Frantic Search

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Big Apple Highlander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Brawl Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Frantic Search

Instant

Draw two cards, then discard two cards. Untap up to three lands.

TH3WAFFL3R on Melek, Spellcaster Extraordinaire

1 month ago

It always nice to see another Melek player in the wild. Here are some cards that have worked for me.

Mystical Tutor and Personal Tutor are both insane in melek.

Also instants and sorceries that can be played as lands like Sink into Stupor  Flip and Valakut Awakening  Flip can be used place of normal land and makes melek's ability a little more consistent.

Library of Leng is another really good included if you got enough discard cards like Shreds of Sanity, Frantic Search, and Recall

Ritual are always good Seething Song is my favourite

In removal I've found Nevinyrral's Disk is the only way to get rid of enchantments. Submerge is free in 90% of games. Also cards like Pillage and Boomerang are good when cloned and can hurt your opponents mana base.

Anyways I hope that these suggestions are helpful :)

IQuarent on The Friendmaker | Talrand, Sky Summoner [PRIMER]

2 months ago

Coming back to this deck, I can't help but feel like Invasion of Segovia  Flip would be absolute gas in here. The bodies it makes aren't of zero consequence, and flipping it will be easy because you can just hit it with drakes. I noticed you didn't add any of the cards that have convoke intrinsically, but giving ALL your spells convoke would be absolutely monstrous. Not only can you use drakes to cast things when you would otherwise have zero mana, but every spell you cast with your commander out puts you up mana because you can use it to convoke out the next spell. You might even be able to go mana neutral on spells. The best part though is that it's not a creature itself (until it flips) so it doesn't mess with the Polymorph strat.

I assume you must really not like looting because Careful Study and Frantic Search are rather glaring omissions. Not only that, but for a deck you yourself say is mana hungry, High Tide seems like it would also be incredible. For your consideration.

SaberTech on mimeo

3 months ago

I saw your post asking for help with cuts to the deck. Mimeoplasm decks are fun and there's all sorts of interactions to play around with so I get how it's tough to trim the list down.

I don't know what exactly you personally consider fun to play and what cards you are more inclined to keep in, so I think that it might be easier to just highlight what looks to be the core of the deck and try to build outwards from there.

Win-Cons:

  • Necrotic Ooze + Phyrexian Devourer: I'm not sure when the change happened, but on Oracle the errata's text for the Devourer's activated exile ability now reads "Remove the top card of your library from the game: Put X +1/+1 counters on Phyrexian Devourer, where X is the removed card's converted mana cost. If Phyrexian Devourer's power is 7 or greater, sacrifice it." Before, you never had to worry about the sacrifice part because it was a triggered ability so the Ooze didn't copy it. Now that the self-sacrifice effect is built into the activated ability it means that the Ooze will kill itself if it activates the ability and ends up going to 7+ power. I don't think this combo is feasible anymore and that you can cut it.

  • Blightsteel Colossus: You don't have a way to reanimate or copy this at instant speed in response to its shuffle trigger when it is put in your graveyard, so your only way for it to stick on the board is if you hard-cast it. I don't think that it's worth the effort. And I think that most games will end before you risk decking yourself and needing the Colossus to keep shuffling itself into your library. I'd cut it from the deck.

  • Blighted Agent/Skithiryx, the Blight Dragon + big creatures under Mimeoplasm: This is what I would consider your main means of knocking players out. Death's Shadow, Impervious Greatwurm, Lord of Extinction, Titanoth Rex, and Yargle and Multani are your main targets to remove for counters on Mimeoplasm, so these are 7 cards that should definitely be staying.

  • Jin-Gitaxias, Core Augur: Reanimating this early in the game and getting it to stick is a backup win condition. Buried Alive, Entomb, Fauna Shaman, and Frantic Search are your best ways to try to get Jin into the graveyard. Animate Dead, Necromancy, Reanimate are your best ways to reanimate Jin early. So that's 8 cards you should definitely keep. Victimize helps too but it is a little unreliable early due to needing 2 targets in your graveyard. Still worth running in my opinion.

So that's 16 card + your commander that you know that you want to run to help you win. From there you can mark out the slots for land, ramp, draw, and interaction. What slots are left goes to what best supports you reaching your win conditions. You'll need to really consider which cards help you reach your win conditions and which are there more for fun.

Looking at your list, some things that I can note are:

  • You shouldn't count thinks like Conduit of Worlds as ramp since they don't help you get ahead in mana. They just help make your land drop each turn. Matzalantli, the Great Door  Flip and Aftermath Analyst also don't help ramp you in the early game. So on the whole your deck is actually suffering from a pretty notable lack of cheap ramp.

  • Cards that mill opponents but not you like Mindcrank, Psychic Corrosion, and Ruin Crab do technically help you by getting cards into your opponent's graveyards that you can reanimate or exile with Mimeoplasm. However, they are less useful to you overall than cards that can also mill you because you know that milling yourself helps you reach your deck's build-in win conditions while milling opponents is a gamble.

  • Memory Plunder can be fun but you might be better off running a card you are pretty certain that you can use than gamble on useful opponents' cards ending up in the graveyard in a timely manner.

  • Archon of Crueltyfoil isn't as impactful in multiplayer games as it is in 1v1. It's still an ok reanimation target if you don't currently have anything better.

Quicksilver on You know, I'm something of an MTG player myself

4 months ago

Knew I'd forgotten about Frantic Search and Lorien Revealed. Island cycling is particularly useful for getting out one of the dual lands. Training Grounds is a card I put in as force habit for any commander I use that has colorless mana in it's activated ability, even if it's no good for cards like Garland, Knight of Cornelia  Flip. I thought I'd considered Surly Badgersaur, I'll look to see what cards to drop for it. Thanks for the suggestions.

Coward_Token on You know, I'm something of an MTG player myself

4 months ago

Spitballing ideas:


Note that madness costs won't get a discount by your commander. Same for Garland, Knight of Cornelia  Flip

Cut Chromatic Lantern for another two-mana rock? Can't be cast for free if discarded, nor can it ramp out your commander

MTGBurgeoning on Scion of the Ur-Dragon: Every. Dragon. Ever.

6 months ago

Thank you for the kind words! I appreciate them. I had to double-check the deck list to ensure that a copy of Reanimate was NOT in it. I had a copy of it in the deck for many, many moons ago and then replaced it a couple of years ago. With the recent additions of Colossal Grave-Reaver and Sarkhan, Soul Aflame, perhaps I should entertain Reanimate's return to the 99. I cannot include Show and Tell here because I do not want to assist my opponents in any way. I understand the benefit of dropping down Dracogenesis, but due to the threats of my opponents freely putting into play Eldrazi, Omniscience, or anything that helps to acclerate their own game plans, I will stand pat on that suggestion. I like the idea of including a copy of Frantic Search, particularly because it is an instant. Herd Heirloom is a definite future addition once a copy of it becomes available, most likely replacing Chromatic Lantern. Steely Resolve garners a little less consideration here, but is not completely ruled out. Its presence would allow Plaza of Heroes and Lightning Greaves to be replaced, although the loss of haste for the creature equipped by the Greaves may be missed. The neutering of Rite of Replication is one reason to push back against auto-including Steely Resolve. An unsuspected kicked RoR is a win condition here and has resulted in many victories in the past. Another reason is that Steely Resolve is symmetrical. If one of my opponents is also playing Dragons, I either have a dead card in hand, or a card that nullifies all of the spot interaction for my opponents' Dragons. In my play group, there are A LOT of Dragon decks (The Ur-Dragon, Miirym, Sentinel Wyrm, Morophon, the Boundless, Tiamat), so considering Steely Resolve from a distance is a necessary process here. As for Despark and/or Grasp of Fate, I can definitely reconcile the inculsion of these spot removal spells. Which cards would you recommend replacing? This is one of my oldest EDH decks, and I stuggle mightily at times deciding which cards to replace in the 99 because, at least through my eyes, the deck list has become very, very tight over the years (about ten years). Maybe Despark for Path to Exile? Grasp of Fate for Beast Within? Thank you for your comment! It's always great to communicate with fans of Scion of the Ur-Dragon, especially during the era of The Ur-Dragon. Thanks again!

tetsuothecat on Scion of the Ur-Dragon: Every. Dragon. Ever.

6 months ago

I used to run scion from the early days of commander out until right before the pandemic then retired it. So couldnt help but give my two cents :) great work!

Reanimate could help IMO or something along the 'cheap single target recursion' line of cards and a Show and Tell because what you drop should be much better than whatever they have... especially if its a Dracogenesis. These would be the big suggestions.

Something I used to be fond of was See Beyond and/or just Frantic Search, however, I was a bit deeper into the reanimate game I think for strategy. The first was useful to ensure I was able to put something back into the deck if needed, the other for a free draw 2, pitch 2.

Herd Heirloom could be useful, trample on a rock is interesting. Steely Resolve helped me a lot for protection and it doesn't look like you're targeting your own stuff too much. I would also suggest Despark as part of your removal package as this game gravitates HARD at 4 CMC or Grasp of Fate because why take from 1 person at 3 mana when you can take from everyone at 3 mana, but that depends on your meta.

SufferFromEDHD on Throw It Overboard - Captain Howler

11 months ago

Turbulent Dreams/Devastating Dreams useful effects that now draw cards

Forbid reusable counterspell seems good

Prismari Command one of the best Swiss army knives

Frantic Search/Faithless Looting/Breakthrough/Read the Runes cheap and efficient looting

Cephalid Coliseum land looting

Masticore old school cool now becomes an engine

Anger to compliment the Wonder

All this discard Squee, Goblin Nabobfoil would be valuable

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