Pojo's Magic The Gathering news, tips, strategies and more!

Pojo's MTG
MTG Home
Message Board
News & Archives
Deck Garage
BMoor Dolf BeJoSe

Columnists
Paul's Perspective
Jeff Zandi
DeQuan Watson
Jordon Kronick
IQ
Aburame Shino
Rare Hunter
Tim Stoltzfus
WiCkEd
Judge Bill's Corner


Trading Card
Game

Card of the Day
Guide for Newbies
Decks to Beat
Featured Articles
Peasant Magic
Fan Tips
Tourney Reports


Other
Color Chart
Book Reviews
Online Play
MTG Links
Staff



This Space
For Rent

Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Realm Seekers
Image from Wizards.com

 Realm Seekers
- Conspiracy

Reviewed Nov. 25, 2014

Constructed: 2.17
Casual: 3.00
Limited: 2.88
Multiplayer: 3.50

Ratings are based on a 1 to 5 scale:
1 - Horrible  3 - Average.  5 - Awesome

Click here to see all of our 
Card of the Day Reviews 

BMoor

Deck Garage

Realm Seekers

This thing will usually come in at a decent size for six mana, at least by any other color's standards. There's potential for it to be pretty beefy, but with no trample, evasion, or self-preservation beyond high toughness it's not what you choose if you just want a big creature. The draw here is the creature AND repeatable land search, but of course if you've got six mana to cast Realm Seekers, do you really need to search for more lands? At that point, you're just getting them out of your deck (not too shabby) and maybe keeping your hand size up for the second copy of Realm Seekers (kind of dumb when you could have Hydras and stuff for the same mana).

Constructed- 2
Casual- 3
Limited- 2.5
Multiplayer- 3

David Fanany

Player since 1995

Realm Seekers
 
Realm Seekers is more functional in 1v1 than Marchesa from yesterday, but once again, truly shines in multiplayer. In such settings, six mana may well get you an 8/8 or higher, on a turn where it would be 3/3 or 2/2 in a one-on-one match. Extra lands are perhaps less useful late game than early, but there are plenty of ways to find a use for them: X spells invariably like to be cast even later in the game than this card, and activating the ability in response to a removal spell, even if you can only afford to do so once, gives you a decent and usable consolation.
 
Constructed: 2/5
Casual: 3/5
Limited: 3/5
Multiplayer: 4/5
Michael "Maikeruu" Pierno

Today's card of the day is Realm Seekers which is a six mana Green 0/0 that enters play with X +1/+1 counters where X equals the total number of cards in all players hands and for three mana you can remove a +1/+1 counter from it to add land card from your library to your hand.  This is a very situational and overall weak for the mana cost card in any one on one setting as even if both players have an average of three cards in hand it is only a 6/6 for six.  The three mana cost for adding a land isn't bad, but by that point it is mostly just thinning the deck and weakens Realm Seekers in addition to the mana cost.  Other options for searching out lands or playing larger creatures can do better than this, with Primeval Titan being a clear example that even adds Trample.  In Multiplayer this changes noticeably as the potential power can be quite high, so in that setting it could see some play.
 
In a Limited format with this the value is somewhat random as the situation can often be poor for playing it, even in an effort to gain lands or thin the deck.  Other cards can be more reliable and probably better draft choices in Booster.  In Sealed it depends on if Green is a heavy part of the build already and then if a higher end of the mana curve slot is needed or wanted.  In general sidedecking it is probably safe unless there are no easier endgame threat options available.
 
 
Constructed: 2.0
Casual: 2.0
Limited: 2.0
Multiplayer: 3.5

Mattedesa

Deck Garage
Realm Seekers
 
Realm Seekers is a card that's trying to do two things that don't really seem to go together. He's a ramp card built on a big body that needs ramp to get him out in the first place. Once you're at 6 mana, there's not a lot of need for ramp. At least that's how I first saw it.
 
The better way to look at it is to think of him as a big creature that has a built-in way to get something back out of him if he dies. In an average Conspiracy or Commander game of 4 people, he's going to usually come in as at least a 10/10. That's big enough to demand an answer. Find some way to give him evasion or trample, and that makes a short clock for an opponent. If anyone's got removal, the Realm Seekers are likely to eat it. If you have some mana up, you can at least get a land or two in response to his death, which is better than nothing.
 
So yeah, just look at the Seekers as a huge creature for 6 mana. If that's what you want, go for it. If you're looking for ramp, look for something a little cheaper.
 
Constructed: 2.5
Casual: 4.0
Limited: 4.0
Multiplayer: 3.5

Copyrightę 1998-2014 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.