Farseek card art
Live Play Data

Farseek

{1} {G} · Sorcery · Marvel Super Heroes Commander (MSC)
33%
Live Inclusion
Times Brought
780
Decks Running
487
Median Cast Turn
4
Drawn → Played
66%
Format

Farseek sits in 33% of tracked Commander decks on Playgroup Live, drawn 22% of the time, with a median first-cast turn of 4. Of drawn copies, 66% 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 487 of the 1492 distinct decks tracked on Playgroup Live, a 33% inclusion rate that holds across a wide spread of commanders and color combinations.

The funnel tells a clean story. Of 787 instances brought to games, 177 reached a player's hand, and 117 of those were cast. The 66% 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.

At a glance
  • 33% of tracked Commander decks include Farseek
  • 22% draw rate per game where Farseek is in the deck
  • 66% of drawn Farseeks were cast before the game ended
  • T4 median first-cast turn, on curve for a 2-mana spell
  • 357 distinct players have brought Farseek to a tracked game, showing broad adoption
  • 28% win rate in games where Farseek resolved

First-cast turn

n=117
8%
T1
28%
T2
11%
T3
10%
T4
11%
T5
24%
T6-9
8%
T10+
Median 4 P25 2 · P75 6 · max 13
On curve 36% (33 / 117 cast on T2) Cast same turn as drawn 54%

The "good card" funnel

787 brought · 357 players
Brought to game
787
Ever drawn
177
Reached battlefield
117
Still on board at game end
0
66%

Of 787 Farseeks brought to games, 177 were drawn and 117 of those were cast, a draw-to-play rate of 66% that is consistent with a spell players want to resolve quickly when they see it.

+3.3pp

Players who cast this card win 28% of the time (n=116) , vs 25% when it never left the library (n=562).

When players drew this card but left it in hand, they won 42% (n=60) — 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.

95% confidence interval -5.0pp to +11.6pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.

Final zone distribution

197 instances
2.0%
Library
67.5%
Graveyard
9.1%
Exile
21.3%
Hand

Farseek 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

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.

Frequently Asked
How often is Farseek drawn in a Commander game?

Across 638 tracked multiplayer games where Farseek was in the deck, it was drawn 22% of the time. That is consistent with singleton odds in a 100-card deck. Of 177 copies that reached a hand, 66% were cast before the game ended. The remainder largely reflects late draws rather than players choosing to hold it.

What turn does Farseek usually get cast?

Median first-cast turn is 4, which lands right on its 2-mana curve. The distribution clusters early: a meaningful share resolve on turns 1 and 2, likely from opening hands. The p75 sits at turn 6, meaning a quarter of casts happen after that point, most of which are drawn mid-game rather than held.

Why does Farseek show up so often in multicolor decks?

Farseek's oracle text lets it fetch Plains, Islands, Swamps, or Mountains, but not Forests. That makes it nearly useless in mono-green builds and extremely valuable in two- or more-color decks that need early fixing. Shock lands and other dual lands with basic land types are the real targets, giving Farseek flexibility that Nature's Lore (Forest only) lacks in non-green-heavy shells.

Does casting Farseek actually improve your win rate?

In 116 tracked participations where Farseek was cast, the win rate was 28%, compared to 25% in participations where it stayed in the library. The delta is a directional positive signal, but the confidence interval crosses zero on this sample size, so treat it as early evidence rather than a firm conclusion.

Is Farseek legal in Commander?

Yes. Farseek is legal in Commander, as well as Legacy, Modern, Vintage, Historic, Timeless, and several other formats. It is not legal in Standard, Pioneer, or Alchemy. In Pauper Commander it is also legal as a common.

How concentrated is the Farseek data among a few players?

The data is well spread. 357 distinct players have brought Farseek to a tracked game on Playgroup Live, and the single heaviest contributor accounts for just 2% of all instances. That breadth adds credibility to the usage numbers: this is not a card whose stats are skewed by one or two prolific players.