Tireless Tracker


Format Legality
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Rare

Combos Browse all


Tireless Tracker

Creature — Human Scout

Whenever a Land enters the battlefield under your control, investigate. (Put a colourles Clue artifact token onto the battleifled with ", Sacrifice this artifact: Draw a card.")

Whenever you sacrifice a Clue, put a +1/+1 counter on Tireless Tracker.

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Recent Decks

Tireless Tracker Discussion

ToolmasterOfBrainerd on WURG Delver

2 hours ago

I tested game 1 against Jund a bit. The matchup is fine. Much better than I expected.

I've swapped Tireless Tracker for Bloodbraid Elf because the Elf was bonkers vs Jund. We get them with sticky damage. BBE is sticky damage. I could see it swapping for Huntmaster of the Fells  Flip or even Arlinn Kord  Flip, but the Elf is by far the most aggressive of the 3. I'd board it in against any deck where I'm the beatdown and think I'll get to 4 mana. Definitely vs control, Jund, Tron, Pyromancer, and probably more.

Now I'm rethinking the counterspells in the deck. They are awful to cascade into and aren't that great otherwise. Mana Leak is amazing when I can actually cast it, but Spell Pierce and Spell Snare rot in the hand most of the time.

The problem is that the counters are needed to fight decks like KCI and Storm, but really suck against Humans and Vengevine and other such decks. If I'm using the counterspells defensively, then Simic Charm could fill the same role and have more utility. But there's no substitute to countering Ugin, the Spirit Dragon or Krark-Clan Ironworks. I think I can safely remove Spell Snare and replace it with something that I can cascade into, but if I add Simic Charm then I'm also raising the curve.

MalcolmTent on Lord Windgrace MLD cEDH

1 day ago

Congratulations on your games! Really glad to see Tireless Tracker make the list. I too got to sit down and put a windgrace deck through it's paces and was subtly reminded of abzan dredge lists thanks to Worm Harvest with a sprinkling of fun from Rubblehulk. Looking forward to the next update.

NapoleonBonaparte on W: Swap Editions

2 days ago

So Im looking to swap some of the editions of my cards for the editions I want! Some have a clear price difference so I will state what valuables I have for trade. I am also willing to paypal you the price difference.


I have 3x MMA Cryptic Command I would like to trade for 3x LRW editions.

I have 3x M14 Mutavault I would like to trade for 3x GP promo editions.

I have 3x KTK Polluted Delta I would like to trade for 3x ONS editions.

I have 1x GTC Watery Grave I would like to trade for 1x RAV edition.

I have 1x EMA Jace, the Mind Sculptor I would like to trade for 1x WWK edition.

Notable cards I have for trade include:

1x KTK Flooded Strand

2x ZEN Marsh Flats

2x EMN Grim Flayer

1x SOI Tireless Tracker

1x KTK Windswept Heath

As I said I can also paypal the difference after I recieve the cards in the mail, I am also willing to buy you cards that you may need and have them sent to your house to make up any price differences.

Thanks for looking!

Profet93 on Azusa gets there

2 days ago

Since you're playing Azusa, you're gonna want more lands to play your threats more quickly. I would go up to at least 44 as a starting point and then add up to (usually no more than) 50 lands.

My first comment doesn't work with spoilers so here it is.

Cuts and Additions

I see you have an eldrazi theme. That being sad, you should only add the important eldrazi to free up slots that will help you achieve your goal.

Desolation Twin - Two big dudes with no trample or ETB

Eldrazi Devastator - Big dude with trample for 8 is not worth it

Endless One, Feral Hydra, Undergrowth Champion Verdant Force - More big dudes with no real impact, verdant force tokens are not abused in your build

Sakura-Tribe Elder - Replace with land

Solemn Simulacrum - Replace with land. Sad robot is used in decks with no ramp or card draw like boros. You're green so this isn't necessary

Vorapede - Medium sized dude that comes back, no central to your game plan

While I personally don't like Nature's Spiral, you might as well replace it with Recollect. It costs 1 more but can get you back cards like G-Wave or Tooth and Nail. Huge difference for 1 mana, worth it.

Renegade Map - Replace with land 100%

Beastmaster Ascension - Best in a token build, not your deck

Curse of Predation, Forced Adaptation and Retreat to Kazandu - No benefit to your strategy. Yes the last is landfall, but its not significant landfall.

Song of Freyalise - No idea why this is here, you're not a token build

Blinding Fog < Heroic Intervention

Warriors' Lesson - Weak

Plummet - Limited removal (meta dependent)


Kozilek, Butcher of Truth - Card draw, threat, HIGHLY recommend.

Kozilek, the Great Distortion - Super card draw. You will need colorless mana for him. Given that you're mono green, I would replace some basic forests with some non basic lands for both utility AND so you can run him. Azusa decks NEED card draw and he is one of the best

Conduit of Ruin - Helps you find threats, cost reducer

Bane of Progress - Should at least consider it. It may not work in your build necessarily, but it can absolutely destroy board states. Terastodon could also work without hurting you.

Emrakul, the Promised End - Big dude, cost reduced, cast trigger/mind control and protection with evasion. HIGHLY recommend.

Fierce Empath - Finds threats or either kozileks for card draw

Multani, Yavimaya's Avatar - Read it, run it. Love it. works well with fetches.

Nissa, Vastwood Seer  Flip - Helps you get lands, turns into an engine afterwards. Dont have to run it but it might help.

Courser of Kruphix and Oracle of Mul Daya - If you listen to anything I said, run these 2. Fixes draws, ramps and even some lifegain.

Ramunap Excavator - You should run some fetches (cheap ones or expensive ones) to help ensure and fuel land drops, thin out deck and provide recursion for utilty lands.

Tireless Tracker - Provides card draw, gets big, works well with fetches (I mentioned fetches many times, they are probably important. RUN THEM!)

Ulamog, the Ceaseless Hunger - Removal wincon. Green doesn't have much permanent removal so ulamog helps.

Ulamog, the Infinite Gyre - See above

Woodland Bellower - Utility in finding whatever you need. Ramunap Excavator for recursion, e-wit for general recursion, courser of kruphix for ramp, reclamation sage (if you chose to add it) for artifact/enchantment removal, fierce emmpath to find eldrazi bombs, etc.... Depends on if you have enough targets (note: NON-legendary)

World Breaker - Works with your eldrazi idea, can recur itself, removal all in 1.

Yavimaya Elder - Dont need to run it but it helps with card draw and ramp, up to you.

Greater Good - Remember, card draw is azusa's biggest issue. This card basically makes it no issue. Also is a nice sac outlet against exile and steal effects. RUN THIS!!

Song of the Dryads - You need permanent removal in green, this is great to use on their commander (particularly on red or black generals who have difficulty removing enchantments). Also see Beast Within if you prefer instant speed interaction and actually destroying something. Up to you, but I like song of dryads more (it also a permanent to go with g-wave)

Survival of the Fittest - Creature tutors are HUGE. Helps you find bombs or key utility (see ramanup excavtor). Lastly, protects against graveyard exile effects by tossing a create, getting an eldrazi like Kozilek or Ulamog that shuffles your grave back in.

Sylvan Library - Like sensei's but you can pay the life to draw more cards. I can't tell you how many times this has helped me. TOP DECK MANIPULATION with FETCHES = GOOD TIMES/SMOOTHER DRAWS!!! RUN THIS!

Garruk, Primal Hunter - Card draw, can make tokens and ult is relevant. Although I just minus him right away (can use Soul's Magesty instead, but it isnt a permanent for g-wave).

Rishkar's Expertise - Card draw AND casts a 5 cmc or less spell for free. Run it either instead of or in addition to the above (usually in addition to).

Nissa, Vital Force - +1 is ok, -3 is relevant, and just read the ult. Protect it for one turn and you'e golden

Boundless Realms - The ramp is strong with this one

Rude Awakening > Sylvan Awakening. Yes they arent indestructible, but it's utility in becoming a wincon late game or ramp mid game is great. Also works well with mana doublers like Zendikar resurgent or Mana reflection.

Horn of Greed - BEST CARD IN YOUR DECK. You will get WAY more value than your opponents.

Crucible of Worlds - To work with fetches!! ADD THIS (and the ramanup excavtor)

Thaumatic Compass - Helps ensure land drops, turns into a better maze of ith. Should consider but not necessary

Momentous Fall - Very useful but not necessary. Helps prevent exile/steal effects. Can also use in response to removal (creature dies anyways but you get insane benefit).

Utility Lands

Here are some fetches, these are your primary ones to acquire

Blighted Woodland

Evolving Wilds

Misty Rainforest

Myriad Landscape

Terramorphic Expanse

Verdant Catacombs

Windswept Heath

Wooded Foothills

Terminal Moraine - Nice but not neccesary if you run above

Warped Landscape - Same as above

Utility Lands

Cavern of Souls - Anti blue (meta dependent)

Crystal Vein/Ancient Tomb - Enables turn 2 Azusa, vein is replayable ramp with crucible/excavtor

Eldrazi Temple - Fuel eldrazi

Eye of Ugin - Tutors AND fuels eldrazi. SUPER Important card. ADD THIS! Helps you find the eldrazi you need for card draw, removal and to win.

Nykthos, Shrine to Nyx - Ramp

Reliquary Tower - No max hand size

Sanctum of Ugin - Find other eldrazi

Thawing Glaciers - Ensures land drops! ADD THIS! I underestimated it at first too but it's pulled some weight

Yavimaya Hollow - Regen

You can add land destruction like strip mine if you want but idk how your playgroup is. There are other utility lands too but I feel like this is enough for now

When/if you accept/like some of these ideas, I would like to present you with cards for finding the important utility lands (like eye, which in turn can find your creatures needed to win, ensures consistency!)

If you have any questions, want more feedback or cuts, let me know!

Profet93 on Azusa gets there

2 days ago

Since you're playing Azusa, you're gonna want more lands to play your threats more quickly. I would go up to at least 44 as a starting point and then add up to (usually no more than) 50 lands.

Cuts/Some Replacements Show

Additions Show

Utility Lands Show

When/if you accept/like some of these ideas, I would like to present you with cards for finding the important utility lands (like eye, which in turn can find your creatures needed to win, ensures consistency!)

If you have any questions, want more feedback or cuts, let me know!

jcsmbio07018 on Lord Windgrace MLD cEDH

3 days ago

Heyainumaan, thanks for the reply, will try to address your suggestions now:

1) Poxis interesting, and it fulfills the same role as Death Cloud for a cheaper cost, but potentially less devastating consequences. I like both of them but triple black makes it really hard for me to consider it seriously. Even double black cards make me think twice if they are worth, triple black needed to be game winning on spot, which none of them are :) With that being said, Death Cloud would be the next MLD spell in the hierarchy, after Tectonic Break. Might test it but don't really think it will make the cut.

2) Sensei's Divining Top and Mirri's Guile are decent card filtering mechanisms. With the amount of fetches we run they are both worth a shot. However, I don't feel card filtering is good enough for this deck. We need to draw cards, hard. I will put a card like Tireless Tracker in front of any card filtering mechanism, any day of the week :P That being said, Top is better as it actually can draw us an answer imediately.

Hope I answered all suggestions :P Will update the list today as well as report my first testrun of the deck :)

Torquoal on Natural Selection

6 days ago

From my Azusa deck I would highly recommend including Kamahl, Fist of Krosa as a great way to really abuse your huge mana count. Would probably cut Elderscale Wurm or Engulfing Slagwurm which strike me as two cards that don't really provide much value for the mana spent on them. I would also highly recommend Woodland Bellower as a way to use your Azusa, Eternal Witness, Ramunap Excavator, Wayward Swordtooth and others as a toolbox. You can also add other cards to work with it if you want like Tireless Tracker or Nissa, Vastwood Seer  Flip that both really help the lands theme.

Here is my Azusa deck incase any of the ideas within are helpful: http://tappedout.net/mtg-decks/azusa-its-good-to-have-land/

Deck looks cool, hope it works out well!

ToolmasterOfBrainerd on WURG Delver

6 days ago

I've decided I definitely like 4 Goblin Guide. Turn 1 Delver or Nacatl into turn 2 Guide and swing for 5 feels really good. It's worse against Humans but better against Tron and Control.

Another thing I found out is that deploying 1 threat and trying to keep it alive until I kill them is hard to do. When I was drawing 2 Delvers or Nacatls and clocking for 6 each turn the deck was performing much better. The full set of Guides add a lot of power to the early game against decks like Tron and Control. Clocking for 5 or 6 each turn is a really good thing to be doing.

For the sideboard, Dispel and Rest in Peace sound really good. I'm considering Stony Silence for KCI, Tron, and Affinity, but I'm not sure. It needs something more to bring in against other aggro decks: burn, humans, and affinity, mainly, because the other aggro decks are graveyard combo and are hit hard by Rest in Peace.

Tireless Tracker is another awesome option if I decide to slow the deck down. Right now I think I'm in the mood for some hyper aggro.

I also forgot about Bloodbraid Elf. That's also definitely an option. Possibly better than Goblin Guide. But it's also 4 mana.

The 4 color mana base isn't so bad. I've been tuning the shocks and basics of choice and it's feeling better. Even though the deck is mostly UG, the late game with the deck is RW so basic Mountain and Plains are more useful for avoiding pain. 4 color mana bases don't deserve to beat Blood Moon. The Botanical Sanctums are good for saving life. The Burn matchup is as bad as you would expect. If I see Sanctum, then the manabase deals 3 damage to find Sacred Foundry and anther 1-2 from other fetches I draw. If I don't see Botanical Sanctum, then it's 5-6 life to find the 2 shocks. It's not designed to be flexible because flexible is painful.

Dromoka's Command is another card I forgot about that deserves consideration. Float mana and use it to kill the Moon. Also counters Bolt. And Anger of the Gods. Also +1/+1 on Nacatl, fight your Mantis Rider is sweet. Or Counter your Searing Blaze, Nacatl fights your creature. The card pairs best with Nacatl or against Blood Moon, but is kinda meh otherwise.

Despite Blood Moon, I still want to make some kind of plan against Pyromancer decks. It could be Izzet Staticaster + Rest in Peace.

Spellskite could be the sideboard card to beat Burn. I can even pay the blue mana for its ability.

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