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.

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Legality

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

Latest Decks as Commander

Far Wanderings Discussion

legendofa on Which Magic card's art would …

1 month ago

My (almost) full list:

1 The Fool: Far Wanderings

2 The Magician: Barrin, Tolarian Archmage

3 The High Priestess: Sanctimony

4 The Empress: Karametra, God of Harvests

5 The Emperor: Vish Kal, Blood Arbiter

6 The Hierophant: Grand Arbiter Augustin IV

7 The Lovers: Pia and Kiran Nalaar

8 The Chariot: Anafenza, the Foremost

9 Justice: Dawnbreak Reclaimer

10 The Hermit: Enlightened Ascetic

11 Wheel of Fortune: Wheel of Sun and Moon

12 Strength: Lion's Eye Diamond

13 The Hanged Man: not much for this one

14 Death: Pestilence

15 Temperance: Tonic Peddler

16 The Devil: Chains of Mephistopheles

17 The Tower: Sentinel Tower

18 The Star: nothing I'm really happy with

19 The Moon: Full Moon's Rise

20 The Sun: Not much here, either

21 Judgement: Angel's Trumpet

22 The World: nothing here, either

Azeworai on Land Twins

3 months ago

Alright, let's do this.

Good day to you, FacetiousFanboy. Now, I have a mere one lands-matter deck, whereupon 'tis the extent of my knowledge upon the strategy, but 'tis something I have meticulously tinkered for quite the meiny of years. Therefrom, I may offer my enlightenment.

Upon the very intrinsic parts, we have the categories of a commander deck: removal, wraths, card draw, ramp, lands, recursion, and engines. Being a legendary creature in the modern era of Magic, Mina and Denn grant a splendid engine from the command zone. Allow me to touch upon the basics within the decklist.

In order aforesaid, removal:

I mayn't have ever seen Relic Crush, but I do not like it. Five mana to kill two things is far too inefficient, thus I would recommend you take this out of the deck. Force of Vigor is better on most accounts.

Storm the Citadel requires you to have a board state, and requires a sorcery-speed deployment. Removal is best utilized in surprise, and being a sorcery negates such a factor. I do not like this card.

I would add Chaos Warp, for it hits any permanent at an efficient cost and at instant speed. One I much like is Hull Breach. Two-mana, two targets. It does not get much better than that.

Unto wraths:

I have noted a supreme lack of wraths. I have also noticed some inefficient X-spells for which you intend to use twelve or so mana. Try removing Banefire, Clan Defiance, Spitfire Lagac, Tunneling Geopede, and Living Twister. The pinging effects matter little until the opponents are sitting at seven life. Living Twister is one I have tried and disliked. Banefire and Clan Defiance hit the opponents' face, but do near to nothing in terms of furthering your board state. These are great when you are ahead, but you currently have no options for when you are behind.

Try Blasphemous Act, Chain Reaction, Molten Disaster, and Savage Twister. In the event of you finding one, do add Ezuri's Predation.

Upon card draw.

If you so desire X-spells to utilize, I would add Commune with Lava. It may be cast upon the endstep before your turn, and thus offers many more option without requiring you to tap out.

Escape to the Wilds offers a new hand and an additional land drop, whilst being a mere $0.25.

Well, Valakut Exploration has impressed me. It is essentially another Horn of Greed, which bears much dint. I would add these both for the endless engines they offer.

Similar yet potentially better, Tireless Tracker. Clues are fantastic, and are a splendid devotion of mana for use at any time. By this argument, I would kill Seer's Sundial. I have attempted the Sundial, but it requires a mana dump immediately as averse to any time.

Courser of Kruphix is just better than Grazing Gladehart. It may be half of the life gain, but the card draw off of the library's top is fantastic.

Outside of land-related draw engines, there are the basic ones of Outpost Siege, Elemental Bond, Guardian Project, and Harmonize.

Ramp, of course.

Notably, you are in Green, the very pinnacle of ramping. I would add the basics of Rampant Growth, Farseek, Harrow, Nature's Lore, Three Visits, Skyshroud Claim, and SOL RING.

As to what should be removed, Rootweaver Druid ramps you for one and an opponent for two. It could ramp you for two and your opponents for four. You always come out behind in this exchange, and thus I would see this fit for exclusion. Far Wanderings is great, but best if you have a full graveyard. This deck cannot achieve Threshold too easily, thence this effect may be improved.

Returning from the grave, recursion it shall be.

This is an optional field, but it is nice to have an option or two. I see but Seeds of Renewal. Seven mana for two things returned? I nill. Bala Ged Recovery  Flip serves as a land early and a win condition late. Eternal Witness is just always fantastic.

Start your engines.

What in heck is this Sporemound Nonsense? A five-mana 3/3 that spawns 1/1s. Quite lacking indeed. I do not see any justification for having this in the deck.

Crash of Rhinos is cute, but does not accelerate your gameplan by itself. Large, but not unbeatable. I am not fond of Akoum Hellkite myself, but it is better than others of what I would remove.

Primeval Bounty is always lovely, but not requisite. I believe it to be more powerful than current options in your deck.

Zendikar Resurgent doubles the mana and offers much card draw, winning the game once you untap. Beast Whisperer is similar, but an early-game card.

Given the number of tokens you create Purphoros will drain the opponents' life apace. In the same avenue, Evolutionary Leap can offer defense if someone attempts to kill a creature, or it can find a better use for your tokens.

Comet Storm is a far more efficient version of the X-spells you had opted to include, for it can remove problematic threats or multiple problematic players.

Unto finality, Genesis Wave can plop out most of your deck upon the table, and it is difficult to lose from there.

Conclusion.

Thus is the end of my babbling. Pardon the overlong comment, but I do hope it was of some aid.

I do have my own list, as forementioned, built around the lovely Hazezon Tamar. If you would so deign to peer upon its glory, that would be splendid.

The Lands Restored

Fare thee well.

aslidsiksoraksi on Nissa, Monogreen Lands/Enchantress Control

3 months ago

Managed to get a couple games in. The Lands stuff worked out nicely (Tabernacle is good in EDH it turns out). I was able to do Strip Mine loops in both games and ride that to victory one way or another.

Enchantress I'm still waiting to see. For now I'm adding a couple things that I felt I wanted and cutting cards that seem slow. After the first few games against more competitive EDH people it turned out that you can't really just spend 7 mana to not effect the board, so Zendikar Resurgent got cut.

In - Solemn Simulacrum - Tireless Tracker - Dryad Arbor - Ancient Tomb

Out - Zendikar Resurgent - Far Wanderings - Weirding Wood - 1 Forest

MapPsycho on Forest of Equilibrium

4 months ago

Abundance was a smart choice with Azusa as the commander. You may want more cards that get lands into your hands such as Adventurous Impulse or Thaumatic Compass  Flip. Yavimaya Elder can nab lands to your hand upon leaving the battlefield. Other good land grabbers in green are Caravan Vigil, Lay of the Land, Evolution Charm, Realms Uncharted, and Traverse the Ulvenwald. Also I always recommend Colossal Majesty in mono green for more card draw. Blighted Woodland, Fertilid, Far Wanderings and Veteran Explorer can all nab lands as well. Although instead putting them onto the battlefield, which would at least still trigger your landfall effects.

Overall this build is pretty good! Just bouncing some ideas.

bushido_man96 on

5 months ago

I just finished a version of Obuun, as well. I like your version here. Consider swapping Seer's Sundial for Horn of Greed. I would trade out cards like Nylea's Intervention and Reclaim the Wastes for cards that actually put lands onto the battlefield, getting more landfall triggers. Rampant Growth, Primal Growth, Far Wanderings, spells like that. Spells like Summer Bloom, Explore and Broken Bond might be better, too.

Does your playgroup allow the Wish cards to be played? Most don't, so just curious.

Rivrek on Ishkanah, Grafwidow Commander COMBO Deck

5 months ago

I would have never thought to find such a comment like this, it's A M A Z I N G. I really like your support on this project and I would love to create a competitive deck together.

Some of the combos you mentioned are really amazing, like the one with Priest of Gix and the Mirage Mirror one.

Unfortunatly I don't work yet, so I can't really have a deck with Moxes, 15 Fetch Lands and OP Mana Artifacts, but we can build one not caring for the price just to see if it will be competitive or not

I think some choises I made were really poor, like Panharmonicon or Far Wanderings.

Others, instead, need some explanation:

-Witchbane Orb is needed in my deck because in my playgroup people will 100% try to Bojuka Bog or try to Flash in a Tormod's Crypt when the Commander is being casted ( happened to me once when I was trying to cast a Kathril, Aspect Warper who was going to become a 26/26 with 13 different abilities....)

-Vessel of Nascency will trigger Delirum Turn 2 in 90% on the times it is in my starting hand, also Jarad's Orders can tutor only creatures, so Final Parting is faaar better for 1 more mana

-Blood for Bones has one of the most intricated rulings I've ever seen, with it you can sacrifice a creature and then return that same creature you sacrificed back to the battlefield, creating a card that can "Blink" in Black and that also returns a creature into your hand from the graveyard

I don't really like the Zendikar Dual Lands, but Bala Ged Recovery  Flip is too good.

Another thing, I don't think that attacking with spiders is a good idea, my Deck can create a bunch of them in a turn, but i would rather win with them with a combo then wait for a full rotation (and all my friends at the LGS have at least 2 boardwipes per deck) to attack.

This deck doesn't draw, you're right, but it mills itself and then returns to hand important combo pieces from the graveyard, but we can try to put in a Shamanic Revelation and other cool drawing cards and see what happens

Entomb is better than Buried Alive for the same reason of Jarad's Orders, and you could have a Turn 1 Razaketh, the Foulblooded with Dark Ritual and Reanimate

Let me now what you think, I'm really excited about this project

smilodex on Ishkanah, Grafwidow Commander COMBO Deck

5 months ago

Thanks for your comment. I am very happy about such comments, as it is difficult to keep an eye on every possible combination with over a thousand commanders, especially with such a commander like Ishkanah, which you don't meet in your LGS every day. Thanks to your comment, I can see more of the potential of Ishkanah. I you want to tune up your deck, I have some recommendations for that:

I would exchange:

I would play as many cool utility lands with a sacrifice effect and as many fetch lands as possible because they're needed for Delirium and have also great potential with the MVP in every graveyard deck Life from the Loam:

Carddraw or Cardadvantage:

Other good finishers/ combo pieces:

Well, I'm sure that you already know what other options there are to tune up the deck. If you want to win consitenly I would add more ways to produce infinte mana like Nim Deathmantle + Priest of Gix + Ashnod's Altar or Magus of the Coffers + Staff of Domination OR another unigue and complicated way to filter infinite colorless mana with Basalt Monolith + Rings of Brighthearth is together with Mirage Mirror and a Swamp...

To make the whole thing more consistent you have play all green and black tutors, play fast mana like the Moxes, Mana Crypt/-Vault, Manadorks (Elvish Mystic/Elves of Deep Shadow/Llanowar Elves etc. and pack some premium removal in the deck to raise the power level. If you're interested we can brew a fringe competetive list together.

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