Search for Tomorrow

Search for Tomorrow

Sorcery

Search your library for a basic land card and put it into play. Then shuffle your library.

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

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Printings View all

Set Rarity
Mystery Booster (MYS1) Common
Iconic Masters (IMA) Common
Modern Masters (MMA) Common
Planechase (HOP) Common
Time Spiral (TSP) Common

Combos Browse all

Legality

Format Legality
Block Constructed Legal
Pauper Legal
Duel Commander Legal
Penny Dreadful Legal
Vintage Legal
Casual Legal
Highlander Legal
1v1 Commander Legal
Pauper EDH Legal
Modern Legal
Canadian Highlander Legal
Oathbreaker Legal
Unformat Legal
Magic Duels Legal
2019-10-04 Legal
Noble Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Leviathan Legal

Search for Tomorrow occurrence in decks from the last year

Modern:

All decks: 0.11%

Commander / EDH:

All decks: 0.02%

Search for Tomorrow Discussion

Brutal_B on Interdimensional Initiative

6 days ago

psionictemplar, I've been thinking about your suggestions and I'm keeping green. Hexdrinker, Search for Tomorrow and Wilderness Reclamation proved to be assets when I was playtesting. Plus having access to Abrupt Decay, Blossoming Defense and the sideboarded green cards are just too valuable to leave out.

As far as protecting Bane Alley Broker, I got Blossoming Defense and Robe of Mirrors. The latter conflicts with Magewright's Stone if targeting the same Broker, thus I choose to run 2 of each one.

SynergyBuild on Do you want to make ...

1 week ago

Mj3913 & TypicalTimmy

Love the ideas! Keruga can actually perform just well, Ancient Tomb, Gemstone Caverns, Mystical Dispute, Search for Tomorrow, Force of Vigor, Emry, Lurker of the Loch, Force of Will, Force of Negation, Misdirection, etc. all work super well in those decks.

Really, filling the game early on with a sometimes slower start is perfectly fine, when most of the Keruga lists can go off by casting some Kydele, Chosen of Kruphix into it for a big storm turn, with Coalition Relic-type ramp to set up, and Ghostly Flicker/Deadeye Navigator type effects to win.

Personally a super cool commander! My favorites are Brallin, Skyshark Rider  Flip/Shabraz, the Skyshark/Zirda, the Dawnwaker cycling (Triple Commander - Brallin, Shabraz, and Zirda!)

Do either of you want to make a sample list for some of you favorites. I'll write the lists in this post and may make a separate decklist mini-article over them all!


I'm planning on making Keruga, the Macrosage/Vial Smasher the Fierce/Kydele, Chosen of Kruphix

dichia on How to ramp fast

3 weeks ago

So I add the crazy idea of making a Tribal Plants Deck and I need to cast Avenger of Zendikar as fast as possible. I'm running mono green, and I need suggests on how to ramp. For now I'm running Search for Tomorrow and Explore that has a synergy with Gatecreeper Vine and makes me draw. But I'm not fast enough. Best I could do is six lands turn 3, but in the best case. Usually I'm able to drop seven lands (which is my aim) between turn 4 and 6. If there is a way to achieve that earlier and more often it would be great. Otherwise I will have to go for a more defensive style of play. Thanks for the help.

zdayz_bryan on Golos - big mana

3 weeks ago

Golos, Tireless Pilgrim just gets nuts.

The idea is to ramp; Arcane Signet, Azusa, Lost but Seeking, Birds of Paradise, Boundless Realms, Chromatic Lantern, Cultivate, Dockside Extortionist, Dryad of the Ilysian Grove, Exploration, Far Wanderings, Farseek, Kodama's Reach, Noble Hierarch, Oracle of Mul Daya, Rampant Growth, Revel in Riches, Search for Tomorrow, Sol Ring.

get Golos, Tireless Pilgrim in play and start using him

Get a mana doubler; Mana Flare, Dictate of Karametra, Vorinclex, Voice of Hunger, Nyxbloom Ancient, or two out with his ability. then things get fun.

Get a untap effort off the top of the deck; Early Harvest, Turnabout, Palinchron, Peregrine Drake, Rude Awakening, Time Spiral, Zacama, Primal Calamity.

with Swarm Intelligence, and/or Thousand-Year Storm it gets stormy real quick. Lots of things can stack up to build your storm count which can either generate enough mana to go through your entire deck.

There are several win cons: Brass's Bounty, Dockside Extortionist, & Revel in Riches provide a passive wincon. A stormed Expropriate or Treacherous Terrain is a nice finisher, once you have more mana than you can use (which isn't hard) you can blow everything up with Zacama, Primal Calamity or steal all of you opponents stuff Agent of Treachery

lewkiz on Golos

3 weeks ago

What really makes Golos, Tireless Pilgrim tick is a solid ramp package. Since Golos, Tireless Pilgrim puts a land into play when it enters, as long as you can add additional mana each turn, he will always be on board (which in itself is a massive threat due to his activated ability). However, a strong mana base is expensive, too get it cheaper, focus on green, and add reliable and cheap ramp cards:

(I would avoid the 3CMC and 4CMC ramp cards if possible, and minimize the number of lands that only produce colorless mana. Especially, if we don't have access to the expensive lands, i.e., fetch and shocks)

Then, depending on creature-based or not, look to add some Talismans/Signets and creature ramp. Of course, Arcane Signet, Fellwar Stone, Birds of Paradise, and Faeburrow Elder are all great additions, but are a bit more expensive. (Still cheaper than adding the ten fetch lands and ten shock lands, which would be better, of course. However, since Golos, Tireless Pilgrim puts a land into play, it is reasonable to get the WUBRG into play without an expensive land-base)

I think the standard recommendation of 10 ramp cards are too few and would look to get at least 15+ ramp cards in a Golos, Tireless Pilgrim deck. Each activation yields tremendous value!

Red_X on Fires of Invention Deck

3 weeks ago

So, you probably want to look at standard fires decks to get some ideas on the best ways to play fires. Those decks tend to be Jeskai or 4 color (no black). Both decks uses removal spells like Bonecrusher Giant and Scorching Dragonfire to gain time until casting fires, and the 4 color decks run uro and arboreal grazer to land ramp earlier. They then run color intensive cards like Kenrith, the Returned King and Cavalier of Flame to take advantage of fires, plus a good amount of card draw to consistently double spell for a few turns with fires out.

Given that, you probably want to adjust a few things. 1, assuming you're staying base green, more land ramp is probably your best bet. Arboreal Grazer, Search for Tomorrow, and plenty of other cards from Titanshift like decks let you play fires early and use it to its fullest, unlike something like Arbor Elf. You can run some removal like Lightning Bolt to help get there, but you have to keep in mind that you are going to be using most of your early mana to ramp and you won't be able to cast the lightning bolt at instant speed after you play fires. 2, be more ambitious with your payoffs. Cavalier of Flame and Kenrith, the Returned King are both color intensive mana sinks. You don't have to run those specific cards, but look for cards in the 5-6 mana range that have color intensive requirements and/or activated abilities that require mana. 3, have some way to get more cards. If you spend all your cards ramping into fires and playing lands, you may just play 1 or 2 spells before you run out of steam. I'd recommend Primal Command, possibly in conjunction with Eternal Witness. Tooth and Nail may be another option to explore.

Like the deck.

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

RNR_Gaming on Red Green Dragon Beasts

1 month ago

Search for Tomorrow and Sakura-Tribe Elder would help you with early game ramp. Additionally, you may want some interaction like Pyroclasm, Lightning Bolt or Abrade modern is a super fast format and you'll need to be able to survive to smack people with your dragons.

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