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
2 months ago
Hey, very cool deck. Did you find All Is Dust sitting in your hand most games? I used to run it but most of the time I have such an impressive board state that I find it a wasted slot. Hall of gemstones can backfire too since there are times where players have ways to deal with a big threat but doesn't have the color fix for it. I would also replace Selvala with Karametra's Acolyte as Selvala is a dead card early to mid game and profits off having a big creature in play already.
Feel free to check out my primer for more ideas! +1
3 months ago
skyninja135 your average cmc is too high (3.81) and your Abundance combo is solid but there's a lot of win more cards in there (whats Worldspine Wurm and Realm Seekers doing?). A number of your artifacts don't seem competitive at all, Storm Cauldron, Horn of Greed, Ghirapur Orrery all benefit the opponents as well which is something you want to avoid (except cards like Selvala, Heart of the Wilds), giving them extra lands basically speeds up their game plans as well. Most of the creature ramp (Wood Elves, Yavimaya Elder etc.) you got can be cut for normal dorks ( Elvish Mystic, Llanowar Elves etc.). I get the fact that you want to ramp heavily with lands, but most of the spells that enable you to do so are rather slow; compare Cultivate to Mox Diamond, of course, mox may be out of your budget but this kind of ramp allows early explosive turns ( after all you're aim is to pull off the combo asap) rather than a slow accumulative ramp (someone's bound to go off before you do). You can take out the landfall theme it's just not fast/strong enough. I'm unsure what the optimal land count for a deck like this would be, but removing the tapped lands is a definite (Temple of Abandon, Evolving Wilds) and adding in off-color fetches (unless your budget prevents you but it should be one of your top priorities). Also, why no artifact hate? Just some other cards that I think should be cut:
- Seek the Horizon (for 4?)
- Tempt with Discovery (letting the opponent search for a land is not a good idea)
- Rites of Flourishing (should really be adding cards that benefit yourself like I mentioned above)
- Constant Mists (unless there's someone who plays the kiki combo)
- Knollspine Dragon, Kodama's Reach (let's be honest: it's too slow)- Krosan Tusker (better options out there)
- Mina and Denn, Wildborn, Oracle of Mul Daya ( 4cmc is a bit too much for this effect and they don't really do anything else, you also want enough lands in the library for Borborygmos to discard)
- Temple of the False God (when you can just replace it with an Ancient Tomb)
- Centaur Vinecrasher (yyyy?)
- Kessig Wolf Run, Thespian's Stage (kessig if you must, but I don't see the value in stage)
As for the cards, you'll want to add:
- The green tutor package (Worldly Tutor, Sylvan Tutor etc)
- Taiga (when you can ocf)
- Red Rituals (Desperate Ritual, Rite of Flame etc.)
- Mana Rocks (Mana Crypt, Mana Vault etc if budget allows)
- Autumn's Veil, Guttural Response, Pyroblast, Red Elemental Blast to ensure Borborygmos sticks
I believe there's a loop to reshuffle the lands discarded through Kozilek, Butcher of Truth I may be hallucinating tho, but if someone finds a way then the double damage + Illusionist's Bracers package can go.
Either way, I'm looking forward to the development of this list :)
3 months ago
Ooo, Scapeshift is pretty cool, I think I'd prefer it to Hour of Promise. I guess you'll just have to keep it in the back of your mind, "Would I rather this were Scapeshift right now?" whenever you draw it, then you'll know for sure. Anyway, yeah I think I'd prefer either of those cards to Realm Seekers in that case.
I get the feelings toward Rites of Flourishing, but Collective Voyage isn't necessarily group huggy if you play it right. It could easily play to your advantage if opponents are/are nearly tapped out. But perhaps that's too situational for your taste, which is perfectly understandable.
3 months ago
Thanks for the comments and suggestionsRingoDingo92!
I think Hour of Promise is deceptively powerful in the deck because it fetches any land. When you have the sorts on non-basics we're rocking it's bound to over perform. I've just slotted it in the deck and haven't drawn it yet though. Hoping it does work, but it may actually go back to being Scapeshift as that card does similar things, but scales better as the game goes on.
I've played with Realm Seekers before. It comes down huge and usually eats a removal spell before you can do much tutoring with it. I found it... underwhelming and it was cut for a more consistent threat in Omnath, Locus of Rage.
Collective Voyage I've never played and Rites of Flourishing was in the VERY first version of the deck. Both are too.... group huggy for my tastes. I really like leveraging the fact that I'm ahead of my opponents when it comes to land drops and these get your opponents caught up. I could see both being good, but my local meta is kind of combo-y, so I hate giving that kind of advantage.
Every card you named is playable in the deck, they just don't do quite enough in my build! Good luck with your own build and the deck is certainly playable in a more... budget friendly form.
3 months ago
3 months ago
So I built this deck and have loved it thus far. One card that I havn't seen mentioned is Realm Seekers. I mostly play in pods of 4 and he generally comes down around turn 4 as roughly a 20/20. On top of that I now have a mana dump that can be activated whenever to search for any land. Bonus points if you have Burgeoning down or a Warstorm Surge.
Also a big fan of Defense of the Heart. As mentioned above, searching for Avenger of Zendikar + Purphoros, God of the Forge is a quick way to end the game. May even look into adding Tooth and Nail because of it.
4 months ago
Sunbringer's Touch seems good here.
Jushi Apprentice is pretty synergistic.