Search for Tomorrow

Search for Tomorrow

Sorcery

Search your library for a basic land card and put it into play. Then shuffle your library.

Suspend 2-(Green) (Rather than play this card from your hand, you may pay (Green) and remove it from the game with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, play it without paying its mana cost.)

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Printings View all

Set Rarity
Mystery Booster (MYS1) Common
Iconic Masters (IMA) Common
Modern Masters (MMA) Common
Planechase (HOP) Common
Time Spiral (TSP) Common

Combos Browse all

Legality

Format Legality
Block Constructed Legal
Highlander Legal
Leviathan Legal
1v1 Commander Legal
Canadian Highlander Legal
Legacy Legal
Pauper Legal
Modern Legal
Oathbreaker Legal
Unformat Legal
Noble Legal
Magic Duels Legal
Commander / EDH Legal
Duel Commander Legal
Penny Dreadful Legal
Pauper EDH Legal
Vintage Legal
Casual Legal
Tiny Leaders Legal
2019-10-04 Legal

Search for Tomorrow occurrence in decks from the last year

Latest Decks as Commander

Search for Tomorrow Discussion

plainsrunner on Otrimi My Dude

2 weeks ago

Looks like a cool deck! I'm wondering why you chose to include Life Goes On and Underworld Dreams. Lifegain isn't especially useful in commander unless you have some specific synergies that it will power, and punishing opponents for drawing cards seems like it would go best in a deck that's forcing them to draw, like Nekusar, the Mindrazer. Unless your meta has a lot of decks that focus on card draw a little too much, in which case go for it.
I also notice that your mana curve is pretty high. Do you struggle with having enough ramp? If so, I'd replace either or both of the cards I mentioned above with some cheap ramp spells, like Search for Tomorrow or Rampant Growth

Snips500 on [PDH] Tatyova Combo

2 weeks ago

Hi, I just recently brewed up a Tatyova list that is aiming to be competitive and I wanted to ask about a few of your choices. I acknowledge that you have likely tested and played this deck more often but I am mostly curious about some of your card choices and the direction that you took this list. You can find my deck here: ~PDH~ When Lands Came to Value Town (Tatyova)

  1. Why do you include so much card draw? I actually run zero spells or otherwise that draw me cards other than lands through Tatyova. When I first was putting the list together I had a bunch in the form of Ponder, Gush, and so on but ended up cutting them for other cards.

  2. Some of your Land fetchings spells just seem bad. I don't mean to offend but cards like Nature's Lore, Search for Tomorrow, Shoreline Ranger, Spoils of Victory, Farseek, Kodama's Reach and Rampant Growth just don't seem worth it to me. Instead of some of these fetch spells, I run 40 lands. I was also surprised that you are not running Dreamscape Artist (Springbloom Druid just seems like a worse version). It's like a repeatable Harrow and gets you two Tatyova triggers. I would argue that that card is one of the most powerful cards in my deck behind Tatyova ofc and Mystic Sanctuary.

  3. I decided to include more utility lands such as Bojuka Bog, Khalni Garden, and Sejiri Steppe. This decision on my part to include these was in spite of some of them not being in Green Blue but I though their value outweighs that downside. Bojuka Bog for example is better than Relic of Progenitus in this deck because you can flash it in with a creature like Walking Atlas and exile a target players bin and draw a card like relic. The thing is though that Bog is repeatable through your creatures that bounce your lands. Sejiri Steppe is similar in the way that its repeatable protection for Tatyova or another important creature.

  4. I noticed you only ran 1 land bouncing creature. In my deck, these guys power much of the value. With them and Halimar Depths I can basically ponder each turn at least once, it allows me to repeat the ETB effects that I mentioned above, and It also allows me to get a land drop in if I missed one for some reason. Floodbringer, Oboro Breezecaller, Soratami Rainshaper are the ones I run in addition.

  5. Now a few suggestions I have: Whispersilk Cloak, Power Sink, Universal Solvent, Vines of Vastwood, Scaretiller, Explorer's Scope (This works well in conjunction with Adventuring Gear and Aqueous Form), Seat of the Synod and Tree of Tales can be tutored with Trinket Mage, Library of Leng, Stone-Seeder Hierophant/Krosan Restorer, Spidersilk Armor (So the majority of your board doesn't die to Shrivel, Electrickery or something like that and harder for Pestilence and Crypt Rats.) Also Snap can ramp you is you have a land that taps for two and same with Frantic Search if you do want to play cantrips. Another win-con that will win you the game as soon as you combo off is Sage's Row Denizen that is assuming that you are not using Mystic Sanctuary.

Thank you for hearing me out. I am sure that there is a good reason for many of the cards I just questioned and I am excited to hear them to understand your deck better. If you have questions about my choices and reasoning I would be more than happy to explain further. I am trying to make the best Tatyova deck that I can and just wanted to know why a list with a similar end goal is running certain cards that I cut out.

Lastly, I just wanted to say that after looking through your list I am considering running: Lull and Moment's Peace because sometimes this deck has a problem stabilizing early because my playgroup sees my deck as a very large threat. Merchant Scroll, I don't know why I was not running it. Mystic Remora and Rhystic Study are just too good to pass up and I probably should have been running them. I have just one problem and that would be cutting cards. I would apreciate it if you could take a look at my list and tell me what you think.

Brutal_B on Interdimensional Initiative

1 month ago

psionictemplar, I've been thinking about your suggestions and I'm keeping green. Hexdrinker, Search for Tomorrow and Wilderness Reclamation proved to be assets when I was playtesting. Plus having access to Abrupt Decay, Blossoming Defense and the sideboarded green cards are just too valuable to leave out.

As far as protecting Bane Alley Broker, I got Blossoming Defense and Robe of Mirrors. The latter conflicts with Magewright's Stone if targeting the same Broker, thus I choose to run 2 of each one.

SynergyBuild on Do you want to make …

1 month ago

Mj3913 & TypicalTimmy

Love the ideas! Keruga can actually perform just well, Ancient Tomb, Gemstone Caverns, Mystical Dispute, Search for Tomorrow, Force of Vigor, Emry, Lurker of the Loch, Force of Will, Force of Negation, Misdirection, etc. all work super well in those decks.

Really, filling the game early on with a sometimes slower start is perfectly fine, when most of the Keruga lists can go off by casting some Kydele, Chosen of Kruphix into it for a big storm turn, with Coalition Relic-type ramp to set up, and Ghostly Flicker/Deadeye Navigator type effects to win.

Personally a super cool commander! My favorites are Brallin, Skyshark Rider  Flip/Shabraz, the Skyshark/Zirda, the Dawnwaker cycling (Triple Commander - Brallin, Shabraz, and Zirda!)

Do either of you want to make a sample list for some of you favorites. I'll write the lists in this post and may make a separate decklist mini-article over them all!


I'm planning on making Keruga, the Macrosage/Vial Smasher the Fierce/Kydele, Chosen of Kruphix

dichia on How to ramp fast

1 month ago

So I add the crazy idea of making a Tribal Plants Deck and I need to cast Avenger of Zendikar as fast as possible. I'm running mono green, and I need suggests on how to ramp. For now I'm running Search for Tomorrow and Explore that has a synergy with Gatecreeper Vine and makes me draw. But I'm not fast enough. Best I could do is six lands turn 3, but in the best case. Usually I'm able to drop seven lands (which is my aim) between turn 4 and 6. If there is a way to achieve that earlier and more often it would be great. Otherwise I will have to go for a more defensive style of play. Thanks for the help.

zdayz_bryan on Golos - big mana

1 month ago

Golos, Tireless Pilgrim just gets nuts.

The idea is to ramp; Arcane Signet, Azusa, Lost but Seeking, Birds of Paradise, Boundless Realms, Chromatic Lantern, Cultivate, Dockside Extortionist, Dryad of the Ilysian Grove, Exploration, Far Wanderings, Farseek, Kodama's Reach, Noble Hierarch, Oracle of Mul Daya, Rampant Growth, Revel in Riches, Search for Tomorrow, Sol Ring.

get Golos, Tireless Pilgrim in play and start using him

Get a mana doubler; Mana Flare, Dictate of Karametra, Vorinclex, Voice of Hunger, Nyxbloom Ancient, or two out with his ability. then things get fun.

Get a untap effort off the top of the deck; Early Harvest, Turnabout, Palinchron, Peregrine Drake, Rude Awakening, Time Spiral, Zacama, Primal Calamity.

with Swarm Intelligence, and/or Thousand-Year Storm it gets stormy real quick. Lots of things can stack up to build your storm count which can either generate enough mana to go through your entire deck.

There are several win cons: Brass's Bounty, Dockside Extortionist, & Revel in Riches provide a passive wincon. A stormed Expropriate or Treacherous Terrain is a nice finisher, once you have more mana than you can use (which isn't hard) you can blow everything up with Zacama, Primal Calamity or steal all of you opponents stuff Agent of Treachery

lewkiz on Golos

1 month ago

What really makes Golos, Tireless Pilgrim tick is a solid ramp package. Since Golos, Tireless Pilgrim puts a land into play when it enters, as long as you can add additional mana each turn, he will always be on board (which in itself is a massive threat due to his activated ability). However, a strong mana base is expensive, too get it cheaper, focus on green, and add reliable and cheap ramp cards:

(I would avoid the 3CMC and 4CMC ramp cards if possible, and minimize the number of lands that only produce colorless mana. Especially, if we don't have access to the expensive lands, i.e., fetch and shocks)

Then, depending on creature-based or not, look to add some Talismans/Signets and creature ramp. Of course, Arcane Signet, Fellwar Stone, Birds of Paradise, and Faeburrow Elder are all great additions, but are a bit more expensive. (Still cheaper than adding the ten fetch lands and ten shock lands, which would be better, of course. However, since Golos, Tireless Pilgrim puts a land into play, it is reasonable to get the WUBRG into play without an expensive land-base)

I think the standard recommendation of 10 ramp cards are too few and would look to get at least 15+ ramp cards in a Golos, Tireless Pilgrim deck. Each activation yields tremendous value!

Red_X on Fires of Invention Deck

1 month ago

So, you probably want to look at standard fires decks to get some ideas on the best ways to play fires. Those decks tend to be Jeskai or 4 color (no black). Both decks uses removal spells like Bonecrusher Giant and Scorching Dragonfire to gain time until casting fires, and the 4 color decks run uro and arboreal grazer to land ramp earlier. They then run color intensive cards like Kenrith, the Returned King and Cavalier of Flame to take advantage of fires, plus a good amount of card draw to consistently double spell for a few turns with fires out.

Given that, you probably want to adjust a few things. 1, assuming you're staying base green, more land ramp is probably your best bet. Arboreal Grazer, Search for Tomorrow, and plenty of other cards from Titanshift like decks let you play fires early and use it to its fullest, unlike something like Arbor Elf. You can run some removal like Lightning Bolt to help get there, but you have to keep in mind that you are going to be using most of your early mana to ramp and you won't be able to cast the lightning bolt at instant speed after you play fires. 2, be more ambitious with your payoffs. Cavalier of Flame and Kenrith, the Returned King are both color intensive mana sinks. You don't have to run those specific cards, but look for cards in the 5-6 mana range that have color intensive requirements and/or activated abilities that require mana. 3, have some way to get more cards. If you spend all your cards ramping into fires and playing lands, you may just play 1 or 2 spells before you run out of steam. I'd recommend Primal Command, possibly in conjunction with Eternal Witness. Tooth and Nail may be another option to explore.

Like the deck.

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