deck with Obzedat, Ghost Council as the commander. The main reason I built it was because I didn't like white and wanted to force myself to play it. It soon became my favorite deck to play, then shifted towards angels/demons. I ended up adding red for primarily 4 cards Gisela, Blade of Goldnight, Master of Cruelties, Rakdos, Lord of Riots, and Aurelia, the Warleader. They fit the theme and were too good to pass up.

I definitely want to keep the angel/demon theme intact but would love this deck to have more control to it. I have a hard time cutting stuff at this point. Everything is good, you know? When I saw your list I was like "Unholy fucking shit man this is disgusting! How do I implement something like this in my Mardu list?"

You bring up a good point on ramp. That is an area of the deck I have basically neglected. Thoughts on cuts in favor of the signets and other rocks (possibly even shit like Burnished Hart and Pilgrim's Eye)?

Sweepea38 on Selvala's got an impressive toolkit...

4 days ago

Thanks for the comment and suggestions PookandPie, and I love some of your suggestions! I will disagree with you on a few things however. I'm running Cultivator's Caravan not just for a rock but for a target for Momentous Fall, and Birthing Pod. It's great since it survives lots of sorcery speed removal/boardwipes, and it generally doesn't draw too much aggro being played out on turn 3. Targeted removal is great but the meta I play is much more multiplayer focused, so I'm not stacking tons of targeted removal for the specific reason that it doesn't help me much in politics. This is still a casual deck but I also want it to be strong enough to hold its own. Birds of Paradise does so little for me both in the early game and the late game since in 4+ players games usually noone dares to draw blood early enough to make quick ramp creatures such as Birds of Paradise a better card.

Although yes I do need a Maze of Ith and Kor Haven. I forgot about Kor Haven so thank you for the reminder! And yes I also fully agree that Farhaven Elf is nearly a straight upgrade to Pilgrim's Eye. Minus the flying of course. I also recognize how good of an idea Grand Abolisher, and Heliod, God of the Sun but I'm a bit low on cash at the moment. And I have to hope my small LGS carries them since I'd rather not order anymore cards.

I also want to put Wilt-Leaf Liege but I can't find an appropriate spot for her in the deck.

Pal00ka on Medomai Master Rewind

4 days ago

I play-tested this a bit before responding and my thoughts are you still need ramp and more smaller utility guys.

I don't think I ever got Medomai out before T6, and you want her out T4-5. Ramp creatures are good because they get you advantage and can be used for chumping if need be (a weakness of voltron can be you don't have defenders). Wall of Denial and Fog Bank are cute but they don't do anything besides block. Burnished Hart, Pilgrim's Eye, Solemn Simulacrum, Knight of the White Orchid, Kor Cartographer, Oreskos Explorer, and Weathered Wayfarer are more/better options.

Heliod's Pilgrim was a great inclusion. Another would be Trinket Mage for snagging Sol Ring or even the artifact lands if you choose to include them. Glint-Nest Crane is also good for digging for artifacts.

Essentially I see Medomai working best when early game you can drop utility guys, ramp, and cheaper equipments to enable you getting you a T4-5 Medomai who can be protected/have haste. Swiftfoot Boots and Lightning Greaves are essential here I think. Cards like Argentum Armor are bad. 1: its the same cost as your commander so it's a dead draw until T7+ 2: it'll take 3 turns without ramp to equip and be used. Lot's of time for it and/or Medomai to be blown up because no one wants their stuff to be exiled.

Some cards I think won't be pulling their weight are Dovin Baan (nothing he does enables voltron), Venser's Journal (very slow and is having 7+ cards in hand ever a worry? Play Reliquary Tower instead), Perpetual Timepiece (play Crystal Chimes instead), Sphinx of the Final Word (decent threat but you only have 14 instants and sorceries so you aren't fully taking advantage of him, I'd re-include Sphinx of Magosi for instant and continual draw), Celestial Mantle (way to expensive and life-gain is meh in EDH, Ethereal Armor is a straight upgrade), and Mind Unbound is SO SLOW, replace w Sage's Reverie for instant draw and attack boost to complement your voltron strategy.

Sorry for the book again, I'm thorough because I want to see this shine, but it is shaping up nicely!

landofMordor on I'll Help You! I Swear ;) [Mono-U Braids EDH]

1 week ago

Hey there. Well, it's not my usual playstyle, but it's an effective deck, so I'll do my best to provide feedback.

I think this power level is perfect for any playgroup, with one exception: players (especially casual ones like most EDH players) usually get tired of losing to shockingly quick infinite combos. Those happen to be your only win conditions I can see. That's what's drawing hate from your pod, because there's a difference between seeing the tokens player with 50 Saprolings gearing up to swing for a kill in two turns, and a combo deck with 10 lands untapped that could win any time for all they know. The principle of "the devil you know" makes you the most immediate threat.

If you can add any "normal" win conditions like Talrand, Sky Summoner, Polymorph into Eldrazi, or just a bunch of Leviathans and Krakens and stuff, that might help convince other players that you'll only combo off once per week rather than every time they don't kill you first.

As far as the deck itself goes, it seems like a really well-balanced build. There's no individual cards that don't serve a purpose, which is good. My only suggestion is that Kefnet is cool, but this deck makes very few concessions to synergy with him apart from drawing cards. If your goal is for him to be a placeholder commander, then that's fine, but otherwise he's just going to be a beefy 5/5 with little value in the later turns of a Commander game. I'd suggest either Talrand or Thassa, God of the Sea to fit the synergies of the deck without changing the 99. Otherwise, you'll need to include more ramp cards like Patron of the Moon, Walking Atlas, and Pilgrim's Eye to fuel Kefnet's abilities.

Hope this helps! Let me know if I can do anything else for you.

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