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Rules guide · Sorcery

Far WanderingsHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Zendikar Rising Commander· September 25, 2020
Carte Magic Far Wanderings

Far Wanderings is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

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Official card text

Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. Threshold — If there are seven or more cards in your graveyard, instead search your library for up to three basic land cards, put them onto the battlefield tapped, then shuffle.

Complete guide

Far Wanderings is a powerful green sorcery that scales significantly as your graveyard grows. While it starts as a standard land tutor, it becomes one of the most efficient ramp spells in the game once you achieve Threshold.

The Mechanics of Far Wanderings

At its base level, Far Wanderings allows you to search your library for one basic land card and put it onto the battlefield tapped. However, the card features the Threshold keyword. This means the spell checks how many cards are in your graveyard specifically at the moment the spell resolves to determine its effect.

Step-by-Step Resolution

First, you cast Far Wanderings and it moves to the stack. Upon resolution, the game checks your graveyard count. If you have six or fewer cards, you find one basic land. If you have seven or more, you may find up to three basic lands. After selecting your lands and putting them onto the battlefield tapped, you shuffle your library. Finally, Far Wanderings is placed in your graveyard.

Common Pitfalls

A common mistake is counting Far Wanderings itself toward the seven cards needed for Threshold. Because the spell is still on the stack while it is resolving, it does not count as being in the graveyard yet. You must already have seven cards in the graveyard before this spell resolves to get the triple land bonus.

Strategic Timing

Because Far Wanderings relies on your graveyard size, it is often best played in decks that use fetch lands or self-mill strategies. Unlike other ramp spells that are best played as early as possible, waiting until you have seven cards can result in a massive mana advantage that outpaces traditional ramp options.

Interaction examples

Early Game Development

On turn three, if your graveyard is empty, you cast Far Wanderings. You search for one Basic Forest, put it onto the battlefield tapped, and shuffle. This provides a simple one-turn acceleration.

The Threshold Power Spike

If you have seven cards in your graveyard (perhaps from using several fetch lands), you cast Far Wanderings. Upon resolution, the Threshold ability triggers, allowing you to put three basic lands onto the battlefield tapped. This jumps your mana total from three to six for the following turn.

Comparing Efficiency

While Farseek can find non-basic lands like Triomes and Cultivate guarantees a land to your hand, Far Wanderings is the only one of the three that can put three separate permanents directly onto the battlefield. However, unlike Farseek, Far Wanderings is restricted strictly to cards with the Basic supertype.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Far Wanderings

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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Legal formats

legacypaupervintagecommanderoathbreakerpaupercommanderduelpremodernpredhtlr
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