Realm Seekers

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Pauper Legal
MTGO Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

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

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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

TehGonzalez on Custom Commander 1

2 weeks 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!

  • Gonzalez

dcoffin on Selvala Brostorm

3 weeks 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.

jjp16 on Selvala's Big Dudes

1 month ago

Some suggestions from a fellow Selvala 2.0 player, I strongly suggest Throne of the God-Pharaoh, as others have mentioned, especially because you have the potential to generate some tokens. If you can get a way to tap them all down beyond combat its even more explosive, generating a load of tokens with Hydra Broodmaster or Hooded Hydra then dropping Harmony of Nature with a Throne onboard, you'd gain a ton of life and wipe everyone out at once. Effects that say "each player" are incredibly powerful. If you can afford it, Staff of Domination allows for infinite mana in a similar way to Umbral Mantle. For removal, you're limited in green but as mentioned above, Beast Within is great, Song of the Dryads is another out in a pinch.

A note: Selvala can work well with the x things like hydras, but beyond that just look for creatures that are undercosted for their power and stuff that can sink extra mana into to increase size later, like Chameleon Colossus which you have. Primalcrux and Realm Seekers come out larger than their 6 cmc costs. Duskwatch Recruiter is a good mana-sink that can act as a type of draw to dig through your deck for key creatures. Rhonas the Indomitable is a stud in this deck, 3cmc for 5 power on indestructible deathtouch body, with a built in pump and mana sink is amazing.

Some others to think about:

Hurricane/Squall Line-again, each player, as long as you have more life than the others, you can finish a table with enough mana in one shot

Viridian Joiner can be a second Selvala with Umbral Mantle, goes infinite very easily

Check mine out if you want more ideas, its been a blast to develop and play. Go Green

asm on Selvala Brostorm

1 month ago

Yeah unless there's some super sweet interaction I'm not aware of, by the time you can afford to cast this guy, you probably could have been winning through other means. I would much more likely consider running Multani, Maro-Sorcerer or Realm Seekers before the uber dino (we actually did use to run realm seekers in an early iteration of the deck).

Enral on EDH: Freyalise and Friends!

4 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

DiabolicEsper on Borborygmos, Destroyer of Value town

4 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 :)

RingoDingo92 on Borborygmos Enraged: The Breaking of the World

4 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.

alfindeol on Borborygmos Enraged: The Breaking of the World

4 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.

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