Worldly Tutor

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Classic Sixth Edition (6ED) Uncommon
Mirage (MIR) Uncommon

Combos Browse all

Worldly Tutor

Instant

Search your library for a creature card and reveal that card. Shuffle your library, then put the revealed card back on top of it.

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Worldly Tutor Discussion

Megalomania on Xenabro, God of Beatdowns

2 days ago

Some tutors/tutor effects like Worldly Tutor, Survival of the Fittest, and Gamble would work really well here.

Also, Aggravated Assault gives you additional triggers for Xenagos, not to mention infinite combat phases with Savage Ventmaw in play. Another good addition along these lines is Sword of Feast and Famine.

Coward_Token on Gahiji: Forever War

4 days ago

Very well, here's my latest jank for your consideration (take your time)

Orzhov Advokist: Boosts one of your creatures and tells you ahead of time whether or not someone is planning on attacking you. This potentially lets it both replace one card from Conflict Escalation and another from Deterrence, which would free up a slot for something else. On the downside, it takes a player turn cycle to become relevant and it's more about quality than quantity (although you could use things like Tetravus, Murder Investigation and/or Hangarback Walker to alleviate this, see also about Elemental Mastery below). Another problem is that it doesn't reward people for attacking each other and it's arguably anti-synergetic with Mystic Barrier.

(Invasion Plans/Angel's Trumpet/Total War): Weird group slug cards, dunno if they're too weak compared to e.g. Warmonger Hellkite and/or too prone to backfire.

Ramp:

Harvest Season/(Growing Rites of Itlimoc  Flip): More powerful yet less reliable alternative to Cultivate. (Although instead of Itlimoc you could just spend hundreds of bucks on a Gaea's Cradle I guess)

(Burgeoning): Cheap and obviously triggers frequently in multiplayer, but conflicts with Oreskos Explorer.

(Thornscape Familiar): The only one in the cost reduction Familiar cycle which affects more than one of the colors in your commander's identity. Aside from Gahiji himself, it works for 33 out of the 99 cards in the current deck (assuming no shenanigans like Celestial Dawn or Feroz's Ban). I dunno if you cast those 33 cards frequently enough per turn to make the cost reduction worthwhile compared to land-based ramp, especially since you got some land matters cards like Mirari's Wake.

Continuing my quest of exhausting every possible card advantage option known to beast, god and man:

Elvish Harbinger: Complement or possibly even a replacement for Wood Elves. Ramps and elf Imperial Seal:s from a pretty diverse pool consisting of Rhys the Redeemed, Reclamation Sage, Wood Elves, Knight of the Reliquary, Mirror Entity, Selvala, Explorer Returned & Oracle of Mul Daya. Since it doesn't have flash, unplanned shuffling is my biggest reservation towards this one. (As an optional bonus, it can form the middle of a threefold creature tutor chain with either of the Recruiters and any elf.)

Green Sun's Zenith: Banned in modern and probably something you've already considered. Puts green critters directly onto the battlefield and is self-recurable. It can pick from a pretty diverse pool that includes (among other things) Den Protector, Oracle of Mul Day, Reclamation Sage, Tireless Tracker, Wood Elves, Knight of the Reliquary, Mirri, and Selvala.

Worldly Tutor: Creature Vampiric Tutor, might be a bit slow without an available draw source. (Congregation at Dawn) takes things further, but with the presence of other (shuffling) tutors and a lack of great draw power it seems questionable. Eladamri's Call is the Demonic Tutor equivalent, dunno if it can compete with Green Sun's.

Captain Sisay: Repeatable fetching of Kor Haven, Gisela, Iroas, Rhys, Fumiko, Kazuul, Michiko, Mirri and Selvala. Nothing from the Recon group but I think Kor Haven and Selvala alleviates things.

(Evolutionary Leap): Unsure about this one, but could be nice with things that give a benefit upon death (be it naturally or trough Skullclamp with 2 or more toughness) and/or are disposable (especially cheap ETB creatures that can be recurred with Sun Titan).

(Defense of the Heart): Obviously very powerful if it goes off, but I assume that it's too conditional & vulnerable to removal to be worth it.

Magus of the Wheel: Complement to the classic wheel that's already present. I prefer the Magus over Wheel of Fate & Reforge the Soul due to not requiring you to have all the mana at once and/or because it's more predictable for something that discards your hand (although slower without haste). As a bonus, it's recurable with Sun Titan (and tutorable with either of the Recruiters).

Other misc. cards which you've probably already considered and rejected, but just in case:

(Luminarch Ascension): On one hand, Ant Queen on steroids. On the other, draws a lot of hate and/or takes at least four turns to become not-useless (assuming no helpful proliferation) which makes it more and more of a dead draw over time. (Sacred Mesa is a weird compromise.) There's also Emeria Angel/Retreat to Emeria for if you want to expand on the land subtheme, but it doesn't have the same explosive potential as the aforementioned manasinks (although Hazezon Tamar might be a decent compromise).

Elemental Mastery: Channels a quality creature (e.g. a beefed up Knight of the Reliquary or just Gahiji himself) into a quantity of tokens which better synergizes with Gahiji's ability. On the downside, since the tokens only lasts one turn you can't increase their power on the long term with e.g. Curse of Predation. The card also has the two usual problems associated with Auras in that it requires the presence of an appropriate creature to be useful and that single-target removal against said creature becomes a two-for-one deal (and this is further exasperated by the fact that you're encouraged to increase the power of the creature by e.g. putting counters on it). Also too expensive for Sun Titan. Dragon Throne of Tarkir gives somewhat similar quality-to-quantity conversion in a more resilient equipment form.

(Path of Ancestry) vs one of Temple of Abandon/Temple of Plenty/Temple of Triumph. Less reliable scry that only works with Gahiji & the changeling, but taps for all the relevant colors. Dunno how frequently this is relevant for you.

(Rith, the Awakener): Token generator alternative. I'm guessing you've rejected it because the tokens lack evasion and/or the token generation is too conditional. (But hey, at least it's a combat damage effect for Duelist's Heritage to interact with)

(Marton Stromgald): Potentially explosive token amplification but hard to keep alive.

Mass Hysteria: In case you're not getting enough haste from Slayers' Stronghold. Also works with the group slug aspect, but I dunno if it will backfire by e.g. letting powerful tap abilities come out of nowhere. (There's also Concordant Crossroads if you're not worried about it being replaced by another World Enchantment.) Samut, Voice of Dissent is another option that has quite a few other features as well, but I fear she'll come in a bit too late. Got similar feelings about (Urabrask the Hidden), who's also kinda detrimental to the group slug theme and/or will draw too much hate. ((Akroma's Memorial) is even worse in the lateness department.)

Mogg Infestation/(Settle the Wreckage)/Fell the Mighty/(Righteous Fury)/(Sunblast Angel)/(Angel of the Dire Hour): One of the Token Beatdown variants favors board wipes, but all of the listed cards have a tendency to kill your fatties and leave your opponent's weenies alive. In case you want a source of emergency non-targeted creature removal in the main deck and/or the variant, here's some additional options that can leave your own creatures alive, even if they're a bit more expensive than e.g. Wrath of God (or, in the case of Settle the Wreckage, potentially profitable for an opponent). Special mention to Mogg Infestation for still keeping the group slug going by being Beast Within on steroids & Angel of the Dire Hour for bypassing indestructible in addition to shroud, if that's relevant in your meta (although a plain (Arcane Lighthouse) might be better then).

(Elesh Norn, Grand Cenobite): Saving the most prominently obvious card for last, I assume the reason you've rejected it is because it's not explosive enough to act as a 1v1 finisher, while being detrimental to the overall group slug strategy when there's more than one opponent alive.

gekkoe on Maelstrom Wanderer Combo

1 week ago

By the way, you may want to consider adding Drift of Phantasms. It tutors Food Chain and it can be gotten with Worldly Tutor, Sylvan Tutor (which you might also consider adding), Imperial Recruiter, etc.

If you get enough creature density in your list you might also consider Tishana, Voice of Thunder and/or Soul of the Harvest for some added card draw or, if you'd prefer to keep it a bit cheaper there's Glimpse of Nature.

Also, though it isn't the most wonderful card in the world I find that Pestermite is worthy of adding because it's fetchable with Imperial Recruiter.

I ended up overhauling your mana base a bit in the list I'm working on, but I assume the changes would be rather obvious and that you probably kept yours the way it is because of card availability?

PyroMechanical on Hallelujah, it's Raining Men

1 week ago

Eldritch Evolution is a great way to grab your edgewalker from an apostle. Sylvan Tutor and Worldly Tutor are both great was to jumpstart the combo as well.

Enlightened Tutor grabs most of your engine cards that aren't edgewalker.

Krosan Grip is awful slow compared to something like Nature's Claim. sure it can get countered but you can get it in at just about any time.

Vanquisher's Banner can replace lifecrafter's bestiary. Naming human gets it on almost all your creatures.

Autumn's Veil and Silence will both give you a turn to try and combo off. Grand Abolisher is great for this and also on-theme!

38 lands seems hilariously high, imo. you can probably safely cut at least 3 lands.

I'll probably do a followup post when I think of more stuff for this.

Bou on EDH Arahbo! Roar of the Kitten Overlord

2 weeks ago

Hey Spirits, Sorry for the late reply. I haven't had much time lately.

You raise a few pretty good issues. Going with creature-based strategy you definitely end up with some underpowered cats, so tutoring for the bigger ones is a good idea.. it also costs more mana though. Which wouldn't be a problem with stuff like Mirari's Wake if you can get your hands on it. When I put Arahbo on the table my playgroup goes "oh.. double strike +20/20 incoming" and proceed to remove all my stuff. I guess that's meta.

Anywhoo, Descendants' Path has a 'may', so if you don't like the cat you can put him on the bottom - but it's pretty much a free cat so why not. Especially useful if you're planning to go with Worldly Tutor as you can put a cat of your choosing on top, then play it for free.

Vanquisher's Banner is a nice touch, I don't think it was out back when I drew up this listing. The extra Vigilance was there to help my cats defend after having attacked. Teferi's Protection is too powerful. I've played a few games lately and literally every white player runs it. Seeing as I've grown towards Aggro with all my decks - not a fan haha. If you play white, definitely use it as it can literally save you and end games.

The problem with Arahbo is like many people already said; there's no clear tactic. On the one hand you want a lot of cats to have your options open and use eminence as much as possible, on the other you can champion one cat into legend and go voltron and try to break someone. What usually happens is a silly mix where you have maybe 1 or 2 cats and when you do manage to swing you deal ~ 20-60 damage and everybody looks at you funny.

Considering this, it is probably better to go with a few high quality cats rather than having a lot of cats.

demonicgrizzly on Sakiko, Mother of Summer

2 weeks ago

Also, Worldly Tutor is useful, and since you have tooth and nail you should totally run Craterhoof Behemoth and Avenger of Zendikar for the lolz

thegigibeast on Selvala Brostorm

3 weeks ago

tw0handt0uch

In the scenario I described, I am not using Selvalas mana to cast the dino, I am using two of the three mana to cast it, then the last one to tap Selvala and then generate 12 more mana that we can use for whatever other card we have in our hands. Also, because of the high power of the dino, we are almost sure to draw a card from Selvala, which can be anything we tutored with Worldly Tutor, for example.

And you said it could be easily pathed or removed... as all the other fatties in the deck? I mean, Phyrexian Dreadnought is the closest card I think to be compared in the deck in terms of mana cost/payout mana, and if I play against Selvala and I see it I will always try to remove it. Dino is even better if he sticks, having trample, so it could be like plan Z if everything goes wrong...

I will definitely take the time to test it. As I said above, I tested it a little bit yesterday and was able to consistently cast it turn 3/4 and have one spare mana to activate Selvala on the same turn, leading to a win with what I had in hands.

I will test it again today and report here though, but I personally think it might be a good idea (as a background for myself I am playing Yisan as my main comp since SS released his decklist, and built brostorm like two months ago since I like mono-G in comp)

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