Realm Seekers


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage 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.

Set Price Alerts

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Realm Seekers Discussion

Saljen on Borborygmos is coming

3 weeks ago

Oh, and another major card that I think would definitely fit into your 100: Grafted Exoskeleton . Your bolts gain infect, 4 bolts = dead opponent. Stack that with Gratuitous Violence (both of which you can play before your commander comes down) and it's 2 lands per kill. Assuming you have 6-7 lands in hand, that's 3 dead opponents on the turn after your commander comes out. Illusionist's Bracers is also another great one to attach to your commander, as each land now yields two bolts. This causes two triggers on Snake Umbra / Keen Sense from a single land. You also can't go wrong with Lightning Greaves , as both haste and shroud are invaluable to your commander. Realm Seekers is a great way to dump mana and refill your hand. Also, landfall dudes like Rampaging Baloths and Omnath, Locus of Rage give you another win-con. Mina and Denn, Wildborn is a dirt cheap way to play an extra land per turn, and her second ability lets you pay RG to return a land to hand and bolt something or play it again for landfall.

Monti_Jones on Sasaya, Orochi Ascendant Combo (EDH)

3 weeks ago

Hi there!

Always nice to find another Sasaya player! This deck is a hard nut to crack but I think you are on the absolute right track. I will try to share what works for me. As you surely know the deck plays vastly differently with and without a fliped Sasaya, so I will give you my thoughts for each part, as well as a few general things I found useful.

Pre-flip: This is the part where every mana spent counts. Spells you want to cast here should be as cheap as possible and make flipping easier. It seems kinda obvious but: to have 7 lands in hand, you have to have at least 7 cards in hand! Keeping your card count high while playing spells and lands is key for a fast flip. Continuous card draw like Howling Mine works great for this, top deck manipulation with Sensei's Divining Top is also nice. Spells like Gatecreeper Vine are essentially a land in your hand while providing a blocker too. Ramunap Excavator and Crucible of Worlds let you play fetch lands or cycle lands from your graveyard keeping your stock in hand high. For that same reason Cultivate , Kodama's Reach , Peregrination and Khalni Gem are the best ramp spells you can get. Renegade Map , Traveler's Amulet and Wanderer's Twig push you over the threshold right before the turn you need it. Yes, they erode your hand size at first but that's right when Gaea's Bounty and the likes come in.

Post-flip: Great, you got 7 lands in hand and can flip! But what else? City of Solitude would be another Dosan to protect you, but the real problem is finding a payoff card in a deck that is almost 70% setup. As you already play the Portal and the Ring, I guess you'll like Skyship Weatherlight too. You'll run out of life before you run out of mana with Book of Rass . Personally I prefer cards I can play pre-flip and can activate post-flip. Domesticated Hydra or Unyaro Bees look stupid when you play them, but finish off the most dangerous opponent quickly. Temur Sabertooth can be used in too many ways to count. Polukranos, World Eater is a boardwipe (together with Khamal, a landwipe too) and finishes off whoever can't play a blocker fast enough. Realm Seekers are huge or can get a new set of lands, in case someone removes Sasaya.

My personal favorite: Oath of Druids ! You wouldn't think it works, but it simply does. It is a fast way to find Life, hitting a payoff creature means you don't have to cast it and the overall confusion when something big jumps out of another deck is a great distraction. Everytime I play it, the game is a blast!

General thoughts: A few things, that come to mind, because they work for me. Please see this as constructive critique you can ignore too, if you think your deck works for you. Because every extra land drop lowers your card count I really don't like additional land drops. While they are great for ramping pre-flip, they postpone the flip and become almost negligible post-flip. Essentially they are rituals and I only consider Summer Bloom worth the slot. I see you don't play any utility lands, but I think Glacial Chasm is just too good to pass up. While we're on the topic of utility lands, I really think you should reconsider on playing cards that give no maximum hand size too. To reiterate: you can only reveal 7 lands if you have at least 7 cards in hand. Having the leeway of more cards beside your lands is what makes the effect a must have in my opinion. Library of Leng and Thought Vessel are worth their slots for me, next to the Tower. You not playing this effect creates a spiral: you still have to get up to 7 lands but you can never not consider what to do at your cleanup, suddenly searching for multiple lands becomes worse, then you have less food for spell mastery or delirium. Everything together is costing you at least 1 turn pre-flip. Especially if you chose not to play "no maximum hand size"-cards, but also in general, playing lands from your graveyard is always a good way to preserve your hand size. You state the the wave chain as your best win condition and you are absolutely right, it is the best. Still I don't like the Memorial just for how useless it is pre-flip. Let's be honest if the first Wave hits an E-Wit, you can Wave for the whole deck. What you win the game with in the end doesn't really matter. I like Goblin Canon because it can still work pre-flip in a pinch and still works in the wave.

Too many cards to suggest but I hope there are some cards you want to try out. If you have questions I'll gladly follow up. Cheers!

Mattismen on Budget Azusa Commander

3 weeks ago

Looks like Realm Seekers does everything you want in this deck. Being huge and fetching lands.

Hi_diddly_ho_neighbor on EDH Gardener of Kamigawa

1 month ago

Hi there!

So here are some suggestions. You already have the additional land drop cards covered, but I think you could use more cards that put lands directly into you instead of the battlefield. That way you can maximize your commander (and Sasaya) to their full potential. I think additions like Thaumatic Compass  Flip (it even becomes a Maze of Ith later on!), Journey of Discovery, Life from the Loam (not very budget, but suuuper powerful here), Abundance, and Realm Seekers would greatly benefit you deck.

Patron of the Orochi and Seedborn Muse might also help you get additional activations from you commander.

Beast Whisperer and Soul of the Harvest will also get you a bit more card draw too.

Rogue's Passage or Whispersilk Cloak can help you get that infect win quicker as well.

Good luck deck building!

+GhostDragon+ on Karametra

2 months ago

Hey there HydraDragon123,

Thanks for the comments, especially regarding Sylvan Primordial as I had no idea it was illegal. I will swap it out as I would like this to be a legal deck.

I do hear you about the lands, the idea was to increase utility options through land tutors such as Knight of the Reliquary, Ulvenwald Hydra and Realm Seekers, to account for the lack of sorcery's or instants that might do the same job. I agree about Gateway Plaza as last game I played it was in my hand and felt like a dead draw so will swap it out for Command Tower. Survivors' Encampment is meant for the remote chance of someone dropping Contamination or something similar, so I can at least have one mana of my choice to try and do something. Even still, I will look at what other non Plains, Forests I could drop to increase the basic land count as I have found them a bit short in a couple of games.

High Market coupled with Emeria, The Sky Ruin is part of my turtoring engine. Example is I drop Fierce Empath, Ranger of Eos or Woodland Bellower, get the tutor off then sacrifice it using High Market, and have it re-enter at my next upkeep through Emeria, The Sky Ruin to tutor again, then rinse and repeat. High Market is also a good way to save a key creature from exile, as I can sacrifice it as a response to keep it in my graveyard for recursion rather than have it go by by completely.

I have considered Wildwood Rebirth but am trying to keep the high creature count as I like that idea. I do have a few more cards on the way to swap out so will update soon with changes. Thanks again HydraDragon123 :)

Saljen on Hold the Gates

2 months ago

This is great! Guilds of Ravnica inspired me to put my gate deck back together! I played the gates deck back when it was standard and I loved it, so I tried to make it Modern but it just didn't perform very well so I took it apart after a while. The printing of Gateway Plaza and Guild Summit made me want to put it back together. Here it is if you're interested.

I also play a lands matter EDH deck with Borborygmos Enraged as the commander. Here's a few suggestions I'd make on that front.

Creeping Renaissance lets you return all of any card type from your graveyard. In a lands matters deck, this allows you to recover destroyed or milled lands, and also gives you the option of using self mill to return lots of lands to your hand all at once. Life from the Loam helps with this game-plan by both self-milling and returning lands from your graveyard to your hand. Praetor's Counsel is another great card, this one returns your entire graveyard to your hand and gives you no max hand size. Very good in a deck that plays a lot of lands and ramp. Splendid Reclamation returns all lands from your graveyard to the battlefield, which is crazy strong if you've been filling the yard. Crucible of Worlds and Ramunap Excavator let you play lands directly from your graveyard. Skullwinder, Eternal Witness and Greenwarden of Murasa all return any card from your graveyard to your hand as well.

Another huge part of this deck has got to be ramp, more specifically ramp that can get you your guildgates. Playing more than one land in a single turn is one way to go about it. Cards like Skyshroud Ranger, Exploration, Burgeoning, Azusa, Lost but Seeking, and Mina and Denn, Wildborn can all help you drop more lands in a single turn. Pir's Whim, Scapeshift, and Realm Seekers can all search out guildgates, with scapeshift being able to win you the game upon casting often times. Lotus Cobra adds mana of any color to your pool whenever you play a land, helping you fix your colors much easier as well as consistently ramp.

Anyways, good luck with the deck; it looks like a blast!

joecool1299 on Tough Cuts and a Tide ...

3 months ago

32 lands is pretty low especially for a 6 drop commander. The ramp helps but the last thing you wanna do is miss land drops. I try to run at least 36, if not 38.

Standstill is cute but your deck isn’t set to abuse it and it draw two opponents 3 cards. It’s kinda cool to recur it but I think you have better options. Font of fertility is also too cute I think. Three is a lot for 1 land and Wayfarer bauble is colorless so I’d cut Font.

Second chance is interesting especially with doom whisper to get infinite turns on demand, but fair warning some people will get pretty mad at you for running it. If you’re cool with that, go ahead but be ready for the salt you may receive.

You’re a valuetown deck but I think you still need one more straight up late game bomb to draw into. Perhaps an Avenger of Zendikar or a Deadeye Navigator. Wins if unanswered and works well with Muldrotha. Emrakul, the Promised End is hilarious and very mean. On the silly side Clone Legion and Archeomancer is not good but very funny. Even a big durdler like Thunderfoot Baloth or Realm Seekers can finish a game.

You’re short on mass removal spell other then bane of the living which I don’t think is very good. Not everything has to be synergistic with Muldrotha. Toxic Deluge, Decree of Pain, Deadly Tempest for the budget, all will get the job done. I’d cut The Eldest Reborn for at least one.

Hope you enjoy the format!

Beebles on Mina & Denn's Supermassive Landmass [Primer]

3 months ago

Wow, lots of tips Saljen. First of all: Thanks a lot for taking the time to leave some feedback! I think I’ve considered most of your mentions though and ended up not including them due to certain preferences. Lots of cards to respond to, so here goes:

  • I used to run Hour of Promise and I like the card. However, I ended up cutting it when other land tutors were printed. I think it was Pir's Whim that has taken its place.
  • Constant Mists I also used to run, but I found that I did not run enough cards that synergize with it. I would probably put it back if I ever change the list to be more graveyard-oriented (similar story for Sylvan Safekeeper), or if my meta starts playing more aggro. It is a card I really like though, so I would like to run it again.
  • I’m aware of the Abundance Sylvan Library combo, but that situation will occur very rarely (especially as I run no ways to tutor for enchantments). So most of the time Abundance will see play on its own. And as a stand-alone card, I do not think it warrants a spot in the deck. Same story with Prismatic Omen, which only other synergy is it makes Dark Depths and Glacial Chasm tap for mana. These cards are great when they combo, but mediocre when they don’t imo. Gratuitous Violence only works when creatures deal damage, so I don’t see how that helps with valakut…
  • Eternal Witness and Skullwinder are indeed great recursion cards! However, I run witness in so many decks already so I wanted to focus on lands in this list for my recursion cards for some variety. I prefer those recursion cards over witness and skullwinder.
  • I never really read Realm Seekers well enough it seems :). Will reconsider that card!
  • I’ve built this deck to make the lands shine! Magus of the Moon and Blood Moon turn the stars of my deck into mountains… I agree they are great cards for stalling opponents, but it goes against what I want to do with this deck. Also, I tend to steer away from cards that mess with my opponents' lands (already cut Jokulhaups for that reason). That’s also why I’m also not running Vorinclex.
  • Yavimaya Hollow is useful, but not necessary in this list I think. I never really considered it for this deck however. So I will do that :)!
  • I did not include Realms Uncharted in this list as I’m not focusing on graveyard synergy. But I never considered it in combination with Petrified Field, so maybe that will change things ^.^. However, I do really like the land tutors that are already in the deck.
  • Wheel of Fortune is awesome. However, I only have one of them, and I put that one in a Daretti deck, where it is more valuable for the deck strategy. Here I can run other carddraw and not feel bad about it ;). I don’t think it makes a big enough difference here to warrant that price tag.
  • T&N I am already considering in this deck, but haven’t decided on it yet :). Insurrection is nice, but does not have any synergy here with the strategy or themes (I do run it in another deck where I think it is more at home).
  • I agree Decimate and Gleeful Sabotage are decent removal options, but I prefer the removal pieces I ended up selecting for this list.
  • You did see I only run 5 mountains right? I don’t see how Boundless Realms is going to kill all opponents with Valakut unless I have valakut copied a bunch of times and if I have a bunch of other cards in play as well that I don’t run. I actually wrote quite extensively about why I do not run Boundless Realms in my description and I stand by those arguments.

Thanks a lot for dropping by. I will consider realms uncharted, petrified field, yavimaya hollow and realm seekers ;).



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Realm Seekers occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Green: 0.06%