|Commander / EDH||Legal|
Printings View all
|Iconic Masters (IMA)||Common|
|Modern Masters (MMA)||Common|
|Time Spiral (TSP)||Common|
Combos Browse all
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
1 week ago
1 week ago
I think you need more ramp than just elves.
I would just drop Omnath, like you said, just win more.
2 weeks ago
Hello all. Ive posted a few times about specifically Eldrazi Displacer. I love the fact the can also target your opponents creatures. Im using him in my Unnatural Distortion deck. Id like some input on it, but not too conpetitive. Id personally like to add Parallel Lives/Anointed Procession possibilly in favor of Expedition Map/Search for Tomorrow. Let me know what you all think.
3 weeks ago
You have two copies of Skyshroud Claim, replace one with Kodama's Reach. Consider replacing the mana dorks and rocks with more land ramp like Harrow, Search for Tomorrow, and Nissa's Pilgrimage. Dowsing Dagger Flip and Sword of the Animist are also helpful. Add Mirari's Wake as well. You might need to increase your land count a bit, maybe 36 lands.
Some of your creature choices seem a bit weird. Thornscape Familiar doesn't help much because most of your deck is green. What are you trying to do with the creatures, go wide or go big? Because Archangel of Thune and Emeria Angel are more for going wide. Bruse Tarl, Boorish Herder is probably better than Silverblade Paladin. Emeria Shepherd is helpful if you replace some of the Forests with Plains.
Creatures you could try include Avacyn, Angel of Hope, Blightsteel Colossus, Combustible Gearhulk, Scourge of the Throne, Terastodon, Ulamog, the Ceaseless Hunger, Xenagos, God of Revels, Gruul Ragebeast, Moldgraf Monstrosity, Molten Primordial, Artisan of Kozilek, and Void Winnower.
3 weeks ago
Way too much commander-inspired deck-building for a modern deck. Unless it's a casual deck meant to play at the kitchen table, in which case you should play whatever makes you happy.
If it isn't a completely casual deck, consider what you would like to have happening the first four turns, and build after it. Would you really like to ramp for 3 turns, and be absolutely sure that you can start dropping 6 cmc creatures every turn from turn 4 onward? Then get 4 of each card that makes this happen, and take out a bunch of those mid-cost creatures (I'll suggest Search for Tomorrow over any 1-drop mana dork, since lands are a lot more resilient than creatures, and a full set of Coiling Oracle, since it's good at any point in the game). Or would you rather do tricks with energy? 'Cause then you should bring more energy cards (whatever they might be - I haven't seen anything using energy being succesful in modern. If you go with ramping, a single copy of Courser of Kruphix is also really good, but probably no reason to bring more of them.
1 month ago
RG/x dragons seems to be a deck that comes up every once in a while. Usually with Dragonlord's Servant and Dragonmaster Outcast as mistaken cards, and some kind of mana-animal too, in this case Birds of Paradise.
Dragonlord's Servant gives you a cut on 1 mana on dragon-type cards. It does this on every dragon you play - if you play 2 in a turn, you save 2 mana, and so on. But do you ever play more than 1 dragon in a single turn? given the casting cost, I'd say it is highly unlikely. The Dragonlord's Servant costs 2 mana - the same as a Rampant Growth. But the land from a rampant growth can be used for other things than just dragons. And lands are less fragile than creatures, or - at least - many decks play creature-removal, but not land removal.
Birds of Paradise is decent... if you get to keep it. A 0/1 creature is rather fragile, though. And you could play Search for Tomorrow instead, which admittedly would cost you a mana on turn 2, but that's not when you play dragons anyway, so it could be worse.
Dragonmaster Outcast looks like a great, early-game threat... until you realize that the earliest you see a dragon token if you don't ramp lands, is turn 7. That's way into the midgame. No need to play 4 of a card you don't need to play until turn 7. I'll suggest playing 2, since they are only good draws sometimes and against some decks. Others have way too much removal.
So, now that there are no early game small creatures, and 2 slots open, what to add? Anger of the Gods. 2 of those. At least. Clear the table of rabble, the turn before you start spewing out dragons. Absolutely wrecks recursive decks like dredge, now we're at it. You could actually give up a couple of dragons too, in favour of even more divine temper outbursts, but 2 should be a good start.
Oh, and Explore isn't a very great ramp spell. It does have that "draw a card"-line of text, that makes it very attractive, but if you don't have any extra lands in hand, it doesn't ramp at all, it just cantrips for 2 mana. I like it with Courser of Kruphix - it can both exchange the top-card of library, and allow you to play a second top-library land. Pretty good utility, that one.
2 months ago
If you want dragon master to be good i would play more landramp
I also wouldnt play tapped trylands. Wooded Foothills would be optimal in this spot if you want to spend that much money
2 months ago
Some cards I don't think pull their weight:
Disturbed Burial, since you're probably pretty happy just making another token instead of having to cast this card, buy it back, then cast the creature AGAIN. That much mana just makes my head hurt.
Bonds of Mortality seems irrelevant with the Grave Pact effects you run since they get around indestructible/hexproof.
Awakening seems nice when only considering your own board state but given mana, your opponents will likely be using it for removal. Asceticism helps to keep your dudes safe but it's not a reliable backup plan.
Waker of the Wilds fits the theme for sure and could make some powerful dudes but it's extremely risky to open your lands up to creature removal. I like the idea of putting +1/+1 counters on things in this deck, I would just recommend not turning lands into creatures. Unfortunately I can't think of any replacements off the top of my head. I'll get back to you if I do.
Additionally, now that I'm paying more attention:
Attune with Aether should just be Traverse the Ulvenwald, it's strictly better since you list exactly 0 cards that interact with energy.
Wear Away could be replaced with Naturalize, or even Deglamer if you face a lot of indestructible artifacts/enchantments.
Silence the Believers seems like it could just be Vraska's Contempt, unless you specifically have trouble with Rancor. And for that matter if your metagame does much graveyard interaction, Leyline of the Void fits your enchantress theme. It might be an appropriate replacement for Tormod's Crypt if you need a cut but crypt is a powerful card on its own.
Speaking of your enchantress theme, and how often creatures seem to be hitting the grave, you could probably make use of Animate Dead, Necromancy, or even Dance of the Dead.
Noosegraf Mob seems like it works great with Dread Return, which is a powerful card on its own that sees legacy play for that reason. Also activates your Grave Pact effects. Might be worth replacing Disturbed Burial with.
Also does your deck ever have problems with mana? 33 lands seems pretty light, and green benefits from having access to the most powerful ramp in the game (other than black's Cabal Coffers and Crypt Ghast), such as Sakura-Tribe Elder and Search for Tomorrow. But hey, if it works, it works.
Final note, I would run Blood Artist and Falkenrath Noble over Zulaport Cutthroat, since they activate more often. In a 4 player game that's 4x the triggers with a Grave Pact :P Hope this helps, best of luck!