Farseek
Farseek sits in 36% of tracked Commander decks on Playgroup Live, drawn 23% of the time, with a median first-cast turn of 4. Of drawn copies, 70% were cast before the game ended.
Farseek is one of Commander's most reliable two-mana ramp spells, and the live-game data backs that reputation. It appears in 1404 of the 3903 distinct decks tracked on Playgroup Live, a 36% inclusion rate that holds across a wide spread of commanders and color combinations.
The funnel tells a clean story. Of 2565 instances brought to games, 578 reached a player's hand, and 405 of those were cast. The 70% draw-to-play rate reflects both how quickly players move on it and the reality that some copies are drawn late, after the game has already decided itself. Median first cast lands on turn 4, right on curve for a 2-mana spell.
Because Farseek fetches Plains, Islands, Swamps, or Mountains rather than basic Forests, it earns its slot specifically in multicolor decks that need to fix their mana. That explains the spread across five-color and Naya commanders at the top of the deck list. Green-only or mono-green builds have little incentive to run it, which keeps the inclusion rate honest rather than inflated.
- 36% of tracked Commander decks include Farseek
- 23% draw rate per game where Farseek is in the deck
- 70% of drawn Farseeks were cast before the game ended
- T4 median first-cast turn, on curve for a 2-mana spell
- 920 distinct players have brought Farseek to a tracked game, showing broad adoption
- 29% win rate in games where Farseek resolved
First-cast turn
n=405The "good card" funnel
2565 brought · 920 playersOf 2565 Farseeks brought to games, 578 were drawn and 405 of those were cast, a draw-to-play rate of 70% that is consistent with a spell players want to resolve quickly when they see it.
Players who cast this card win 29% of the time (n=388) , vs 24% when it never left the library (n=1798).
When players drew this card but left it in hand, they won 35% (n=165) — 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 +5.2pp; 95% confidence interval +0.7pp to +9.7pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
654 instancesFarseek is a sorcery that resolves to the graveyard, so the overwhelming majority of end-game instances rest there. The small library share represents copies that were never drawn, which is expected for a singleton in a 100-card deck.
Commanders that played this card
in tracked games-
1
Pantlaza, Sun-Favored
51 decks
-
2
Ms. Bumbleflower
49 decks
-
3
Hearthhull, the Worldseed
37 decks
-
4
Tidus, Yuna's Guardian
34 decks
-
5
The Ur-Dragon
31 decks
-
6
Bello, Bard of the Brambles
25 decks
-
7
Teval, the Balanced Scale
25 decks
-
8
The Wise Mothman
23 decks
-
9
Gishath, Sun's Avatar
22 decks
-
10
Rin and Seri, Inseparable
21 decks
The top commanders list spans five-color, Naya, and Sultai builds, which reflects Farseek's core value proposition: it fixes non-Forest mana, making it most attractive in multicolor strategies rather than mono-green.