|Commander / EDH||Legal|
Printings View all
|Iconic Masters (IMA)||Common|
|Modern Masters (MMA)||Common|
|Time Spiral (TSP)||Common|
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Search for Tomorrow
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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Search for Tomorrow Discussion
2 days ago
I think, with my limited knowledge of how it all plays, even with Scapeshift in the deck, I'd run a few more Forest s so you know you can pull off a turn 1 Search for Tomorrow . Besides, the scapeshift takes 2 green, so it seems like you'd want more forests even more with that spell, no?
Worth a try anyways :). Maybe 4 Forests and 5 Mountains? The way I see it with these is that if all our land searches are early drop and in green, and we have enough of them, we usually want more green basics than other colours, cause we can use those search to get other colours, but we can't play all those searches right away without the greens... and farseek won't find us another forest. I know this deck is more red heavy, but there's going to be those starting hands where you could be playing a couple ramps in a turn if the forests are there, but not having efficient early turns if they are not...
Most of all though, I'd say for the sake of the consistent turn 1 Search for Tomorrow , you'd likely be an easy 2-3 turns ahead by turn 3, in many cases playing a 6 cost creature.
3 days ago
This looks fun :) definitely gives me some ideas.
5 days ago
Interesting take on Teneb HobbitFeet796!
Also the curve is a bit high and all your creatures if fairly high on the cost, you might want to run more utility creatures or dorks to help you out in that aspect. Hope that helps!
6 days ago
Great list you have! Here might be some cards you can consider for more effective ramp package, control, or protection.
- Three Visits
- Carpet of Flowers
- Search for Tomorrow
- Summoner's Pact
- Mana Drain
- Autumn's Veil
- Noxious Revival
- Seeds of Innocence
- Nature's Claim
- Crop Rotation
Hope that helps!
hkhssweiss on Jodah
1 week ago
You can start by cutting all the non efficient high CMC cost cards and start adding in the 2 CMC rocks, or if you have the budget the good 0-1 CMC fast mana rocks. Some additional ramp spells will be great to add. Here is a list that can be considered for ramp:
- Nature's Lore
- Three Visits
- Search for Tomorrow
- Fellwar Stone
- Sol Ring
- Mana Vault
- Talisman of Unity
- Talisman of Dominance
- Talisman of Indulgence
- Talisman of Impulse
- Talisman of Progress
Also the signets can help a lot as well. Look at the colors of your card and see what is your most important ones, than use signets of those colors. Usually it would be W/U/B for most Jodah decks. Hope that can help!
1 week ago
Thanks for the ideas Feyamius.
I have play tested most of what you have suggested. Especially the Gateway Plaza,Rupture Spire and the Transguild Promenade. I have found that these lands slow the deck down quite a bit. This is the reason I run the Shimmering Grotto and the Unknown Shores and also the Terramorphic Expanse/Evolving Wilds package. Most of the lands (Gates) enter tapped. The Spire, Promenade and the Plaza enter tapped as well and require you to set yourself back even further on top of that by having to pay to keep it in play. They are no good early game. Late game, they can help but by then you should have yourself set up and not need them quite as much.
I have played Crop Rotation in the deck. I took it out to add the Search for Tomorrow. I found that it was more times a dead card. I went for ramp instead. I will likely try to add more ramp in the future. It's extremely important to make the land drops and also to get a head of your opponent as this deck plays as a control deck 99% of the time.
As far as adding a Displace. I've thought about it. Although I have shot myself down due to the Drift of Phantasms I play which can be used to search for it (Like running 2 copies) and also running the Izzet Chronarch and Mnemonic Wall the Ghostly Flicker gets recycled and abused. I see no need to add a second flicker effect spell.
Thanks for the input. Much appreciated!!!
3 weeks ago
Ya need more lands, at least 35 if not more. Also cut artifact ramp like Gilded Lotus and Thran Dynamo. You're in green, you can get some wild green ramp. Rampant Growth Farseek Kodama's Reach Search for Tomorrow You also have Tunnel vision in there, probably don't need since it's not really a mill deck, but you didn't include Spell Crumple and Hinder. I'm also not a fan of the "Counter target spell unless they pay x" spells. Hinder and Crumple are much better, even without tunnel vision. You also may have too many counterspells. Essence Scatter also isn't great for you in edh. I'm not a huge fan of Cryptic Annelid, Cartouche of Knowledge, Elixir of Immortality. Some good removal Beast Within Krosan Grip, Pongify
Some fun stuff to add:
Chaos Wand - Can trigger Rashmi to cast 2 spells for 4 mana
Trygon Predator - Fly boi with removal
terastadon - Big boi with removal
Draining Whelk - Might be on theme for you. Get a big boi and counter a spell. Kinda expensive though
1 month ago
Jumgei I do agree that the curve is tad too high, I would actually cut some of the bigger cmc spells for more ramp. Some of the efficient ones like Nature's Lore, Farseek, Search for Tomorrow. Or mana rocks as well if you don't run a heavy artifact hate meta.
The biggest cards that I see that are too slow and inefficient are Sylvan Reclamation, Deadbridge Chant, as well as Death's Presence. Investing that much mana for something that doesn't change the game immediately is too costly imo.