Search for Tomorrow

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Modern Masters Common
Planechase Common
Time Spiral Common

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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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Search for Tomorrow Discussion

zombiewarfare on Omnath, Locus of Ramp

2 days ago

I would run way more ramp. All I really see are Harrow and Kodama's Reach. I would add some combination of:Search for Tomorrow

Nature's Lore

Nissa's Pilgrimage

Cultivate

Skyshroud Claim

Explosive Vegetation

Nissa's Renewal

Rampant Growth

I would run them all, and do in my Omnath build, but I think at least 4 or 5 total ramp spells are needed. Perilous Forays is great as it allows you to sac an elemental to get the bolt effect and then get a new elemental with the Omnath trigger; pure value.For card draw I have found Carnage Altar and Shamanic Revelation great. The efficiency of Skullclamp could e increased with a few sac outlets. Magmaw is an elemental and a useful sac outlet all in one.Last suggestion is Clan Defiance. I am never lacking targets and this is almost always a 3 for one.

Frimbleglim on (Re)building modern all-spells

6 days ago

You could also run say 1x basic forest? 4x Treefolk Harbinger and 4x Search for Tomorrow?

You could run Devoted Druid and Become Immense/Mutagenic Growth and get to Eldritch Evolution that way?

You can't really play modern without lands.

sylvannos on First time building a ramp ...

1 week ago

Tooth and Nail-based ramp deck found here
Budget Goblin Dark-Dwellers Stone Rain can be found here
Mono-Green Devotion on a budget
Non-budget Ponza found here
Mono-Green Superfriends by me, although you don't need to use a bunch of expensive planeswalkers to actually make this deck work.

Basically, one of the dumbest ways to ramp into something insane on turn three is to abuse Utopia Sprawl and Arbor Elf. That leads to turn 2 Mwonvuli Acid-Moss or even turn 3 Tooth and Nail for Xenagos, God of Revels into Emrakul, the Aeons Torn. Probably the scariest thing to do is cast a gigantic Genesis Wave.

You can really fuck people's shit up even further by combining the above with Sakura-Tribe Elders, Garruk Wildspeaker, and Search for Tomorrow.

The other thing I'd suggest looking into is Treefolk Tribal. This is actually a really powerful deck. The only thing I don't like about it is that it doesn't play Lignify. Dauntless Dourbark makes the 0/4 insignificant because of how it just tramples right over everything.

Whiskerbro on Sonic on vegetables (Mono-Green Rush deck)

3 weeks ago

I like the deck, but I'm not really understanding the ramp elements, as you can cast everything in the deck pretty easily. Naturalize mainboard is also incredibly strange, as you will not always be able to find a target. You are also lacking any combat tricks, which is one of the main reasons to play monogreen aggro. I'd suggest the following changes:

-3x Naturalize-2x Viridian Emissary-2x Search for Tomorrow-3x Hunter's Insight-4x Llanowar Elves

+3x Aspect of Hydra+3x Vines of Vastwood/ Blossoming Defense+4x Dryad Militant+4x Kalonian Tusker/ Avatar of the Resolute

Final Note: The budget advice is pretty terrible. Leatherback Baloth is not even worth a dollar, and a key card within the deck as a powerful curve topper. If you wanted to cut out a three drop then Predator Ooze is far more expensive, slower and worse. And if you were going to replace that three drop with a two drop, Kalonian Tusker is much better than the Companion.

the_earl_0f_grey on I got you under my skin

4 weeks ago

In my experience playing Seshiro going wider always pays off and some of the old kamigawas are just outclassed by producing more tokens. A Cobra Trap for example is a gamechanger when played for its trap cost, but even an endstep 6 mana is worth the four bodies. Mainphase Seshiro, swing for 12 damage + 4 cards on an unprepared table.

Sakura-Tribe Scout has always been an underperformer. Doesn't actually do anything on its own without any lands in hand is a waste of a slot, since your sneks are also a very snowbally tribe and seshiro so expensive the earliest ramp is also the better ramp. I like Search for Tomorrow, Harrow, Nissa's Pilgrimage, Rampant Growth, and Edge of Autumn.

Since the number of cards you'll have is so inconsistent you may end up producing either too much or too little mana at times, I find Omnath, Locus of Mana a good sink that prepares me to cast the next hand and Skullclamp can be vital when losing in a big way and Seshiro becomes out of the question.

You should swap Hurricane for Arashi, the Sky Asunder who I say is a strictly better card. Nearly immune to counterspells, easily recurable, flexible, tutorable (even Time of Need), and most importantly instant speed is all worth that 1 extra green. He can even be used to oppress flying commanders or ping down steady sources when hardcast/cheated.

I haven't tested Benefactor's Draught yet but it should theoretically create scenarios where opponents will be stuck in lose-lose scenario, or even double lose with a trample source. Speaking of which having a Thunderfoot Baloth gives you the perfect combo of +4,+4, draw a card, trample to your side, which is much less situational than Bellowing Tangleworm

Pal00ka on Xira's Swarm

1 month ago

Love Xira just never gotten a chance to build her, kudos for going the tribal route.

I'd suggest adding in some ramp so you can play insects ahead of curve. Kodama's Reach, Cultivate, Search for Tomorrow, Rampant Growth, etc. are all budget friendly.

More draw would be ideal too. Harmonize, Shamanic Revelation, Soul of the Harvest, Lifecrafter's Bestiary, etc. all will refuel your hand.

Overwhelming Stampede and Overrun to further boost your insectoid army to close out games.

In janky/tribal decks I always enjoy sticking in relevant Theros gods (it's the block I began playing MTG) to add some relevant diversity. Nylea, God of the Hunt gives everyone trample and pump, Purphoros, God of the Forge every creature is a fire ant, and Erebos, God of the Dead is good card draw.

KALE434 on Karametra

1 month ago

I would high suggest you run some more ramp cards in the sorcery slot kinda helps smooths out hands like:Kodama's Reach,Nature's Lore,Cultivate,Tempt with Discovery, Search for Tomorrow, Explore and maybe Three Visits if you feel like droping 60 bucks on a different Nature's Lore. lol don't worry just joking about that last one. But other than that you got a pretty good creature base as it seems. Awesome Deck! Love me some GW stompy!

Pal00ka on Zegana's Wetlands

1 month ago

Generally Tempt with Discovery is best when grabbing broken lands like Gaea's Cradle, Cabal Coffers, or Urborg, Tomb of Yawgmoth but you don't have one but you're letting an opponent (potentially) get theirs. Might just be better to replace with a Ranger's Path, Nissa's Pilgrimage, or Search for Tomorrow.

Is there any other wincon besides Craterhoof? I like decks with multiple outs for diversity's sake, personally. If you generate plenty of mana and can get Kruphix out for a few turns why not a Blue Sun's Zenith for a mill win? Or add Laboratory Maniac for a win that way? Or the classic Helix Pinnacle route? Complementing your cloning effects is Mechanized Production for multiple of a helpful artifact but also a win if people cannot answer it.

Due to Zenana and company contributing to always having a fist of 7+ lands I like Sage of Ancient Lore  Flip, Overbeing of Myth, Aeon Chronicler, etc. as beatdown options who work nicely with Thassa, God of the Sea.

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