|Commander / EDH||Legal|
Printings View all
|Commander 2016 (C16)||Rare|
|Vintage Masters (VMA)||Rare|
Combos Browse all
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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|Have (15)||CAPT.Shock , Ellyreia , Famicomania , , sonnet666 , damo_rox , duff87 , silvereh , Swamy , orzhov_is_relatively_okay819 , LegendDeer , golgarigirl , mziter501 , marcus638 , bakeraj4|
Realm Seekers Discussion
1 month ago
As I said, Spike Weaver is sweet anti-creature tech. There's also other Fog effects, but I tend to prioritize creatures since we run such a high amount of creature tutors that it's pretty easy find specific ones. Other than that, the best bet is to just slam a Deranged Hermit/Hornet Queen/Ant Queen/Woodland Bellower/Realm Seekers/Green Sun's Zenith the turn after playing Freya.
3 months ago
Realm Seekers is one of my favorite hugenormous creatures for a reasonable mana investment. Only 29 cents too!
3 months ago
4 months ago
What ramp is best, what to cut?
4 months ago
I like him a lot as well, he might be a good alternative to Realm Seekers. I have this deck pretty tuned to what I like at this point so cuts are super hard for me right now, but I might have to play around with some options. The trouble I've found is that while the deck can get rolling without Selvala at the helm, its just so much faster with her. I sometimes will switch commanders to tone it down so others don't feel like I'm blowing them out right away. It tends to make people mad if I make 20 mana on turn 5 or 6, worse if I have ways to untap her...I only have 2 infinite enablers with Umbral Mantle and Staff of Domination and I hear so much complaint anytime I play them, even if its late in game, considering pulling them out for my playgroup.
5 months ago
Realm Seekers, War Elemental,Vinelasher Kudzu, Verdurous Gearhulk, Verdeloth the Ancient, Vebulid, Undergrowth Champion, Primordial Hydra, Primeval Bounty, Phyrexian Scuta, Petrified Wood-Kin, Patron of the Vein
6 months ago
Welcome to the zany world of deckbuilding! I've got a couple suggestions that would have been very useful to me when I started out, which of course you're free to accept or ignore as they fit your style of design:
1. First, when you're starting out, it's pretty common to gravitate towards what I call "feel-good cards". These are cards that, for whatever reason, you're attached to. Maybe you've run them successfully in other decks, or you've seen a friend play them to great effect, or your dying father's last act was to push a Serra Angel in your trembling hands and rasp, "Take her to victory, child of my heart". Whatever the reason, it's always important to weigh the inclusion of your feel-good cards against your goals for the deck. For example, maybe Aura Shards feels like it's got so much value that you simply have to include it. But if you're aiming for a $100 budget, then maybe it's not worth 16% of your budget for that one card, especially when you don't have a ton of creatures and a sizable portion of your deck handles that function (i.e. artifact and enchantment removal) just fine without it. Everyone has their feel-good cards, and that's okay. But make sure you're not limiting your deckbuilding ability by relying on your feel-good cards exclusively.
2.A. Speaking of deck goals, it's always a good idea to begin by figuring out your constraints and go from there. Budget is always a good consideration, because you can settle on that before looking at any cards. You've got 40 basic lands, which I'm going to assume you've got lying around somewhere, which means that you can afford to spend an average of $1.67 per card. Right off the bat, that tells you that you can probably ignore any card that costs more than a couple bucks, unless you buy exceptions with cheap cards. (That number will change if you've already got cards for the deck, or need to buy some nonbasic landsyou've got this information and I don't, so I can't help you there). Knowing your average card value makes your research much simpler.
2.B. Next, you'll want to decide on the themes of your deck. If you're not totally sure, here's a handful of questions you can ask yourself to get the process rolling:
- "What do I like about these colors?"
- "What excites me about this commander? What strategies does it enable and what does it make harder to do?"
- "What sorts of things do I want to pull off in games where I run this deck?"
If you're having trouble deciding, write down your options and choose one at random. I'm serious! The reason you're having trouble deciding is probably because you're trying to weigh your feelings against each other, and feelings are indeterminate enough you'll never get a clear answer. Think about it this way: the fact that you're having trouble deciding means that the options are all about the same level of value, so choosing one at random won't affect your future enjoyment. And, of course, if you get partway through the design and decide you don't like it after all, you can always go back and choose another option.
2.C. Next, you'll want to generate your constraints for card selection to help you be more intentional. You can do this by thinking about the implications of your theme. For example, let's say you want to focus on your commander's ability to block every attacking creature. That suggests a couple things. Begin by paying attention to the conditions that need to be achieved before your deck works:
First, you'll want him on the field as much as possible (otherwise he can't block things). What effects help with that? Mana ramp? Mana fixing, to make sure you have the right colors? Maybe something unexpected like Vedalken Orrery, so you can cast him at instant speed?
Second, you'll want to make sure that, once on the field, he stays there. Hexproof? Shroud? Indestructible? One of the few non-blue counterspells? Token copies that you populate as soon as someone targets them?
Third, you want to make sure that keeping him on the field actually does the job you want it to--for example, how will you deal with a board full of flying creatures, or a massive, trampling threat? Maybe you want to use board wipes, but you don't want to make it harder to keep your commander on the board. That becomes a constraint on your card selection.
Fourth, you can look for interesting synergies that increase existing potential. For example, since he's already got first strike, and you know he's going to fighting a lot of creatures at once, why not give him deathtouch? If you're gaining life all the time, what effects combo with lifegain? Flicker effects so he can exit combat after first strike but before normal combat damage?
Fifth--and this is an important one--how does adhering to your theme make you win? Maybe blocking every creature lets you protect a backline of planeswalkers, or maybe you want to capitalize on all this effort you're devoting to protect your commander and go voltron. Perhaps you'd like to build a group hug deck, using Sir Guinelot to make you an unattractive target until the end of the game.
2.D. Once you know what sorts of effects you're looking for, list them all, and divide your 59 card slots among the different categories. Then, if e.g. you know you want 10 cards to ramp, you can start searching on Gatherer or Scryfall (the latter is much more useful, in my opinion). EDHrec is also a great site for seeing what other people have come up with, but keep in mind that they might not have the same playstyle, goals, or budget constraints as you do. Also, since you're using a custom card, that's not really an option for you in this specific situation--still, if you've got the time, you might find it instructive to see what people run for similar commanders.
When searching, always try to go for cards that count toward multiple categories in your checklist--they're basically free deck slots. Also keep in mind the conditions under which you'll be playing the card. In the first draft of my Marath, Will of the Wild deck, I counted Realm Seekers as a mana ramp card, and was quite embarrassed when I got mana screwed and it was stuck in my hand, mocking my lack of foresight.
3. If you find you need an expensive card, ask yourself whether you need that card specifically, or if you couldn't go for a less powerful but more reasonably priced equivalent. For example, that foil Gilded Lotus you've got up there certainly looks exciting, but it might be better to go for Prismatic Geoscope (which is cheaper and more versatile) or Pyramid of the Pantheon (which is a little more inconvenient, but lets you allocate budget elsewhere).
4. For EDH, I generally prefer not to put tutors in my decks. For one, the point of a singleton format is to increase the variance of games, and tutors allow you to pull out the same cards every game. For another, good tutors tend to be fairly expensive, which means a budget deck probably can't afford the ones that are actually useful. The four you're running--1/15th of your card slots--cost about $40, which comes out to about six times greater than you can afford per card. A budget deck can only afford a handful of cards like that, and the rule of thumb is they should probably win you the game when you draw them.
Alright, that was a lot, so I hope at least part of it was helpful to you. Have a great day, and best of luck with your deck construction!
6 months ago
Thanks much! Good point regarding Steely Resolve and Lightning Greaves, not sure how I forgot about my own need to target Selvala.. Bane of Progress is a SUPER fun card, same with Realm Seekers.. I'll try them both out! I did add Ulamog, the Ceaseless Hunger for some fun times last night - turn 4 was Weird Harvest, get Temur Sabertooth, Wirewood Symbiote and Ulamog, the Ceaseless Hunger - proceed to exile everything on the board.