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Farseek card art
Live Play Data

Farseek

{1} {G} · Sorcery · Marvel Super Heroes Commander (MSC)
37%
Live Inclusion
Times Brought
4546
Decks Running
2370
Median Cast Turn
4
Drawn → Played
69%
Format

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.

At a glance
  • 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=765
8%
T1
26%
T2
12%
T3
11%
T4
10%
T5
26%
T6-9
7%
T10+
Median 4 P25 2 · P75 6 · max 16
On curve 34% (198 / 765 cast on T2) Cast same turn as drawn 47%

The "good card" funnel

4553 brought · 1500 players
Brought to game
4553
Ever drawn
1102
Reached battlefield
765
Still on board at game end
8
69%

Of 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.

≥ +2.3pp

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 instances
3.7%
Library
0.6%
Battlefield
68.5%
Graveyard
9.1%
Exile

The 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

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.

Frequently Asked

How often is Farseek drawn in a Commander game?
Across 3583 tracked multiplayer Commander games where Farseek was in the deck, it was drawn 24% of the time. That rate is typical for a singleton in a 100-card deck. Of the 1102 copies that reached a hand, 69% were cast before the game concluded.
What turn does Farseek usually get cast?
The median first-cast turn on Playgroup Live is turn 4, with a mode of turn 2. Farseek's mana value is 2, so casting it on turn 2 is the ideal line. The wide spread from turn 1 through double digits reflects how often the card is drawn late, after the opener. About 34% of casts landed exactly on curve.
Does casting Farseek correlate with winning?
Decks that resolved Farseek won 29% of those games (normalized to a 4-player baseline) across 716 cast observations. Decks where Farseek stayed in the library won 23% across 2967 observations. The +5.7 percentage-point gap is a positive directional signal. Both sample sizes are healthy, but Playgroup Live's dataset is still growing, so treat this as consistent early evidence rather than a definitive conclusion.
Why does Farseek appear in so many different commander builds?
Farseek fetches any land with a Plains, Island, Swamp, or Mountain basic land type, which includes most popular shock lands, revised dual lands, and dual-faced lands. Any deck running green and at least one other color can use it for fixing. That flexibility pushes it into three-, four-, and five-color strategies alike, which is why commanders as different as Rin and Seri, The Ur-Dragon, and Teval, the Balanced Scale all appear near the top of the list.
How spread is the Farseek data across players?
The data comes from 1500 distinct players. No single player accounts for more than 2% of all tracked instances, which means the dataset is well-distributed and not skewed by one heavy contributor. This breadth adds confidence to the directional patterns visible in the numbers.
Is Farseek legal in competitive formats outside Commander?
Farseek is legal in Legacy, Modern, Vintage, Historic, Timeless, Duel Commander, Pauper Commander, Gladiator, and Oathbreaker, among others. It is not legal in Pioneer, Standard, or Alchemy. In Modern and Legacy it sees occasional sideboard and ramp-package use, though its primary home is Commander, where multicolor decks prize the land-type fixing it provides.