Farseek
Farseek sits in 37% of tracked Commander decks on Playgroup Live. When drawn, 69% of copies reach resolution, with a median first-cast turn of 4.
Farseek is one of the most-played two-mana ramp spells in Commander, and the live-play numbers back the reputation. It appears in 2370 of the 6443 distinct decks tracked on Playgroup Live, good for an inclusion rate of 37%.
The draw-to-play rate of 69% tells a straightforward story: when players see Farseek, they cast it. The gap between win rate when cast (29%) and win rate when the card stays in the library (23%) is a +5.7 percentage-point lift, a consistent directional signal across a well-sampled dataset of 716 cast observations and 2967 library observations.
Farseek's value proposition in Commander is well understood: it fetches any dual land with a basic land type other than Forest, enabling smooth mana fixing in three-, four-, and five-color decks. That breadth explains why the top-commander list spans everything from Pantlaza, Sun-Favored to The Ur-Dragon. Farseek is legal in Commander, Duel Commander, Legacy, Modern, Pauper Commander, and most major formats. It is not legal in Pioneer or Standard.
- 37% of tracked Commander decks include Farseek
- 24% draw rate across tracked games, consistent with a singleton in a 100-card deck
- 69% of drawn copies reached resolution before the game ended
- T4 median first-cast turn, typically landing just ahead of the curve
- 1500 distinct players contributed Farseek data, with no single player exceeding 2% of instances
First-cast turn
n=765The "good card" funnel
4553 brought · 1500 playersOf 4553 Farseek copies brought to games, 1102 were drawn, and 765 of those were cast. As a sorcery that resolves immediately, almost nothing stays on the battlefield afterward.
Players who cast this card win 29% of the time (n=716) , vs 23% when it never left the library (n=2967).
When players drew this card but left it in hand, they won 38% (n=315) — about the same as leaving it in the library. Those players survived long enough to draw it, so the gap above is about the card resolving, not just about surviving.
Observed gap +5.7pp; 95% confidence interval +2.3pp to +9.1pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
1238 instancesThe vast majority of Farseek copies finish in the graveyard after resolving, exactly as expected for a sorcery. The small library remainder reflects copies that were never drawn across 4553 instances brought to games.
Commanders that played this card
in tracked games-
1
Ms. Bumbleflower
79 decks
-
2
Pantlaza, Sun-Favored
75 decks
-
3
Hearthhull, the Worldseed
57 decks
-
4
The Wise Mothman
51 decks
-
5
Tidus, Yuna's Guardian
51 decks
-
6
The Ur-Dragon
49 decks
-
7
Teval, the Balanced Scale
48 decks
-
8
Bello, Bard of the Brambles
47 decks
-
9
Gishath, Sun's Avatar
42 decks
-
10
Ureni of the Unwritten
41 decks
The top-commander list spans mono-color pairings all the way up to five-color commanders, a strong sign that Farseek's fixing appeal is broad rather than concentrated in any one archetype.