Worldly Tutor

Worldly Tutor

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Search your library for a creature card and reveal that card. Shuffle your library, then put the revealed card on top of it.

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Set Rarity
Commander Collection: Green (CC1) Rare
Classic Sixth Edition (6ED) Uncommon
Mirage (MIR) Uncommon

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Legality

Format Legality
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Worldly Tutor Discussion

Frank_Glascock on Xyris wheels tribal

1 day ago

then_do_it_again, great list. I had a few questions. I hope this is an exceptable place to ask them.

Could Magus of the Wheel be Jace's Archivist? Could either of these cards take the place of Jace, Vryn's Prodigy  Flip? A better question is how often are you playing a wheel out of your graveyard with Jace's ability?

Explore seems very underwhelming in this list. What could you play in its place? Would either Three Visits, Sylvan Safekeeper, or Worldly Tutor be acceptable?

Do you primary save Finale of Devastation until you can cast it for X at 10 or greater?

How often does Molten Psyche's Metalcraft ability(?) occur and is this the sneaky wincon that it appears to be?

I play in a spot removal heavy meta. Have you had issues keeping Xyris, the Writhing Storm on the board? I see you have some protection but it looks like ultimately you just produce so much mana that recasting him (it?) over and over again is the solution. Am I correct?

I always ask this last question of deckbuilder's that I respect and you are definitely one of those. Which card if any on this list is close to being cut?

Spells on Azusa, Lost but Woke

2 days 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!

zuharran on Ashaya, Soul of the Wild: Be-Leaf in Yourself

1 week ago

So, finally stopping by to give some suggestions! The suggestions I'll make are based off of optimizing, so if budget is an issue, then some of my ideas may not be very helpful. I'll list out my thoughts in bullet format, so here we go!

  1. Mana Dorks: I personally am not a fan of mana dorks. They are low cost and can give ramp, however they are incredibly vulnerable and are dud cards in the late game. Instead of mana dorks, I'd suggest shifting off of them towards mana rocks like Worn Powerstone, Arcane Signet, and Fellwar Stone. Artifacts are a lot stickier than creatures and more reliable vs destruction cards.

  2. Board Wipes: I personally didn't think there was enough space in my deck for more than 3 boards wipes, but they are important. While Boompile says nonland permanents, it is unreliable at best, so I'd recommend swapping that for an O Stone.

  3. Draw: You have 3 sorcery speed draw cards and one instant speed draw card. They are extremely situational card draw and, I believe, unreliable. The issue with them is that they are reliant on higher power creatures and/or multiple creatures. I would favor cards with more consistent draw power, such as The Great Henge, Elemental Bond, and Guardian Project which allow you to draw whenever you cast a creature card is much more consistent and can ultimately draw you a ton more cards than those one off spells. On top of that, the enchantment draw card you do use, Colossal Majesty, only triggers its effect with a power 4 or greater creature which you only have 7 (8 if your commander has 4 or more lands on the field) creatures that meet that requirement. I'd definitely cut that for one of my other draw suggestions. I'd also eliminate Regal Force, as its cost is entirely too high for how situational its draw effect is.

  4. Tutors: If price isn't an issue, then Sylvan Tutor and Worldly Tutor are the way to go. If it is, then the choices you have are pretty good.

Let me know if you want any other suggestions, these are what I can think of at the moment! Here's a link to my deck build for anyone who is interested:


Infinite Mana, Infinite Creatures

Commander / EDH zuharran

SCORE: 12 | 5 COMMENTS | 480 VIEWS | IN 3 FOLDERS


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TheRealSpecialK on Can I Exhume/Reanimate Arixmethes?

1 week ago

Yes - you can exhume/reanimate it. While it is any zone other than the battlefield, it is a creature. I'll reference another interaction that hopefully helps to add clarity to the situation. If I go to cast Heliod, Sun-Crowned but I do not have devotion to white for it to enter as a creature, an opponent can still counter it with Essence Scatter while it is on the stack. Cards like Heliod or Arixmethes can be reanimated, tutored from your library with Worldly Tutor effects, and for all intents and purposes be interacted with as creatures as long as they are in any zone other than the battlefield.

DKquaid420 on Boost & Cats & Boost & Cats (HOUSE CATS/SHOWCASE)

2 weeks ago

Over the next month I will be Foil/Showcasing the Land & Eladamri's Call as I get them in the mail. This deck will be almost 100% foil/Showcase Art Cards(not counting cards that were not printed in foils yet) like Trove Warden, Path of Ancestry, Nature's Lore, Herald's Horn, Sol Ring, Enlightened Tutor, & Worldly Tutor which are just too good to swap out... I can live with 7 normal ones I guess lol.

Feiryn on Here there be DRAGONS!

2 weeks ago

I'd say all of the lands you listed except for Maze of Ith. Fetchlands and shocklands are the best thing you can do your for landbase outside of the original duals (which are hundreds each). In a 5-colour deck you're already limited on how many types of lands you can have, and Maze of Ith doesn't do much notable for a deck like this IMO. If you're going this deep into expensive lands and tutors, I highly recommend picking up a Mana Confluence, City of Brass, and Forbidden Orchard. Urborg, Tomb of Yawgmoth is an auto-include in any 2+ colour deck that features Black and can be tapped for Black itself. Ancient Tomb is amazing in decks with lots of colourless requirements like this. Prismatic Vista is very good too though less on the priority list for its price.

If you're going to be investing a lot into lands, make sure you make a faux list before buying anything since you don't want to get excess that you won't use. My personal general priority for 5-colour (ignoring OG duals) goes:

Rainbow (Command Tower/City of Brass/Mana Confluence/Forbidden Orchard), fetchlands (Arid Mesa/Prismatic Vista), shocklands (Hallowed Fountain), bondlands (Spire Garden), basics.

Assuming you take just what I listed there that puts you at 30 lands (minus basics). That gives you room for cards like Cavern of Souls, Reflecting Pool, Exotic Orchard, etc. Of course it totally comes down to how much you want to sink into your landbase, but it's a good place to start before tweaking things to your preference. You should keep at least one of each basic, or at least your main colours' basics for backup fetching. Battlelands like Sunken Hollow lose value the more you optimized your landbase due to lack of backs but are still good to take over say, bondlands. Since you already have them they'll do fine while also having the bonus of being tutored out by fetchlands.

Now that the wall of land-related text is over, time for the other cards you listed. Demonic Tutor is top tier, definitely get it if you have the money. Also look at Vampiric Tutor and Worldly Tutor. I personally like Dromoka, the Eternal, Kaalia of the Vast you already know how I recommend it, and Nesting Dragon is decent as a card but I don't think it'd work well here since you don't have a way to easily pop the eggs yourself. Future Sight is okay but I personally wouldn't run it in Ur-Dragon. Herald's Horn and Urza's Incubator I personally just take more mana rocks over but in your slower meta they could be decent picks. Mirari's Wake is amazing, and Nature's Lore you already know.

Since you're going this much into the deep end, once you get everything else set up first there's always the $$$$$ rocks like Mana Crypt, Mana Vault, Chrome Mox, and god forbid Mox Diamond waiting for you. Just, you know, they're worth entire decks alone so only go for them once you're fully satisfied on the rest of the deck lmfao

As for Force of Vigor I'd personally just cut Kilnmouth Dragon for it. Kilnmouth costs way too much mana for its effect when it'll generally have no counters, or at most 1-2 batches on it.

unwucht on Omnath, A Song of Creation and Chaos

2 weeks ago

There is Worldly Tutor and Eladamri's Call to fetch Deadeye Navigator and Emiel the Blessed. You might integrate a Mystical Tutor to grab Ghostly Flicker, though.

Retreat to Coralhelm might be expendable card.

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