Realms Uncharted

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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
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Realms Uncharted

Instant

Search your library for up to four land cards with different names and reveal them. An opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest into your hand. Then shuffle your library.

Profet93 on Azusa, Lost but Staxy

2 months ago

MATTSCOTTR, Understood

Extra lands for field of the dead....

Yavimaya Hollow - Regen/Politics

Deserted Temple - Maybe not the best for this build but the ceiling with cradle is insane

Castle Garenbrig > Forest

Thoughts on Karn, the Great Creator > Collector Ouphe? Collector can be more easily recurred and interacted with, comes down more quickly but is symmetrical. Karn can come down later, is harder to recur and interact with but is asymmetrical. Plus it can be a useful recursion tool and a political tool as well. If not swapping over Ouphe, perhaps over Karn Liberated given the high cmc for permanent removal?

Realms Uncharted - Useful to tutor for lands, even better with land recursion on field or in hand. Also works great with Petrified Field.

HeadinPants on Faster game starts and smoother …

9 months ago

SteelSentry I may be wrong here, but I think you are in the minority on that, mostly on the grounds that new products are constantly being released, and that means many players are always changing their decks. It's entirely possible I'm wrong and that's just how it plays out at my LGS, though. Either way, you're right that having a good grasp of the deck makes it easier to figure out what you're grabbing, but that doesn't change that you will have to shuffle afterwards.

I will admit that with the Realms Uncharted example I was always in the same boat as you: the only deck I ran it in was Ur-Dragon, so it was the "pick a creature type" lands, Command Tower, and Path of Ancestry most of the time.

SteelSentry on Faster game starts and smoother …

9 months ago

I would say, on the topic of tutors, the problem is usually people not knowing the deck as well as they think they do. The only two decks I have a density of non-land searching is my Goblin Welder secret commander deck, and a deck I know inside and out that I've had basically since I started playing EDH; even complicated tutors like Doomsday and Realms Uncharted don't take me much time at all since I know my piles beforehand and can name all the cards I'm grabbing before I pick up the deck.

DemonDragonJ on Why Does Threats Undetected Deviate …

1 year ago

Gifts Ungiven and Realms Uncharted are both instants, but Threats Undetected is a sorcery, which is very weird, as that breaks the pattern from the first two cards, so what does everyone else say about this? Why is Threats Undetected a sorcery, rather than an instant?

Also, since the first two cards search for cards with different names, why does the third member of this group search for creatures with different powers, rather than different names, as well? Even further, why are the chosen cards with Threats Undetected shuffled into their owner's library, rather than going to their owner's graveyard? What does everyone else say about this? Why does Threats Undetected deviate from the previous two cards?

Profet93 on Azusa, Lost but Seeking Cthulu [Primer]

1 year ago
Fetchlands - Wooded Foothills/Fabled Passage/Misty Rainforest/Prismatic Vista/Terramorphic Expanse/Verdant Catacombs/Windswept Heath + others. They serve 3 purposes. It's primary purpose, in conjunction with Crucible of Worlds ensures you 3 land drops a turn with your commander. It's second purpose is topdeck manipulation for sylvan library, augur and courser of kruphix. Lastly, it doubles landfall triggers. Combine this with a Lotus Cobra or a tireless tracker for some serious ramp.

Boseiju, Who Endures - Interaction that takes up a land slot

Cavern of Souls - Ensures your huge mana investment into eldrazi doesn't go to waste.

Field of the Dead - Zombies!

Gaea's Cradle - Even better with zombies!

Deserted Temple - Untap cradle

Thespian's Stage - Copy field, deserted, opposing utility land or even an eldrazi temple in a pinch

Petrified Field - Recur important utility land

High Market - Sac eldrazi to prevent theft, prevent your GY from being exiled by saccing an eldrazi to shuffle grave in. Depends on the meta, same with Homeward Path

Greater Good - Sac outlet, draw a bunch of cards, similar with high market but with better payoff

Momentous Fall - More sac outlets! Draw more cards, gain some life, etc...Be aware though, that sacing is additional cost to cast so watch out for blue player

Mana Crypt - Ramp

Realms Uncharted - Tutor for Eye of Ugin, petrefied field and 2 other utility lands. Damned if they do, damned if they dont. Much better with land recursion effects such as crucible, Ramunap Excavator

More suggestions to come should you enjoy these.

Epicurus on How to Lose Friends & Alienate People

1 year ago

Realms Uncharted and Scapeshift are worth considering. Also, bounce lands might be fun (Gruul Turf, Boros Garrison, Selesnya Sanctuary). I'd replace the multiplayer lands with these.

Some more cards to consider:

Field of the Dead

Sylvan Safekeeper

Constant Mists

Titania, Protector of Argoth

Life from the Loam

Profet93 on Azusa, Just Lost...

1 year ago

First and foremost you want to find your land count. Players who prioritize a faster build utilize more mana dorks and a lower avg cmc tend to go as low as 38 or as high as low-mid 40's. For those who like to ramp into bigger spells and sacrifice speed for resiliency and late game, low - high 40's. Some players go 50 and above but I find that not needed. Azusa decks tend to cast their commander and then drop all their lands, run out of gas, top deck, play a big spell, have it removed/countered and just are in topdeck mode. You need to establish a good source of draw, whether it be burst or steady card draw, ideally, both. I will get to that later, if I don't (given I'm writing this late at night, please remind me). Also, please remind to mention utility lands, as Azusa decks have a large amount of wiggle room to utilize a landbase to solve difficult challenges. Depending on how you want to make your deck, fast and explosive or slower and more resilient, I can provide you better suggestions. For now, I'll go with the basics. I can suggest cuts in the next comment should you desire.

Crucible of Worlds - Super important, right at budget mark. This, combined with good fetchlands or the slow fetchlands, will allow you to thin your deck of lands (giving you greater chance of finding something useful), all while ensuring you don't miss land drops.

Sol Ring - Not needed in Azusa, but Turn 2 Azusa with this, into lands allows you to get the "quick" strategy you are looking for.

Mind's Eye - Draw, some people like Memory jar but I find this cheaper and more suitable, especially for your meta.

Greater Good - Extremely powerful sac outlet to prevent theft/exile, fill up your grave (with lands to recur for later, or whatever is appropriate at the time). Seriously, do not sleep on this or crucible of worlds

Sylvan Library - While double your budget, add this to the maybeboard for later as its very useful. It is synergy with Abundance (can outline the detailed synergy later, but its really good), shuffling effects (think fetchlands to shuffle away cards you don't want on top), as well as Course of Kruphix/Oracle of Muldaya effects. Best Turn 2 Azusa play IMO.

Momentous Fall - Used in response to removal, gain life and most importantly, draw cards.

Realms Uncharted - Works best once you get better utility lands. But it acts as a tutor, usually 4 fetches. That way, you fuel crucible of worlds. Bonus points if you add Petrefied Field.

Beast Within - Green's best removal, add this.

All Is Dust - One board wipe for when everything goes south. Not needed per say, but has saved me many times. In green lacking removal, sometimes things just need to die. Bonus points with Sanctum of Ugin to find an Eldrazi

Boundless Realms > Reshape the Earth - Given you don't have enough utility lands, this is much better. Even if you did, reshape is very expensive for what it does, more so in this deck.

Pir's Whim - Politics removal and ramp in 1! Not needed but nice to have

Rishkar's Expertise - Best burst draw spell in green. While they can remove your greatest power creature, since it doesnt target, it goes to the next highest. It also helps mitigate tempo loss which is a big issue most draw spells have. Really powerful!

Regarding creatures, its personal preference. I have suggestions but until I know which direction you're going in, I'd rather wait. I personally love Eldrazi, specifically the Kozilek's as they allow you to refill your hand. Distortion allows you to be the blue player and Butcher allows you to, well, slaughter 4 permanents.

JMarostica on Lord Windgrace's Real Estate v2

2 years ago

If this is a real deck, it's a great deck! But i have suggestions for some cards:

Life from the Loam Crop Rotation Beast Within Realms Uncharted Urborg, Tomb of Yawgmoth

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