Search for Tomorrow

Search for Tomorrow

Sorcery

Search your library for a basic land card and put it onto the battlefield, then shuffle your library.

Suspend 2— (Rather than cast this card from your hand, you may pay and exile it with two time counters on it. At the beginning of your upkeep, remove a time counter. When the last is removed, cast it without paying its mana cost.)

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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
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Search for Tomorrow Discussion

zapyourtumor on

3 weeks ago

Alrighty.

General Notes: I see a whole lotta fatties and some ramp but not too much interaction. I'd definitely cut some of those high cmc cards and replace them with more low to the ground creatures. Also, imo splashing white would be a lot more useful than splashing black because you can use Steppe Lynx and maybe Path to Exile along with white's sexy sideboard suite, and Ol' Obby is not worth the splash. I haven't tested Nissa of Shadowed Boughs , but if she turns out to be op as fuck, then I would suggest adding some black removal at least like Push and Trophy .

In modern, ramp like Cultivate and Kodama's Reach are gonna be way too slow. I'd definitely cut them. If you want ramp of this kind, then maybe Search for Tomorrow . Also I don't really see why Crackle with Power is there, although I guess you could cast it for a decent amount with the ramp and Lotus Cobra . Another "ramp" spell I think is worth trying is Atarka's Command . It can ramp, bolt the opponent, pump all your creatures, clap your opponent's lifegain, etc. Also can't forget our boy Lightning Bolt .

For creatures, I'd at least cut Ob to 1 copy, if not altogether. Same with Omnath, Locus of Rage , unless you want to lean more into the elemental tribal. Territorial Scythecat does not seem worth it. I like Ancient Greenwarden , but it costs 6, and it doesn't actually do anything by itself either, it depends on other landfall creatures, so I'd also cut that to 0-1.

To replace some of these cuts, I suggest more aggressive creatures such as Steppe Lynx as previously mentioned along with Brushfire Elemental . Wayward Guide-Beast is really interesting as well.

For lands, fetch lands would obviously increase the deck's power significantly, but I assume you aren't using them because of budget constraints.

Don't really have anything else to add rn but if I think of smth I'll be sure to tell you.

lagotripha on Thrumming Approach

1 month ago

I like this, put a single dragon in.

This makes searching for thrumming feel a lot better- it gives you two win conditions; cast a thrumming stone or see 5 approaches with Seasoned pyromancer.

While I'd love to reccomend Lightning Shrieker for this spot as this is likely the only deck that likes its drawback, Thundermaw Hellkite , Velomachus Lorehold or Bogardan Hellkite , with sideboard Chromium, the Mutable or Steel Hellkite is going to feel better to play.

In terms of consistently ramping to 5, there are a few budget red green lists that use the 'ramp to Stormbreath Dragon or Glorybringer ' plan to look at for ideas. Generally speaking its some combination of elf, sprawl, Mind Stone (which dodges a lot of removal), and various Elvish Mystic variants.

The trick is going to be filtering and lands - If this is to be a budget deck, I'd go all in on mono red - elf/sprawl is great but just casting Skirk Prospector , Wild Cantor Desperate Ritual and mana rocks will work. Red green will mean moving more heavily into green - looking at casting things like Harrow or Search for Tomorrow , but much of red/green mana is balanced around silly cards like Wrenn and Six or Scapeshift , making a competing mana base tricky to judge - elves' dorks aren't just good because they make mana, they are good because they also are creatures to give stats and trample to.

You are going to want to look really carefully at the balance between land/approach/other - I'm not sure what the most space efficient way to ramp to 5 is with that in mind - I could see this being blue artifact ramp, where you Reshape for thrumming (functionally getting 8+ copies of your combo piece)- it'd take some testing.

Finally, the biggest hurdle and oppertunity. Surgical Extraction . If you are in a meta where it is sideboarded, you need it yourself. You can extract the thing they extract to deny a target, and can set up a transformative 'exile all approaches' sideboard where you are suddenly a 40 card stompy ramp deck with a high proportion of answers.

hungry000 on $15 Manland Ramp

1 month ago

Hey TwentDoggo, glad you like the deck. Normally I wouldn't have trouble finding ways to upgrade my decks, but this one in particular is kind of inherently flawed in that there simply isn't much support for its plan. That said, there are some things you could do to make the deck more functional in general.

Probably the easiest upgrade you could make is include the Arbor Elf + Utopia Sprawl ramp package. These two make it possible to have four mana on turn two (turn 1 Arbor Elf, turn 2 Utopia Sprawl on an untapped Forest) which makes higher cmc ramp spells such as Hunting Wilds , Explosive Vegetation , and Nissa's Renewal more viable. It also makes the deck's combo turn come around much sooner since being able to make four mana off of one land gives you more untapped lands to attack with after casting Sylvan Awakening .

If you do this, you'll need to rework the deck a bit--this ramp plan is better with a lower land count, so Arboreal Grazer and Rites of Flourishing would be cut out, and since you have more mana early on you'll want to add some higher impact ramp spells (the aforementioned Hunting Wilds etc). You would also be able to play Rude Awakening , a card that I excluded from the original draft of the deck because 8 mana is a lot.

So these are the changes I'd make:

I'm not sure what you're budget is, but that's really the best you can do if you want to stick to the man land plan. I suppose you could also upgrade the mana base, but you can get by with all basics since you've got a lot of color fixing ramp spells.

Cravv on Mayael EDH Primer

1 month ago

Hey. I like your deck. I dont agree on everything and thats the beauty of edh.

First of all ScrollRack is must have in my opinion. Fetch lands makes this card great filter for your hand. You can just throw away all cards in your hand that you wont need in many turns. Those 5+ mana cards can hurt your early game a lot. Then there is cards like Land Tax that turns this card in absolute draw machine while thinning your deck.

Second thing is that i dont like your ramp package. I like to run more first turn ramp and skip 2 mana ramps completely. Turn one Birds of Paradise to turn two cultivate makes you able to skip 2 and 4 slots and if you have great hand and want to go for early mayael (rarely you do) then those first turn ramps shine when you can get turn 2 mayael. Also one card missing is Avacyn's Pilgrim i think its better than basic green mana dorks. If you can play Elvish Mystic that means you already have green mana, but if you play Avacyn's Pilgrim you will have atleast 2 colors on board afterwards. Also one of the best draw cards in edh is Oracle of Mul Daya . Its more of lategame, but still it makes not able to draw lands anymore. The ultimate drawfix.

So T1 ramps i suggest: Birds of Paradise , Avacyn's Pilgrim , Search for Tomorrow

and 3 mana ramps: Kodama's Reach , Cultivate , selvala, Selvala, Explorer Returned

Then to the utility. Gods are godlike so definetly put Xenagos, God of Revels back in. And with that i would play Enlightened Tutor . Works well with gods if you are at point to use mayael. Outside of that it can find you draw or ramp. Another suggest is Hunter's Prowess . Great draw card. At worst you can play it on manadork and draw 4 but most of the time you play it on 5/5 and it will be blocked, but you still draw 5.

I dont know what you think about overrun efects as finishers, but few i have found good ones: Triumph of the horde, Akroma's Will and Thunderfoot Baloth . Akromas will is good even if you dont have commander but very nuts when you have it and thunderfooth baloth you can hit with mayael and triumph is just cheesy way

DevoMelvminster on The Power of Draw

3 months ago

I think i’d be more inclined to run Search for Tomorrow , or Edge of Autumn if i wanted to drop some of the higher cmc ramp... but I haven’t really felt it necessary. Feels good where it’s at.

Massacar on Riku! Reku! Rikoo!

3 months ago

Personal opinions on what to cut, feel free to completely ignore or disagree with anything/everything. I tend to construct lower curve decks, so I know that's a bit different.

Cut: Reshape the Earth , It's super expensive and while it can definitely be used to help thin out lands from your deck in the late game it will also act as a dead draw for quite a while. With all this other ramp you're packing it feels superfluous.

Search for Tomorrow , there are better 3 cost basic land fetches if that's what you're using it for.

Peregrine Drake , if you aren't running this with a combo piece like Deadeye Navigator I personally wouldn't include it. I understand cloning it on ETB could net you a +3 mana advantage on that turn, but it seems a little cumbersome to be worth it to me.

You have other ramp pieces I would probably cut, but it would depend on what other pieces throughout the deck you decide to keep etc.

Cast Through Time , I don't think it's worth the CMC for the number of Instants and Sorceries you run considering this isn't spellslinger/storm.

Hazoret's Undying Fury not worth it for it's CMC and downside. This would be best cut, or just replaced with an Escape to the Wilds .

Mizzix's Mastery / Magus of the Mind I would cut them for the same reasons, that this deck isn't super spellslinger/storm and that the spots could be better used.

Pull from the Deep , it's fine, but meh.

Volcanic Vision , to me it's CMC is too high for what it brings to the table.

Those are my cuts for now, but I'm going to second Omniscience_is_life in suggesting you add Tatyova, Benthic Druid and The Great Henge , as well as suggest Elixir of Immortality as a general utility recursion card.

Cravv on The Mimeoplasm [Competitive] EDH

3 months ago

Here is some cards that i think are must have: Insidious Dreams , It That Betrays , Emrakul, the Promised End , Void Winnower , Krosan Cloudscraper , Consuming Aberration , Kozilek, the Great Distortion , Frantic Search , Lim-Dul's Vault , Putrefax , Dark Ritual , Bane of Progress , Jarad, Golgari Lich Lord (great alternative wincon with Lord of Extinction [that is one instainclude too]), Toxic Deluge , Fathom Mage , Cavern of Souls , Assassin's Trophy , Abrupt Decay , Alchemist's Refuge , Pernicious Deed , Phyrexian Dreadnought , Hermit Druid , Rise of the Dark Realms , Reanimate . Those are of the hat that come to mind first when thinking whats missing here. Eldrazis are mainly for counters, Skithiryx, the Blight Dragon and Putrefax are for swinging and Fathom Mage (another zegana) and Bane of Progress are for utility. Also you are in promised land of green ramp so i would take out heavy mana cost artifact ramps and change them to Mana Crypt and green ramp like Birds of Paradise and other 1 mana dorks. And if you want to dig for lands, Nature's Lore and Three Visits are just better Farseek s. Search for Tomorrow is also great. As enchantment ramp i would suggest Exploration , Burgeoning , Wild Growth and Utopia Sprawl . I'm more than glad to answer if you have questions.

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