Fathom Seer

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander 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

Fathom Seer

Creature — Illusion

Morph—Return two Islands you control to their owner's hand. (You may cast this card face down as a 2/2 creature for . Turn it face up at any time for its morph cost.)

When Fathom Seer is turned face up, draw two cards.

Spirits on

1 year ago

Hey Zorke,

Ok based on your comment about the combo, I'm basing these recommendations on a:

Tuned tier - Power level 5 (6 usually has a combo) - Win before Turn 14 - "Upgraded Precon". Visual Guide to Power Levels in EDH.

-- Land Base -- Prioritize untapped, Mana colors, Target 33: +Shivan Reef -Island +Yavimaya Coast -Forest +City of Brass -Aether Hub +Mana Confluence -Mountain Valley +Riverglide Pathway  Flip -Simic Growth Chamber +Rootbound Crag -Mountain +Hinterland Harbor -Forest +Sulfur Falls -Mountain +Rejuvenating Springs -Path of Ancestry +Training Center -Rogue's Passage +Spire Garden -Ancient Ziggurat +Boseiju, Who Endures -Island

--Ramp-- Creature preferred +Birds of Paradise -Thought Vessel +Three Visits -Heraldic Banner +The Great Henge -Gilded Lotus (Also important for draw) +Farseek -Harvest Season

--Morph-- +Kadena's Silencer -Stuffy Doll +Icefeather Aven -Keep Safe (Morph flavor) +Echo Tracer -Omnath, Locus of Mana (Morph flavor) +Mistfire Weaver -Forsaken Monument (Morph flavor) +Jeering Instigator -Shaleskin Plower (Morph flavor less salt)

--Draw-- +Fathom Seer -Zendikar Resurgent +Temur Ascendancy -Tomb of the Spirit Dragon +Tishana, Voice of Thunder -Ashcloud Phoenix +Guardian Project -Tidespout Tyrant +Toski, Bearer of Secrets -Fabricate +Garruk's Uprising -Creeping Renaissance

--Offense other than Animar-- +Garruk's Horde -Forest +Artisan of Kozilek -Island +Bane of Bala Ged -Trophy Mage (Pulls 1 unneeded artifact!) +Shrieking Drake -Temur Sabertooth (Non-Infinite Ancestral Statue) +Decimator of the Provinces -Temur War Shaman

--Control-- +Beast Within -Fog

I've left out some salty card for this power level: Cyclonic Rift Ancestral Statue Craterhoof Behemoth Rhystic Study Mystic Remora Dockside Extortionist

Special mention (would need to playtest): Secret Plans (Draw) Solemn Simulacrum (Ramp & Draw) Mulldrifter (Draw) Trail of Mystery (Ramp) Rhythm of the Wild (Don't think you'll see heavy counterspell in power 5)

Could go more less if needed Theres other stuff I didn't suggest because of the morph theme, like Cloud of Faeries, Hullbreaker Horror, Fierce Empath etc.

Hopefully you find some useful ideas here.

lagotripha on Simic Morph

3 years ago

Morph is a really cool mechanic which I haven't figured out how to make really 'kick' for competitive modern, but is still really fun in casual formats. Colourless, mana value 0 creatures that don't use the stack to become something else and have an activated ability in hand feels like something that should have a silly interaction that makes it great, but it just isn't there. Colourless interactions with eldrazi, artifact creatures & combos built on them crowd it out - people already pack hate because other setups have silly payoffs.

If I was trying to push it, I'd lean into Heartless Summoning and obscuring to try and cast a lot of morph cards, but without a second secret plans that feels awkward.

It is worth looking at Den Protector and Fathom Seer combo options- if you can loop a Time Warp you win the game, with some old Brine Elemental decks built around that, but looping morph effects is pretty tricky - it is usually easier to return to hand then recast since the usual suspects like Necrotic Ooze don't play nice. Have fun experimenting - there are a lot of cool interactions when you aren't using the stack, which will make it a blast to play.

Goblin_Guide on Illusionists

4 years ago

I think you should play some more low drop illusions, especially ones that curve into Lord of the Unreal. Also, more card draw and tribal payoffs. Examples include Fathom Seer for card draw, Metallic Mimic as another lord, AEther Figment as another low drop evasion illusion, Gossamer Phantasm, and maybe Phantasmal Image for a lord clone. For more card draw I might suggest something like Of One Mind? But you don't really have enough humans to trigger it often enough I think. A more consistent option would be Serum Visions.

Gattison on Tobias Fünke, Ana****ist

4 years ago

Spell_Slam: Great advice! Thanks for taking the time to check things out. I like all your creature suggestions, and you've inspired me to double-check, but it may be that I simply don't own some of those cards. Like Cloud of Faeries, and Gush....

Well turns out I don't own any Spellstutter Sprites or Rusted Slashers either, but the rest I found, as well as a couple other things, like Fathom Seer, to put in.

The noncreature suggestions are good too, and I'll be trying them out. Also, thanks for suggesting things to swap out, it helps making choices easier to have an outside opinion. =)

Spell_Slam on [PEDH] Ley best pauper combo [Primer]

4 years ago

Great deck! I do think that Ley/Lore Weaver is probably the best Commander in PDH to date, especially when it comes to combo-control gameplay.

The fact that you have access to these combo pieces in your command zone leaves me wondering why you run so many extra "copies" of them in your mainboard. I am especially curious about the land untappers, since they are generally pretty bad when it comes to ramp. You can afford to cut out most of these cards in exchange for more draw/counters/better ramp, in my opinion. The only ones I think are worth keeping are Arbor Elf and Voyaging Satyr.

Aside from that, I have a few suggestions. Jace's Erasure might be worth running in order to not have to give your opponent the card draw to mill them out with Lore Weaver.

If you do plan on keeping all your untappers, I would suggest Crashing Drawbridge . Not only will it let you go mana positive on many of your untappers depending on how many auras you have, but it also lets you instantly-win with Sprout Swarm.

Quirion Ranger can untap your untappers and give you another land drop and ramp on its own.

Deep Analysis Should definitely be in here if you're playing cards like Tamiyo's Epiphany.

Mystic Sanctuary is an easy inclusion with your flicker sub-theme and bouncing.

Pulse of Murasa is a card that sees a lot of play in tron decks in regular pauper and is a great way to get back lost combo pieces and give you a bit of life. It's also a great card to get back with Archaeomancer and ilk.

It's always nice to have a back-up Flicker to combo off with. Displace Fits the bill perfectly.

Some graveyard hate would be nice. I like Night Soil in green decks.

In decks that run flicker shenanigans, I tend to prefer Farhaven Elf and Ondu Giant over Sakura-Tribe Elder. The Giant is particularly underrated.

Fetchable removal with Transmute like Lignify and Deep Freeze might also be worth an inclusion.

Fathom Seer does a decent Gush impression, if you're looking for more card draw.

eyes2sky on Tobias Fünke, Ana****ist

5 years ago

Here's a neat little draw machine: Fathom Seer , re-usable with some bounce!

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