Diligent Farmhand

Diligent Farmhand

Creature — Human Druid

(1)(Green), Sacrifice Diligent Farmhand: Search your library for a basic land card and put that card into play tapped. Then shuffle your library.

If Diligent Farmhand is in a graveyard, Muscle Burst's effect counts it as a card named Muscle Burst.

Browse Alters View at Gatherer

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Set Rarity
Odyssey (ODY) Common

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Format Legality
Vintage Legal
Commander / EDH Legal
Tiny Leaders Legal
Highlander Legal
Limited Legal
Leviathan Legal
1v1 Commander Legal
Oathbreaker Legal
Pauper Legal
Canadian Highlander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper EDH Legal
2019-10-04 Legal
Legacy Legal

Latest Decks as Commander

Diligent Farmhand Discussion

NoSoyYucateco on Mono-White Chulane

3 weeks ago

Since you're playing green, I would swap out the talismans and signets for creatures that help you ramp. They will have more synergy with the deck, and lands tend to stick around longer than mana rocks. Sakura-Tribe Elder, Diligent Farmhand, Wood Elves, and Farhaven Elf are all good.

Swap a few of your plains for forests to make sure you can cast these early in the game.

ironvulture on monty python and the holy grail edh

1 month ago

The new Brash Taunter works well as the nasty french men. I have been planning on doing some alters to a deck that I am building that is very similar. Using Kenrith, the Returned King as my commander. Some other cards that I found:

Diligent Farmhand Roger the shrubber Deadbridge Chant The bridge of death

ThoAlmighty on The Suicide Squad (Tana Just Watches)

2 months ago

If you're still looking for more ramp, Perilous Forays is a favorite of mine that also synergizes with what your deck is planning to do. Not sure how it stacks up against your other sac outlets but might be worth a go. Diligent Farmhand isn't quite as good as Sakura-Tribe but may still be worth an inclusion

mckayeaston on Princess Bride Tribute [HELP ME!]

3 months ago

Wesley as a farm boy: Diligent Farmhand. Not Modern legal, but...

Castle Ardenvale or any of the other Eldraine castles.

Unruly Mob is the mob that had to be dispersed before storming the castle.

Of course, they did have to Storm the Citadel.

Consign to the Pit (of despair). Or you could use Death Pits of Rath.

There is Quicksand in the Cinder Marsh (fire swamp). Cinder Marsh is not modern legal, so you could use Cinder Barrens or Smoldering Marsh.

The whole thing is told by a storyteller, so you could include Lagonna-Band Storyteller, which synergizes with Happily Ever After. Also, Into the Story or Tome Scour?

Perhaps True Love's Kiss?

They did fetch horses at the end: Crested Sunmare, Diamond Mare, Wandermare or Shield Mare.

Meachman on Muldrotha, the Primer

6 months ago

I like the addition of Oko in here as an annoyance who can just keep coming back. I also didn't know Gravebreaker Lamia had that second ability, so I'm going to have to add it to my Muldroth deck right away!

I notice you run several more spells. I understand the counterspells as necessary interaction, but some of the others might be able to be replaced by recurrable (if slightly less efficient) permanents.

With Atris, Oracle of Half-Truths you can get a mini-Fact or Fiction that you can recur each turn.

I also like to run permanent-based ramp like Diligent Farmhand and Springbloom Druid over spells like Farseek since they offer a chance to be reused once Muldrotha comes out.

NoSoyYucateco on Suck It, Sheoldred!

10 months ago

I think you need a bit more ramp to speed up the deck. You're playing green--why are you running the signet over more durable land ramp, especially when you only have 35 lands here? Rampant Growth , Nature's Lore , Cultivate , Diligent Farmhand , Wood Elves , Farhaven Elf , and Solemn Simulacrum are all cards I would pick before the signet. These will help you get Sigarda out sooner and give you staying power for the late game.

Also, if you're up against Sheoldred regularly, you might want to consider some more graveyard hate, like Scavenger Grounds , Tormod's Crypt , and Sentinel Totem . Sigarda will keep you from sacking but she won't prevent them from reanimating.

I would also swap one of your artifact/enchantment removal spells for Return to Nature , since it can exile something targeted by a reanimate effect.

Since you're aura-focused here, I would also think about Battle Mastery .

You also have virtually no draw here. Sram, Senior Edificer , Rishkar's Expertise , or Return of the Wildspeaker would all be great in this build. Even a Harmonize would do you good.

As for what you could cut to make room for some of these suggestions, I'd think about Flower / Flourish , Unflinching Courage , Dromoka's Command , Devouring Light , Indestructibility , Darksteel Plate , Bow of Nylea , and maybe one or two other targeted removal spells. You have a lot here.

NoSoyYucateco on 187 Spellslinger: RURIC THAR

10 months ago

I actually think you can further reduce the non-creature spells, and just keep the most impactful ones.

Take out the sorcery ramp and Gruul Signet, and replace them with things like Diligent Farmhand , Dawntreader Elk , Farhaven Elf , or Springbloom Druid .

Swap Rhythm of the Wild for Urabrask the Hidden or Hellraiser Goblin (just cast your creatures during your second main if you don't want them to attack with the latter.)

Swap Dictate of the Twin Gods for Torbran, Thane of Red Fell . It's more limited, but still very good, it's a creature, and it won't increase damage dealt to you or your creatures.

Swap Soul's Majesty for Beast Whisperer . You may also want to find room for Soul of the Harvest and Primordial Sage . There are also non-creature spells that are big improvements on Soul's Majesty, such as Return of the Wildspeaker and Rishkar's Expertise . These should be run over Soul's Majesty anyway; just not in this deck. They don't target, so someone can't destroy your target creature in response.

Finally, find space for Primal Surge if you can.

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