Far Wanderings

Far Wanderings

Sorcery

Search your library for a basic land card and put that card onto the battlefield tapped, then shuffle your library.

Threshold — If seven or more cards are in your graveyard, instead search your library for three basic land cards and put them onto the battlefield tapped, then shuffle your library.

Browse Alters View at Gatherer

Trade

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Want (2) netiger , JawnWayne

Printings View all

Set Rarity
Zendikar Rising: Commander (ZNC) Common
Commander 2018 (C18) Common
Commander 2016 (C16) Common
Torment (TOR) Common

Combos Browse all

Legality

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

Far Wanderings Discussion

wyzeman on Walk in the Vastwood

4 weeks ago

I have change Nissa, Vital Force for Far Wanderings to get more consistency and explosiveness

BoredomBrews on Underrated Budget Gem!

2 months ago

I think one of my favorite budget cards has to be Manifold Key. I have actually won games by using it to make enemies creatures unblockable, they kill my opponent then I finish them off. Also early game turning Sol Ring into 3 mana is fun too.

Recently Far Wanderings and Khalni Heart Expedition Have become some favorites for ramp as they can pump you up quick for cheap.

Last but not least for lands Ive also recently fallen in love with Bonders' Enclave as a way to spend any left over mana you might have for a smidge of card advantage. Great for commanders that start at 4 power plus.

I have used all 4 of those cards in so many of my budget brews I have here.

DeinoStinkus on Spellchaser Revisited

2 months ago

The Spellchaser format, first created by GoblinElectromancer, has become one of my favorite formats.

For those unfamiliar with the format, here's how it works.

The deck is 75 cards. You can have up to 4 of a single card, and you start at 30 life. The catch is you can only include land, instants, and sorceries (technically interrupts too). The banlist is here: Spellchaser Banlist.

The format seems pretty clear cut. You either run burn, mill, or tokens, right (The exact words of shadow63)? Well, in a way. There have been many unique strategies in Spellchaser that have been invented. The First is Loam, built by SynergyBuild. The deck uses Life from the Loam to mill and get lands continously. The main win con is Field of the Dead. Field is a versatile card. It can go into any deck and generate a large number of tokens. This and Loam are the first two breakthroughs of the format.

The next deck was just me playing around.

SynergyBuild explained the format pretty well on his next post. He made the combo Thespian's Stage plus Dark Depths. I would later reach a similar combo with AEther Snap.

The format, while it may be "solved", is still interesting. Here is a list of power cards for each color:

White

Blue

Black

Red

Green

Multicolored

Land

Also, I'm going to make a YouTube video on it this weekend. Is that okay?

Epicurus on Stranger with some strange lands

2 months ago

+1 for creativity, for sure. But also +1 for designing this deck at nearly $1/card. That's impressive. Now, please excuse me while I ruin the two reasons why I really like this deck.

The Gitrog Monster is at its best when it is in a classic Loam build. Which is to say, it has Life from the Loam, and preferably Crucible of Worlds. Neither of those are budget friendly, and both are completely uncreative, since it's basically "Gitrog 101." I can't help a whole awful lot here with the creative part, but I do have some insights into the budget version aspect:

Personally, I also think that easy self mill, like Perpetual Timepiece, Shard of Broken Glass and Splinterfright, as well as dredge spells like Golgari Grave-Troll, Golgari Thug, Dakmor Salvage, Shambling Shell and Stinkweed Imp are certainly helpful as well.

Not that I think your deck needs all of the cards I've listed here, but they are all worth consideration. You've put together a formidable budget list already, and I wouldn't want to muck it up too much.

Cheers!

zdayz_bryan on Golos - big mana

3 months ago

Golos, Tireless Pilgrim just gets nuts.

The idea is to ramp; Arcane Signet, Azusa, Lost but Seeking, Birds of Paradise, Boundless Realms, Chromatic Lantern, Cultivate, Dockside Extortionist, Dryad of the Ilysian Grove, Exploration, Far Wanderings, Farseek, Kodama's Reach, Noble Hierarch, Oracle of Mul Daya, Rampant Growth, Revel in Riches, Search for Tomorrow, Sol Ring.

get Golos, Tireless Pilgrim in play and start using him

Get a mana doubler; Mana Flare, Dictate of Karametra, Vorinclex, Voice of Hunger, Nyxbloom Ancient, or two out with his ability. then things get fun.

Get a untap effort off the top of the deck; Early Harvest, Turnabout, Palinchron, Peregrine Drake, Rude Awakening, Time Spiral, Zacama, Primal Calamity.

with Swarm Intelligence, and/or Thousand-Year Storm it gets stormy real quick. Lots of things can stack up to build your storm count which can either generate enough mana to go through your entire deck.

There are several win cons: Brass's Bounty, Dockside Extortionist, & Revel in Riches provide a passive wincon. A stormed Expropriate or Treacherous Terrain is a nice finisher, once you have more mana than you can use (which isn't hard) you can blow everything up with Zacama, Primal Calamity or steal all of you opponents stuff Agent of Treachery

troublinparadise on Jarad rat colony

4 months ago

Cool deck! Here's some unsolicited suggestions:
I'd cut Gray Merchant of Asphodel as it's just an expensive, weak version of Jarad's ability that gets in the way of Thrumming Stone.

Sol Ring, Golgari Locket, and Golgari Signet don't strike me as your best ramp options. Far Wanderings and Kodama's Reach are both good, and if budget allows, Traverse the Outlands is great. The more lands you can pull out of your deck, the better Thrumming Stone will work. Plus, if you land that Helm of Awakening, you're going to want as little black and colorless mana as possible.

Overall though, looks fun as heck! Working on a similar one. :)

slashdotdash on 5 color no theme deck

4 months ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

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