Realms Uncharted

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.

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Realms Uncharted Discussion

TheSlowestBro on Titania, Queen of Ents

3 weeks ago

Hello fellow Titania player. From my experience I'd highly recommend a few cards:

Your list looks really strong, stronger than mine (I keep the power lvl a bit lower due to the general lvl my playgroup is at), but I think a few of my suggestions can push yours even further. If your interested, here is my own list: The Entmoot. We have similar themes! :) +1

king-saproling on QQ

2 months ago

Thoughts on these? Trophy Mage (finds Crucible), Stone-Seeder Hierophant (functions like Lotus Cobra, really good with Thawing Glaciers ), Animist's Awakening , Kamahl's Druidic Vow , Pentad Prism (in opening hand, gets Taty out T3), Elite Arcanist (can hold counterspells or win with Nexus), Isochron Scepter , Kaho, Minamo Historian (gives you options during opps' turns to counter something or use a tutor. Can go infinite with Nexus if you include Riptide Laboratory ), Realms Uncharted (instant, helps set up Sanctuary combo), Intuition (pretty versatile, could go for lands or EWit + Noxious + Temporal Mastery. and it's instant :O!) Littjara Mirrorlake (decent in your build as-is, can go infinite with EWit + Crucible if you include Time Warp ), Sakura-Tribe Scout (I'd slot this in over Oracle of Mul Daya since the effect is similar but Scout can get Taty out faster while Oracle can't), Ghostly Flicker (has neat utlity here. could be used defensively, to draw a couple cards, or as an infinite combo piece: EWit + Sanctuary + Time Warp)

MapPsycho on Forest of Equilibrium

5 months ago

Abundance was a smart choice with Azusa as the commander. You may want more cards that get lands into your hands such as Adventurous Impulse or Thaumatic Compass  Flip. Yavimaya Elder can nab lands to your hand upon leaving the battlefield. Other good land grabbers in green are Caravan Vigil, Lay of the Land, Evolution Charm, Realms Uncharted, and Traverse the Ulvenwald. Also I always recommend Colossal Majesty in mono green for more card draw. Blighted Woodland, Fertilid, Far Wanderings and Veteran Explorer can all nab lands as well. Although instead putting them onto the battlefield, which would at least still trigger your landfall effects.

Overall this build is pretty good! Just bouncing some ideas.

Spells on Azusa, Lost but Woke

6 months ago

Awesome stuff here, man. If my Azusa deck was a small child, this would undoubtedly be it's angrier, bigger brother. What I like most is the confidence this build exudes, you're very clearly stating "I am going to ramp, you won't be able to stop me, and then I'm going to cast massive spells." Green is my favorite color in Magic, and this list is Green to a T.

Personally, I'd like to see a little more interaction here, but it's worth noting that I was scarred by Winter Orb and Static Orb early on in my EDH tenure, so I'm usually over-prepared to blow one up. That said, Nature's Claim is (in my humble opinion) one of Green's best spells, and worth consideration here.

Creature Recommendations:

  • Scute Swarm. We already talked about this little guy, and if you're adamant on the number of lands you run, I'd recommend cutting Seek the Horizon or Thaumatic Compass  Flip (otherwise I'd say cut a Forest).
  • Allosaurus Shepherd. It makes 90% of your spells uncounterable, and that effect is impactful at nearly any stage of the game. It allows you to play greedily and sink a ton of mana into your spells, which seem important in this build. I'd think about it and consider cutting my above suggestions, or Nissa, Vastwood Seer  Flip.

Spell Recommendations:

  • You can't go wrong with Worldly Tutor. Tutors = consistency.
  • Scapeshift is a wonderful spell that will make your friends hate you. It's dangerous in my deck, and I think it'd be even more dangerous here given the number of lands you're running. Sacrifice any number of lands, go pull the best lands out of your deck, and make sure one of them is Field of the Dead. Suddenly, you've got an army of zombies, Gaea's Cradle, Strip Mine, Deserted Temple, Eye of Ugin, etc. I think you'd be fine to cut Life from the Loam, as you've already got plenty ability to play lands from the grave.

Land Recommendations:

  • Castle Garenbrig is a strictly better Forest in a mono-Green list.
  • Dryad Arbor is surprisingly diverse. You can GSZ where X = 0 and go get Dryad Arbor, it taps for mana, it counts towards Gaea's Cradle, and it gets beefed by Finale of Devastation.
  • Temple of the False God is actually pretty good in Azusa. I know, I know, it's a grossly overplayed card in our format, but as you already know, Azusa has no problem getting to 5 lands, and from that point on, it's a better Ancient Tomb.
  • Petrified Field is neat with Realms Uncharted (if you don't already have the ability to play from the grave) and offers the ability to instant-speed get a land out of your yard. I find it to be pretty versatile.
  • Wasteland isn't as good as Strip Mine, but it punishes multi-color decks. If you're like me and play in a tri-color meta, I think you'll find that it treats you well.

Hopefully I provided some decent food for thought. Either way, I think you have a great build here; I'm sure it's a blast to play!

Skyler1776 on Into the Unknooown

7 months ago

EDIT: Added Realms Uncharted (the Enchanted Forest, Shared Summons (flavor text matches EF battle), -1 Gift of Paradise for +1 New Horizons (matches flavor better), and Grasping Giant (earth spirit)

Beebles on Azusa, Lost but Woke

7 months ago

Hey Profet93,

This is a very interesting deck I think. It’s different in that almost half your deck is lands. Also, you have a lot of different ideas going on here: land matters, power matters, eldrazi aggro, with a sprinkle of going wide. That probably creates a challenging deckbuilding balancing act. You might be spreading yourself too thin by having all those things in one deck. Especially because you have so few spots for supporting themes because your high land count. My main tip is: see if you can reduce the amount of themes for a higher focus and synergy. I've found that taking out one or two of such themes out and use them as the inspiration for a new deck can be very rewarding.

What I also noticed is that your list is quite a “glass cannon” kind of build. If it works, it works well, but I expect it is also relatively susceptible to be blown out by interaction. You also don't run a lot of interaction yourself. That’s not really my thing, as my meta would punish me too hard for trying. This tells me we play in very different environments, so take my suggestions with a grain of salt ;).

There a few cards here I would consider to cut:

  • Zendikar Resurgent, Shamanic Revelation: These don’t synergize with your themes very well. You only run about 20 creatures, so resurgent is not going to draw that many cards. And with only 4 token makers, shamanic revelation is not really ideal either.
  • Mind's Eye: I don’t think this card is worth running in edh anymore. Especially in green. Very slow and expensive.
  • Boundless Realms: You don’t run a lot of landfall pay-offs. Perhaps a card that is a payoff by itself is a better use here.

Cards I would consider adding for better consistency

Lastly, I would make a choice between growing tall and going wide. The power matters theme is probably a better match than the going wide one, as your Eldrazi aggro plan is already matching with that (however, landfall supports the going-wide route very well, so you could really go either way). Here are some contenders to consider if you decide to go for power matters:

Hope there are some ideas here that match with your vision for the deck.

GL & HF!

Azeworai on Radha, The Lands Matter To Me!

9 months ago

Ah, lands. An archetype with which I consider myself quite adroit. I play a Naya version, but Gruul bears the majority of the value.

If you opt for a strategy more anent utility lands, there is a multitude of options that become available.

Inkmoth Nexus can combo superbly well withal Kessig Wolf Run, oft murdering someone on the spot.

Of course, Dark Depths and Thespian's Stage is just another threat for the opponents to answer.

Glacial Chasm has saved me more times than I would care to admit, and Drownyard Temple is fun with sacrifce effects.

Sheltered Thicket is probably just better than an Evolving Wilds.

Sylvan Safekeeper is a little too perfect here. Defend the commander, aggressively costed, and perfidious for the opponents to remove.

I have a lands deck myself, bearing Vital Force and Vivien Reid as splendidly potent engines.

Nissa, Vastwood Seer  Flip is a card that literally never feels bad. It's great at all points of the match.

For assembling your land base, Realms Uncharted carries its weight, Hour of Promise is fantastic evermore, Crop Rotation can be a surprise, Elvish Reclaimer is as powerful as it reads, and Expedition Map is cheap and efficient. Sylvan Scrying is also fine.

Given enow utility lands, Field of the Dead becomes one of the very best cards. You could try snow basics for additional names to support it. This also opens Into the North as a possible ramp spell.

'Tis a little selcouth, but I enjoy Throes of Chaos for decks with many lands, as it makes dead draws less possible.

Cantrips make every deck work! Once Upon a Time is banned and broken, Winding Way grants a refill, and Life from the Loam with a cycling land is an engine by itself, and one quite difficult for anyone to intercede upon. Explore is also effective.

One more interactive spell would be nice. Beast Within does the job.

World Shaper has proven itself with High Market for additional control.

There are some things I'd recommend you ablate:

  1. Yavimaya Elder is overplayed. It's five mana to draw two lands and a card. Unless you can reliably sacrifice it to alternate effects, don't play it.

  2. Skullwinder... Why not Reap or Regrowth? I don't see any effects that care about the body, so you may as well not help the opponents and gain a cheaper casting cost.

  3. Tunneling Geopede is not one I enjoy very much, but I can see its applications in murdering.

  4. Ghirapur Orrery is just too slow. If you need the card draw, run Harmonize. If you need the land drops, try a creature tutor for Azusa. If you are playing lands, the primary goal is assembling an engine and staying ahead of the opposition. Why aid those inimical to your goal?

  5. Nissa's Renewal is so slow! Six-mana?! Come on. You're ramping into seven-drops. Add a Kozilek if you want to do that.

  6. Rites of Flourishing. Tsk tsk. I'd recommend murdering this, but I suppose it earns the graces of the table.

Try fewer lands and more large threats. You have an ungodly amount of ramp yet the only thing reqiring much mana is Radha's second ability. Try some eldrazi, Apex Altisaur does work, Borborygmos Enraged is on theme and always sweet, and fun times is the scariest card on any table, no matter what. Ignore that Teferi. Radha is huge!

Insurrection is oft dispraised, but it ends games a lot of the time. In fact, it has bean so thoroughly unloved by the community as of late that no one expects it. Nice!

The combat package is nice, but it falls apart very quickly to a removal spell. Though, Raking Claws could be fun. :)

In summation, add more angles of attack than voltron, some more card draw would be great, have better ways to spend your mana, and just stick the cheaper ramp. Four mana or less is ideal.

Oh, add some wraths. Blasphemous Act and Ezuri's Predation are each solid. Put them in and don't look back.

Good luck and happy cartography!

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