Farseek
Farseek sits in 35% of tracked Commander decks on Playgroup Live, drawn 21% of the time, with a median first-cast turn of 3. Of drawn copies, 67% 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 856 of the 2463 distinct decks tracked on Playgroup Live, a 35% inclusion rate that holds across a wide spread of commanders and color combinations.
The funnel tells a clean story. Of 1477 instances brought to games, 314 reached a player's hand, and 209 of those were cast. The 67% 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 3, 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.
- 35% of tracked Commander decks include Farseek
- 21% draw rate per game where Farseek is in the deck
- 67% of drawn Farseeks were cast before the game ended
- T3 median first-cast turn, on curve for a 2-mana spell
- 607 distinct players have brought Farseek to a tracked game, showing broad adoption
- 27% win rate in games where Farseek resolved
First-cast turn
n=209The "good card" funnel
1477 brought · 607 playersOf 1477 Farseeks brought to games, 314 were drawn and 209 of those were cast, a draw-to-play rate of 67% that is consistent with a spell players want to resolve quickly when they see it.
Players who cast this card win 27% of the time (n=207) , vs 24% when it never left the library (n=1075).
When players drew this card but left it in hand, they won 34% (n=102) — 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 +3.3pp; 95% confidence interval -2.8pp to +9.4pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
350 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
Ms. Bumbleflower
30 decks
-
2
Pantlaza, Sun-Favored
26 decks
-
3
Tidus, Yuna's Guardian
21 decks
-
4
Hearthhull, the Worldseed
20 decks
-
5
The Ur-Dragon
19 decks
-
6
Bello, Bard of the Brambles
17 decks
-
7
Gishath, Sun's Avatar
16 decks
-
8
The Wise Mothman
16 decks
-
9
Teval, the Balanced Scale
15 decks
-
10
Frodo, Adventurous Hobbit
13 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.