Search your library for a Plains, Island, Swamp, or Mountain card and put it onto the battlefield tapped. Then shuffle your library.
|Want (5)||poopsmith3000 , rhaggard , Pashkamartynov , a85TSgtSpiike , _signal_|
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|Commander / EDH||Legal|
Farseek occurrence in decks from the last year
Latest Decks as Commander
7 hours ago
So for the activation of The World Tree, you need your mana base and mana fixing on point. All your ramp spells like Farseek, Nature's Lore and Skyshroud Claim. Also, a back up plan, as The World Tree is a single use effect. If that gets destroyed before you can activate it, you still gonna want a functioning deck. Shock lands, fetches, battlebond lands would all be good. As your land base will be varied, Field of the Dead might not be a bad addition.
A bit more info on what your overall gameplan is would be good to know
8 hours ago
Card advantage (8/10): Reki, the History of Kamigawa (31 Legendaries), Jace, Unraveler of Secrets, Jace, the Mind Sculptor, Kiora, the Crashing Wave, Teferi, Hero of Dominaria, Teferi, Temporal Archmage, Oath of Jace, and Tezzeret's Gambit.
Ramp (14/10): Kethis, the Hidden Hand , Wood Elves, Kiora, the Crashing Wave, Nissa, Who Shakes the World, Oath of Ajani (not for your commander), Chromatic Lantern, Sol Ring, Cultivate, Explosive Vegetation, Farseek, Grow from the Ashes, Kodama's Reach, Tempt with Discovery, and Harrow.
Removal (14/5): Liliana of the Veil (Unreliable Removal), Liliana, Waker of the Dead, Oko, Thief of Crowns, Sorin Markov, Sorin, Grim Nemesis, Teferi, Hero of Dominaria, Ugin, the Spirit Dragon, Vraska the Unseen, Vraska, Relic Seeker, Oath of Kaya, Oath of Liliana (Unreliable Removal), Assassin's Trophy, Path to Exile, and Swords to Plowshares.
Board Wipes (11/5): Elspeth, Sun's Champion, Ugin, the Spirit Dragon, Contagion Engine (slow but works well with your deck), Cleansing Nova, Languish, Merciless Eviction, Sublime Exhalation, Supreme Verdict, Urza's Ruinous Blast, Wrath of God, and Cyclonic Rift.
3 days ago
This is one of these situations. My better half wants to give Magic the Gathering a try. I just got back into the hobby after 20 years, and she watched me build up these old decks and shows moderate interest.
In an attempt to help her out with the start, I tried to build a fairly straightforward deck. Play land, play creature, watch for interaction, step and repeat. Kind of like these starter decks, but then one featuring some artwork she actually likes.
What I came up with is Animal Lover Deck
Rin and Seri, Inseparable is a good card to create tokens. Release the dogs creates more dog tokens.
From there on, I am pretty much open to suggestions. I might proxy the deck first, to see how it works. But the amount of good looking dog and cat artwork is still not overabundant.
Should I include Giant Growth or rather focus more on the cats and dogs theme?
At this stage, board control should not be too important. The match ups for this deck should be a moderate mono-red deck I can put together, and maybe a mythical creatures deck from one of the wifes friends
on Land Twins
1 week 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 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.
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.
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.
Ramp, of course.
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.
Primeval Bounty is always lovely, but not requisite. I believe it to be more powerful than current options in your deck.
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.
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.
Fare thee well.
1 week ago
So, let's have a look at the type of things you may want.
Lands: So, I can't afford OG duals really, but have found that shocks and fetches, coupled with the battlebond lands have kind of served me well. Fetches can get pricey, but you by no mean need them all. Having 5 or 6 fetches, all the shock lands (10 to 15 bucks each) and then filling it out with something like the battlebond lands can really sort you out. Cavern of Souls is always good, and can see you have one. Basically, lands coming into play untapped are much better. Quicker access to all that slivery goodness. Personally I would look to change those 3 colour tap lands and things like Rupture Spire piece at a time.
Ramp: So, as we are running 5 colour, we want to ramp and rock efficiently to get our board set ASAP. Chromatic Lantern is good, but I would replace the Pillar of Origins with an Arcane Signet. Its just better and less restrictive. For spells, Farseek, Nature's Lore, Three Visits and Skyshroud Claim all enable you to get land type lands. This will let you get your Breeding Pool or Godless Shrine as it has that land type. This is why shock lands (and to a lesser extent triomes) are so much better. You can even get these with the fetchlands too. Luckily, we also have Gemhide Sliver and Manaweft Sliver to turn all our slivers into our own Birds of Paradise
Slivers: So this is a big list here lol. I'm not going to try and write them all lol. I will say that I would cut several of the ones you have though. I would drop Virulent Sliver and replace with a Triumph of the Hordes. Combat tricks are good. Most of the Megantic Sliver effects I would drop I'm favour of things like Door of Destinies. Crystalline Sliver is great to protect your board a bit. Diffusion Sliver I can't see being relevant in a game of edh, and would rather take interaction like Counterspell etc. I think pairing back the creatures to the key ones is really important. Will free up space for stuff like card draw and interaction. Shifting Sliver is basically unblockable. Defo a good one. Necrotic Sliver means each sliver becomes a Vindicate at the cost of 2 and a sacrifice. Synapse Sliver is good to keep your hand full.
Other cards of note:
So just some good cards to consider.
Swords to Plowshares, Path to Exile, Kindred Discovery card draw is important, The Great Henge your commander makes this cost , Phyrexian Arena again, card draw. Wrath of God, Blasphemous Act or other destroy boardwipes. If your stuff is indestructible, all good. Yawgmoth's Will pricey, but such a good answer if you are boardwiped etc. Patriarch's Bidding you are likely to pay off better than most.
I think that's all I got for now. Please look at other decks with slivers as well to get a good idea of the stuff out there. Hope this is a good start of things to look at
3 weeks ago
Hey, good changes you've made by going with two colors, cutting black and adding more consistency with 4 ofs. Scrying Sheets with Snow-Covered lands is interesting. It wouldn't be my first choice if I was on a budget, but if you have the Sheets then play them.
You haven't changed the manabase after adding Farseek. You want a consistent turn two green source for Farseek since that's the best time in the game to cast Farseek. Having only 6 green sources in the manabase is not going to be enough for Farseek. My advice is cut some Mountains for Snow-Covered Forests. Consistently you will need at least 12 sources of green in the manabase to cast a turn two Farseek therefore consider cutting some Mountains adding 6x Forests?
I think cutting Dragon's Hoard is a mistake since it's ramp that can also be repeatable draw later on. Coldsteel Heart or Colossal Majesty aren't better cards than Hoard with Dragons. Consider 4x Glorybringer; cutting 1x Crucible of Fire for 1x more Glorybringer? Being able to cast multiple Regents and Glorybringers in a row is how you're going to win. Atarka, World Render would do more than Moonveil Dragon; double strike with Regents and Glorybringers.
I also think cutting Sarkhan's Triumph is a mistake because you have several 1 ofs of Dragons and Triumph can tutor for one of these Dragons. You can also take some more advantage of Triumph with other 1 of Dragons in the sideboard such as Stormbreath Dragon and Thundermaw Hellkite. Colossal Majesty isn't a better card than Triumph. Majesty is better as a sideboard card to replace some removal for more draw for matchups where the game is going to go longer than usual or your opponents have less creatures and more control.
Good luck with your deck.
3 weeks ago
Hey, well done with your budget version of these partners.
Quicksmith Genius is a repeatable draw source with Rocks. With Toggo you can cycle through your library to find a Bounce land and win condition. Valakut Exploration is lots of card advantage with landfall. These cards with the Bounce land combo lets you draw your entire library for no mana cost to find a win condition.
Inspiring Statuary turns Rocks into ramp. Cinder Glade, Game Trail and Sheltered Thicket are playable budget Gruul lands. Glade and Thicket are dual lands that Three Visits, Nature's Lore, Farseek, Wood Elves, Skyshroud Claim, etc. can search for. Naya Panorama and Jund Panorama are other Fetch lands.
- Inspiring Statuary > Kuldotha Forgemaster
- Cinder Glade > Gruul Guildgate
- Game Trail > Rugged Highlands
- Sheltered Thicket > 1x Forest
- Naya Panorama > 1x Forest
- Jund Panorama > Radiant Fountain
Good luck with your deck.
1 month ago
The issue isn't hitting land drops, it's being able to play spells early in the game. It's important to be a threat early game and even though they don't have synergy, cards like Cultivate and Farseek are incredibly good.