Realm Seekers


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Penny Dreadful Legal
MTGO Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2016 (C16) Rare
Vintage Masters (VMA) Rare
Conspiracy (CNS) Rare

Combos Browse all

Realm Seekers

Creature — Elf Scout

Realm Seekers enters the battlefield with X +1/+1 counters on it, where X is the total number of cards in all players' hands.

, Remove a +1/+1 counter from Realm Seekers: Search your library for a land card, reveal it, put it into your hand, then shuffle your library.

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Realm Seekers Discussion

elgosu1337 on Lord Windgrace, the Doubler

1 month ago

Nesting Dragon should really be in the deck since each land gives you two Eggs which become four Dragons, or if you have both Parallel Lives and Doubling Season, four Eggs which become sixteen Dragons.

Some stuff to sacrifice the tokens like Ashnod's Altar, Phyrexian Altar, Viscera Seer, Altar of Dementia, Greater Good, Attrition, Emrakul's Evangel, or Descent of the Dragons could be pretty good. Pitiless Plunderer also gives more mana whenever your creatures or tokens die.

If you're running Doubling Season, Realm Seekers becomes even bigger (and is already useful to find important lands). Path of Discovery will also make your creatures even bigger or draw you more lands. Eternity Vessel would also double your life and make you very hard to kill. You could try planeswalkers like Liliana Vess, Garruk, Caller of Beasts, Nissa, Genesis Mage, Nissa, Vital Force, Xenagos, the Reveler, and Chandra, Flamecaller for their abilities and ultimates.

Optimator on MTG list of EDH Ramp Cards | last update: 30-07-18

2 months ago

Extra land drops are indeed ramp. It's more potent and noticeable in regular 60-card formats but it's ramp nonetheless.

Treasure Map  Flip is ramp-y. Boreas Charger, Centaur Rootcaster,

Some more honorable mentions: Renegade Map, Pilgrim's Eye, Mycosynth Wellspring, Skittering Surveyor, Thaumatic Compass  Flip (might be real ramp, what with the flipping), Traveler's Amulet, Evolution Charm, Attune with Aether, Caravan Vigil, Lay of the Land, Sylvan Ranger, Traverse the Ulvenwald, Realm Seekers

enpc on EDH Mana Base

3 months ago

It depends on a few factors:

  • What's your deck curve?

  • How many spells are you playing in a turn?

  • Do you have other cheat into play effects?

  • Do you need mana open for control?

generally I like to run anywhere between 34 and 37 lands (anything above that you start mana flooding) with anywhere between 10-15 ramp cards. One or two fo these can be Sylvan Scrying like effects, however I geenerally try to keep these to a minimum as tutoring and ramping are not the same thing. The whole point of ramping is to outpace your opponents and just putting cards in hand isn't good enough. It's for that reason I won't run cards like Yavimaya Elder or Realm Seekers outside of a land.dec build.

For competitive builds, I will go lower (I have a deck that runs 31 lands) however I will run a higher ramp count, generally all of which range between 0 and 2 mana (that deck runs 21 ramp effects). It also comes down to average CMC (again, that deck has an average CMC of ~1.76).

Jagg3r5 on Ezuri's Elf Army

3 months ago

Removal suggestions:

Heritage Druid: your other elf mana dorks are far more viable and are useful by themselves; with how many dorks you have you would likely have to tap one of them to use her effect anyways

Joraga Treespeaker:He's a mana sinkhole; he'll either die before you can max his level or you'll only max him because you have nothing better to spend the mana on at which point he's useless. He's only actually uniquely useful if you can play him turn one, and that's a long shot

Realm Seekers: A neat card, but would be better replaced with a more lethal creature or at least one with more utility

Sages of the Anima: this one is iffy, but in the end it's a relatively slow effect on a vulnerable stick. I would advise replacing it with something like an enchantment with a similar effect if you're dead set on having something like this, but otherwise just replace it with something else altogether.

Replacement notes:

I would also advise finding some creatures that are decently lethal quickly on their own. Ezuri can make the little guys dangerous as it is, so the big fellas get real nasty when he can buff them up. You may want to put in a few heavy hitters that can get you lethal, as it decreases your build up time and stops you from having to give a mana dork 2 or 3 turns of +1/+1 tokens and trample to be dangerous. I'll always suggest Pathbreaker Ibex as he can turn one decent creature and some shrimps into an overwhelming force. Giant Adephage would also work great as Ezuri's buff(s) will make it nearly impossible to stop you from getting a token with him, or go with Plated Crusher for a decent mix of durability and damage and to keep budget low. You may also want to look at X drop creatures and see if anything fits your build, as with the number of mana dorks you have and the amount of man you will likely need to keep around to keep Ezuri on the board, they could easily get out of hand. I'll still suggest Scute Mob despite him not being an elf simply because he really fits the theme. There are probably some blue or blue/green creatures that will fit this bill too, but this is a start anyways.

Other notes:

Make sure you have a strong mana base. Your dorks are good and all but you're going to lose them and Ezuri more than once, and you need to be able to replace him without their help. Ensure you have some mana doubling cards to help to this end. Also ensure you have several equipment to give creatures haste; Ezuri's ability triggers at the beginning of combat so you can throw out something nasty and go nuclear at the drop of a hat, catching players off guard with some impressive damage.

enpc on Realm Seekers in Mimeoplasm deck

3 months ago

arcorak: Yes, Lord of Extinction's P/T will be equal to the total number of cards in all graveyards even when it's in the graveyard. It's the difference between */* and a 0/0 creature with an ability which makes it bigger/entering with counters.

Just as a reminder, while Realm Seekers can fetch any land, it's not actually ramp (I want to clear that up from your original statement). It ensures an influx of lands to hand to consistently hit land drops, however it does not actually accelerate the deck. just worth keeping in mind.

arcorak on Realm Seekers in Mimeoplasm deck

3 months ago

Ok, thank you so much for the replies !

But when you say that it's a 0/0 in the graveyard, how does it matter, exactly ? I mean, if I copy the card (not just for the F/T), the Mimeoplasm enters the battlefield with the counters since I copy the Realm Seekers, do we agree ? ^^ I understand that if wasn't a 0/0 in the yard, it would be so much better since we could copy an evasion creature with the force of the Realm Seekers... But is it """just""" because of that ?

Don't get me wrong, I understand too that it's not THE BiS card in Mimeoplasm Decks, but I try to build with what I have xD And I was surprised not to see it played/mentioned in low cost decks as a big beater ^^ (I mean, if you play in v4 and everybody has 5 cards, it's still a 20/20)

And btw, just to be sure : cards like Lord of Extinction keep their F/T values even in graveyards ?

Thanks again for your help, guys !

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