
Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Farseek
Sorcery
Search your library for a Plains, Island, Swamp or Mountain card, put it onto the battlefield tapped, then shuffle.








Asder on Card creation challenge
16 hours ago
Seek Further
Enchantment
Whenever a Plains, Island, Swamp, or Mountain card enter the battlefield under your control draw a card. This ability triggers only once each turn.
At the beginning of your endstep, if you control a basic Plains, Island, Swamp, and Mountain card you may sacrifice Seek Further. If you do, search your library for a permanent card, reveal and put it into your hand. Then shuffle your library.
Referencing Farseek
Create a legendary elemental summoned by Mu Yanling
SaberTech on Mana Rocks or Mana Dorks?
1 week ago
So, the general advice that you might find online regarding mana ramp in commander is something like this:
- Cheap ramp that searches for lands like Nature's Lore and Farseek is the best because land destruction isn't played often in commander and it thins your deck a little.
- 2cmc mana rocks like Arcane Signet and Talisman of Dominance are the second best option because they aren't destroyed by most wrath effects that get played.
- Mana dorks are the worst option for ramp because they generally have summoning sickness and are vulnerable to a bunch of the removal that gets thrown around.
There are other factors to take into consideration that adds nuance to the guideline above though. Like you already noted, decks that are built to get extra value out of creatures when they enter, die, or feed into other synergies could appreciate running mana dorks. Some mana dorks also offer additional utility like how Devoted Druid is part of a bunch of different combos. The biggest advantage that a mana dork can offer though is when it only costs 1 mana to cast while most of the other cheap options cost at least two mana. There are a couple reasons why being able to ramp turn one could be important to your deck:
- If your deck has a bunch of important or strong cards that cost 3 mana to cast then being able to play ramp on turn one lets you cast those spells on turn two, speeding up your game plan by a turn at a critical point in your curve.
- Maybe you have a bunch of important combo pieces or something that cost 2 mana that you want to cast on turn two if you can, so you don't want to spend turn two casting something like Arcane Signet or Nature's Lore. In that case, turn one would be the ideal turn for you to ramp if you can.
So take a look at the cards you run at each point in your deck's curve and determine how much of an advantage being able to ramp on turn one would be for you based on what you are running at 2cmc and 3cmc. That should help inform your decision.
As for mana rocks; One of the advantages of 2cmc mana rocks is that they only require generic mana to cast so you can cast one immediately off of a Sol Ring while card like Nature's Lore requires colored mana. If you are running a 5+ mana commander then the possibility of going turn one land -> Sol Ring -> mana rock means you could be casting some 5cmc commanders as early as turn two. If your commander is a strong value engine or is very aggressive then being able to play your commander that early is a strong advantage. If that is the case for your deck, then having a few mana rocks in the deck increases the odds of you being able to pull off that sort of fast play.
CommanderNeyo on
That is not dead which can eternal lie
1 week ago
Since Arixthemes is 4 mana, I highly recommend 2-mana ramp spells - that way, you can play it on turn 3 instead of turn 2, starting your gameplan a whole turn early. Some I recommend are: Three Visits, Farseek, Nature's Lore, Rampant Growth, Sakura-Tribe Elder, and Into the North (if you decide to put a few snow lands in there). Some artifact ramp would include Arcane Signet, Sol Ring, Simic Signet, and Talisman of Curiosity.
There is also limited card draw in the deck, if someone finds an answer to your threats you could be in serious trouble. A fun with with such large creatures is Greater Good, since you can use it in response to removal to draw a boatload of cards (pun intended). Also works well with your commander, turning him into card draw once you no longer need the ramp.
Coward_Token on
Gishath Spared No Expense!!!
3 weeks ago
"If I added in more of the ramp/acceleration you suggested, I would either be taking out ramp/acceleration..." yeah, that's what I meant with the opening paragraph; e.g. Farseek isn't a bad card but I feel you need a bit more oomph (though I admit that the prospect of being mana screwed on that third land is a bit scary).
The two Human cost reducers seem especially underwhelming if they're just used to cast the commander, since then they're basically just mana dorks making a single each. (Not saying you should cut Intrepid Paleontologist though, way too versatile.)
I could also see adding rituals to power out Gishath, though that's inviting being blown out by removal
BTW, what's your target turn for casting your commander here? T6?
On a different note, for enabling enrage, you've only got Forerunner of the Empire & Marauding Raptor + Zacama, Primal Calamity. With that in mind, what's your experience with Ranging Raptors, Ripjaw Raptor, Trapjaw Tyrant, Silverclad Ferocidons, Polyraptor? It seemed to me that they'd underperform without stuff like Pyrohemia to repeatedly trigger them. (Which I'm not saying you should add, but rather replacing them with different Dinos.)
Fluggleshmuggits on
Cube Eternal
1 month ago
IN
Condemn
The Restoration of Eiganjo
Flip
Tamiyo, Inquisitive Student
Flip
Spell Pierce
Preacher of the Schism
Feldon of the Third Path
Tersa Lightshatter
Scrapshooter
Parallel Lives
Vorinclex, Monstrous Raider
OUT
Kor Skyfisher
Vryn Wingmare
Vapor Snag
Flusterstorm
Avenger of the Fallen
Hordeling Outburst
Legion Warboss
Farseek
Biogenic Ooze
Silvos, Rogue Elemental
seshiro_of_the_orochi on
Aragorn, Herder of Humans
1 month ago
You definitely get an upvote for sticking to theme and putting heart into ot.
But...
...this is four colours with hardly any ramp. As great as your mana base is, but you'll propably get mana screwed in two out of of three games. You have hardly any basics, so maybe try Nature's Lore, Three Visits, and Farseek. Together with Sol Ring and Arcane Signet this could work a lot better already. Tempt with Discovery could be great here, as well.
NV_1980 on
Arachnophobia, Webs of Fear (Shelob)
2 months ago
Hi there,
This looks fun but there's almost no additional mana sources in here, other than some of your artifacts. I would consider adding spells like Farseek, Nature's Lore and/or Three Visits to accelerate yourself a bit. Please also consider Sol Ring; it's more or less a staple in all EDH decks. Your ability to draw additional cards per turn is a bit limited too; maybe cards like Deathreap Ritual, Idol of Oblivion, Moldervine Reclamation and Phyrexian Arena can help you out there. These are all just the budget options; obviously there are more expensive choices one can make too.
Curse of Clinging Webs could be useful, automatic exile of any opposing creature that dies is useful against a number of opposing strategies, and the generation of spiders adds extra flavor to this deck. Maybe also consider Swarmyard; being able to regenerate your spiders is quite strong. Condering this is a golgari deck and you probably expect your spiders to die a lot, perhaps a card like Meren of Clan Nel Toth could be useful.
Hope the deck works for you.
amarthaler on
Pauper Murmurs from the Gutter
2 months ago
Updates!
Out: 2x Tolarian Terror... 1x Murmuring Mystic... 1x Guttersnipe... 1x Ophidian Eye... 1x Mob Justice... 1x Island
In: 4x Firebrand Archer... 3x Farseek
Have (4) | metalmagic , Azdranax , thingsgoboom00 , Firebrids4sparx |
Want (5) | freshie9000 , ACrispyTaco , beesaurs , TechNoble , qao50 |