Search your library for a creature card and reveal that card. Shuffle your library, then put the revealed card back on top of it.
|Want (13)||GARlockSpiral , Themcman , Pandabites , MissNeedleDoll , iggyboy456 , Shigure77 , Jrtobbe94 , lunabun , Skipperhughes , dahammer , AuraSonic , CJ_Crispy_97 , metalmagic|
Printings View all
|Classic Sixth Edition (6ED)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Worldly Tutor occurrence in decks from the last year
Latest Decks as Commander
Worldly Tutor Discussion
36 minutes ago
Hello! I'm going to be starting a series of polls that focus on budget EDH for use in my YouTube videos. Here's how it works:
one card per submission.
the card must be under $10
The card must be legal in Commander.
Blast away! The voting will be done via up votes on comments, so the highest ranked comment will be #1.
1 day ago
- cut Doomed Dissenter since it can't be recast with your commander, and there are plenty of 2/2 zombies for 2 which can
- cut Festering Mummy because in commander, most creatures will not die with a couple of -1/-1 counters. Consider keeping it if your opponents play lots of mana dorks such as Llanowar Elves
- cut Ghoulraiser, your commander casts a zombie of your choice from the graveyard anyway
- cut Liliana's Steward, targeted discard is bad in commander. You and the targeted opponent lose a card, but your other two opponents don't.
- cut Increasing Ambition, it simply costs too much mana for the effect in my opinion
- cut Sealed Fate, it's pretty bad unless your opponent just used a Worldly Tutor or something
- cut Shamble Back, you don't want to exile your own creatures, and it's a pretty poor form of graveyard hate.
- cut Remove Soul, if you're paying 2 mana for a counterspell, you want it to hit more than just creatures
- cut Spell Snuff, 3 mana counterspells are too expensive
- cut Vile Rebirth for the same reason as Shamble Back
- cut Manalith and Nyx Lotus. When you're in 2 colours, you generally don't want to pay more than 2 mana to ramp. Plus if you ramp on turn 2, you'll have 4 mana on turn 3, allowing you to cast your commander early
- cut Telepathy, it's not worth using a card to see your opponents hand unless you're playing something specific like maybe Sen Triplets.
- For semi-budget 2-colour deck, your mana base looks pretty good. I would just cut Skyline Cascade, having it come in tapped isn't worth it for it's effect in commander. You can probably just play a basic island in its place.
If you want to upgrade your mana base, avoid lands that come in tapped like Dimir Guildgate. A few suggestions would be Command Tower, Choked Estuary, Darkwater Catacombs, Drowned Catacomb, Tainted Isle, Underground River, Watery Grave.
I hope that was helpful! Here's a link to my The Scarab God commander deck which has a pretty similar zombie tribal theme to what you have. Take a look through it and maybe you'll find more cards that I forgot to mention. If you have any questions don't be afraid to ask!
1 day ago
You had beckoned me from one of my decks, thus I shall respond.
I am not too fond of combo decks myself (I choose not to play them though I don't mind if others do), so most of my suggestions imply a "fair" game plan. If you wish to make the deck as powerful as possible, this will lie in the ramp and the lands. Get quite a few tutors for the sake of finding combos, cut cards like Rampant Growth in favour of more immediacy with artifact ramp, and get shocks for the sake of having all of your colours by turn two and having them untapped. Moreover, cards such as City of Solitude, Silence, and Veil of Summer allow for a distinct lack of interaction being done by the opponents.
I'd either dial it back or lean into it, but, peering upon the changes done to the deck, you should probably make it an efficient murdering machine.
May fortune betide.
1 week ago
-4 Forest, +2 Snow-Covered Forest, +1 Snow-Covered Mountain, +1 Snow-Covered Swamp. Adding the snow lands gives a slightly better chance at turning on Field of the Dead sooner with no downside. Slightly changed basic land balance.
-1 Burgeoning, +1 Worldly Tutor. Just running the playtesting made two things clear: Burgeoning isn't going to pay off all that much, and the deck needs either Crucible of Worlds or Ramunap Excavator to make it into play to get the engine churning. Adding the tutor will ensure that will happen more reliably. The Gitrog Monster is also pretty important to find too, so I'm likely going to find spots for the Demonic Tutor anyway as well as a Chord of Calling.
2 weeks ago
Now that the entire set has been revealed, the lack of reprints of Imperial Seal, Worldly Tutor, Akroma's Memorial, Vedalken Orrery, and Cabal Coffers are some very glaring exclusions, but I shall maintain hope for them being reprinted in Commander Legends, later, this year. On the other side, another reprint of Imperial Recruiter is always welcome, and I got my wish for Riku of Two Reflections being reprinted! He looks so awesome in the new card frame! Also, on that subject, the alternate artwork by Richard Kane Ferguson on Toxic Deluge is wonderful, as it is that old-school fantasy art that this game had in its early days, but has not seen in quite some time; the fact that WotC was able to get both Ferguson and Baxa to illustrate new artwork was quite impressive; if only the could have convinced Rebecca Guay to draw something new for them. Having said that, I noticed that Todd Lockwood, Ron Spencer, and Steve Argyle have not illustrated any new artwork for this game in some time; I hope that they have not lost interest in doing that. Also, I am rather sad that Riku did not have alternate artwork, but at least he was reprinted.
Overall, I am very pleased and impressed with this set; it did not contain every card that I desired, but I did not expect it to. Some players have been complaining about it, but I feel that the positive traits of this set outweigh its negative traits. The price of the sealed product is definitely a very major problem, but the only way to protest that is to not purchase it and instead purchase singles only. Hopefully, WotC shall realize that blatantly overpricing products is a poor business practice, and shall cease doing that in the future.
3 weeks ago
I’m hoping tomorrow includes any of the following: Worldly Tutor, Vampiric Tutor, Imperial Seal or Force of Will. The rest of the sword cycle would also be nice, and fetches would break the set, but we can still wish.
4 weeks ago
1 month ago
I can easily see swapping in Atarka, World Render for Rampaging Brontodon. Atarka, World Render used to be in the deck. These two creatures have the same converted mana cost, but Atarka, World Render includes flying and double strike and will always deal more combat damage than Rampaging Brontodon with Xenagos, God of Revels, unless we have more than ten lands under our control. By that time, the game should be over. This is a reasonable consideration.
Replacing Mana Geyser with Heroic Intervention is also reasonable. I haven't had difficulty utilizing the mana produced by Mana Geyser, early-game or late-game. Heroic Intervention does add a layer of protection unlike anything else in the deck. This swap could work. I'm willing to experiment.
I don't remember a time I whiffed on Summoning Trap. With 26 creatures currently in the deck, the odds of hitting at least one are in our favor. The instant-speed of this spell has been attractive as well. The overall return on the investment of six mana (with so many creatures in our deck that cost 6 CMC or more) is worthy of its deck slot. I prefer its inclusion.
The continued inclusion of Chord of Calling may have been an oversight on my part. Without the presence of Gaea's Cradle and a swarm of tokens, casting Chord of Calling to flash-in a now absent Craterhoof Behemoth seems misguided. It will be difficult to take advantage of its convoke mechanic. We want our creatures tapping for combat, not tapping in order to cast a spell. As my only copy of Worldly Tutor is spoken for, I will need to look in a different direction. Perhaps including Savage Ventmaw or Kozilek, Butcher of Truth?
Not a fan of Worldspine Wurm? Your assessment is correct: I'm never casting this for . HOWEVER, with Sneak Attack, Summoning Trap, Quicksilver Amulet, Tooth and Nail and Selvala's Stampede I'll never have to. Worldspine Wurm's performance has been spectacular and I am unable to justifiably remove it from the deck list at this time. It has been too good.
Participating in an EDH/Commander game without seeing at least one Superfriends deck has become as rare as winter roses for me. Star of Extinction has been a great way to deal with planeswalkers. Destroying a solitary land is nothing ground-breaking. I am not a proponent of land destruction. However, Maze of Ith is way too popular and I never bore of destroying it and then wiping the board. There's a lot of tribal in my meta and sending 20 damage everywhere helps to keep the battlefield clear. I used to run Starstorm. The instant-speed potential of Starstorm is great. Holding up mana to cast it instead of casting spells during my turn is not great. Questing Beast is definitely a bad mamma jamma. Perhaps I can find room for Questing Beast by swapping it in for one of the aforementioned unfavorable cards...?
Hmmm, well, to summarize:
Thanks for the evaluation!