Collective Voyage

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Pauper Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

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Set Rarity
Commander 2016 (C16) Rare
MTG: Commander (CMD) Rare

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Collective Voyage

Sorcery

Join Forces — Starting with you, each player may pay any amount of mana. Each player searches his or her library for up to X basic land cards, where X is the total amount of mana paid this way, puts them onto the battlefield tapped, then shuffles his or her library.

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Collective Voyage Discussion

RazortoothMtg on How Long is Too Long?

1 day ago

Rabid_Wombat in my experience, group hug is it's whole own problem time-wise. Doesn't take 20 minutes a turn on it's own, but a grouphug game either ends turn 3 because of Collective Voyage or goes on for 5 hours lol. Once played pheldagrif vs Kynaios and Tiro of Meletis vs Karona, False God vs Baral, Chief of Compliance and it was a blast but it went on forever. At least you get to DO something while the game goes on forever.

HashMasta on Selvala's Big Dudes

2 weeks ago

Consider me overboard for giving you more suggestions but I have a soft spot for selvala. When I first started playing commander selvala was my first deck. It was a crappy deck but I made it better over some time.

Anyways some other cards that I went home to look up and find in decks/binders you might want to look at

Growing Rites of Itlimoc I finished opening a booster box of ixalan and I pulled this. I put this in my tribal elves deck but im not sure how it would do here. try it out maybe it will be good

Asceticism The problem with playing against control decks is that they often kill/take your biggest threats on the board. but having this prevents it. and if someone board wipe you can regenerate them

Praetor's Counsel in commander many people will have boardwipes. Many will manipulate your hand/deck. this card ensures that whatever you lose comes right back and you can draw as many cards as you want

Triumph of the Hordes this is pretty much an instant win in most cases. Give all your 10/10 and 12/12 another +1/+1, trample, and infect...goodnight

Shamanic Revelation draw a bunch of cards, gain a bunch of life, seems dec :D

Craterhoof Behemoth Another one of those game winning cards. if you have a 12/12, all your other creatures get 12/12 and trample...goodnight

Hydra Omnivore overall board damage

Worldspine Wurm 15/15 trampler turn into 3 5/5 tramplers

Sylvan Primordial tutor for lands and get rid of opposing threats

Ancient Ooze not a big creature but it can destroy your opponents major threats

Ugin, the Spirit Dragon Good board removal overall with low cost threats and can get rid of chump blockers. And can refill your hand while playing your biggest threats

Collective Voyage fun card to play. search for an abundance of lands while playing kind of a group hug early on. These kinds of things make people wanna target you less so you can build up without having to mostly worry about an enemy on your back

See the Unwritten freecast a card from the top 8 of your library

Burgeoning good way to dump out your lands early on

Early Harvest I was comparing this with omnath and i realized that this can be a big threat if omnath is on the board. if you decide not to run omnath i would not run this but just a neat little combo

Ground Seal Great if your playing against reanimator. just shuts them down

Spring Cleaning one of my most favorite decks that i play with currently is a karametra enchantress deck. it is very prison control heavy and filled with enchantments. so cards like this can really ruin my day. just kinda figure out who plays what at your table

Genesis Wave if you build up a lot of mana, you can cast this with x being 10 and can usually get 3-5 things out. even if it is not as high as 10, it is still a good card

Hope these cards will help you to. If you want to swap out some cards, feel free to ask what to swap i might help

Demon86RM on Teen Titans (Group Hug Meren)

2 weeks ago

Have you ever thought about including Ob Nixilis, Unshackled for its synergy with Fertilid and Collective Voyage in particular (the opponents HAVE TO search through their libraries)?
It also works well,imho, with Tempt with Discovery,New Frontiers and Weird Harvest, because of the drawback it adds for oppos if they want to search for basics too.

dspyke140 on Best Fiends Forever

3 weeks ago

Collective Voyage is a must have addition. Tempting Wurm also seems like a fun addition. Same with Wild Evocation.

Well of Ideas can add more draw power to the party.

Ghirapur Orrery seems like a good fit as well, all that draw power will put land in hand.

Unless you intend to use Spectral Searchlight on the weakest person, I don't think it's quite friendly enough. Akroan Horse would be fun to pass around. Luminarch Ascension would be harmless but potentially lifesaving endgame card. Assemble the Legion could also be a good one. If you are running Sphere of Safety and Ghostly Prison, Norn's Annex and Crawlspace are in the same vain.

Forced Fruition,Prosperity, and Fascination can be mill win conditions. Same with Helix Pinnacle

You have a lot of mana ramp so make sure you have something to do with it. Luminarch Ascension, Prosperity, and Fascination can use it.

golgariizzet on Ramos the Voltron Spellslinger

2 months ago

Molten Psyche, and Winds of Change, and Jace's Archivist are good cheap wheels and i agree with Atraxa, Praetors' Voice she is so strong. Tempt with Discovery is really good ramp Collective Voyage is good unless you don't want to help other people. also if your looking to mill Keening Stone, and Mindcrank are very strong. your commander and other creatures are an important roll in the game so i would put in Lightning Greaves, and Swiftfoot Boots maybe even Whispersilk Cloak. Sangromancer is amazing life gain for discard decks i put it out on turn 3 and then wheeled on turn 4 with jace and bumped my life up an extra 60 or so. hope this helps let me know what your really trying to focus on with your deck and i might have some better suggestions.

DuTogira on Dermia

2 months ago
Beast Within (Premium Removal)
Consecrated Sphinx (draw engine that hits things)
Decree of Pain (Draw engine board whipe OR uncounterable board wipe with a draw)
Fierce Empath (Creature tutor that tutors creatures)
Forbid (With damia, the buyback isnt even that big of a drawback)
Green Sun's Zenith (ALL THE TUTORS!)
Increasing Ambition (MOAR TUTORS!)
Mystical Teachings (tutors!)
Phyrexian Delver (high value creature; only life point that matters is your last)
Protean Hulk (Stupidly high value creature they unbanned)
Putrefy (more removal because the deck needs it)
Sakura-Tribe Elder (Ramp and a blocker... just good)
Solemn Simulacrum (Ramp and draw... just good value)
Spell Crumple (Get tucked nerd)
Sylvan Tutor (Tutors = consistency = win)
Swan Song (Cheaper counters)
Tooth and Nail (Blightsteel Colossus + Torrential Gearhulk = crazy value; so many options)
Toxic Deluge (Awesome removal spell)
Venser, Shaper Savant (removal/counterspell on a creature)
Volrath's Stronghold (recur creatures with a land. Nuff said)
Vraska the Unseen (removal and a walker)
Worldly Tutor (Tutors = consistency = wins)
Academy Ruins (better replaced by volrath's stronghold)
Asceticism (just counter stuff)
Collective Voyage (Symetrical, therefore not helpful)
Coiling Oracle (not strong enough)
Consuming Aberration (just a big fatty... but rarely game swinging)
Darksteel Citadel (I have no clue why you would need an indestructible artifact land)
Devastation Tide (Sorcery therefore too slow & you'll have better options)
Dissipate (You only need about 10 counterspells; this one is just a cut to make room for better cards since you had 11 counters)
Dissolve (getting replaced by Forbid)
Evacuation (better options available)
Far Wanderings (Slow ramp)
Horizon Chimera (I'm not sure you need the life gain so badly that he has to stay, and he's not here for any other purpose. I think you have enough gain with Scooze and Obnoxious)
Isochron Scepter (too likely to get you 2-for-1'd)
Kydele, Chosen of Kruphix (not good on its own)
Leyline of Anticipation (Your deck already has a good half of its castable cards at instant speed)
Naturalize (you are adding enough artifact/enchant removal... should be ok to cut)
Neurok Stealthsuit (just counter stuff)
Rewind (Expensive, and that untapped mana is so rarely relevant in my experience)
Rupture Spire (bad land, and your deck is stable enough with land)
Thing in the Ice  Flip (too slow/not good on its own)
Thrasios, Triton Hero (you have tasigur and a ton of ways to tutor him up... probably dont need the "2nd copy" of tasigur)
Time Stop (it's just so expensive)
Burgeoning (See exploration below; it might be worth running both)
Exploration (to ramp up to Damia and then let her refill your hand letting you play tons of lands all the time)
Exsanguinate (This provides a wincon or a source of lifegain in a pinch... but I'm not sure you need lifegain that badly, and no good deck will let you kill them with a massive exsanguinate... so if you don't need it for lifegain, you just don't need it).
Courser of Kruphix (same lifegain boat... requires testing to see if he might be needed, although at that point it would be worth looking into boarding Horizon Chimera back in, or maybe running a Wurmcoil Engine).

Fierce Empath allows for a lot of stability with fetching, which is where I am trying to cut off some of the lower curve of your creature base when you have more powerful options available at higher costs, and can spend the first turns of the game trying to keep opponents off of pulling too far ahead of any one other player. Early turns can also be spend casting any of your many tutors to set yourself up.
Similarly I am trying to develop the deck with a lot of cards which have high power and also provide a high level of consistency by tutoring in one way or another, examples being Increasing Ambition, Protean Hulk, Mystical Teachings (which can fetch Torrential Gearhulk, Venser, Shaper Savant, Snapcaster Mage, and Teferi, Mage of Zalfir).
So these suggestions are supposed to bring about consistency in the deck and therefore achieve power by method of consistency. It makes the deck very slow and you'll have to get really good at shuffling and making snap decisions for finding cards from teh deck when you tutor, but from my experience playing control sharuum, consistency is king for control decks, and having just a few high power creatures should be enough to win you games.

alfindeol on Borborygmos Enraged: The Breaking of the World

3 months ago

RingoDingo92 with voyage, everyone gets X lands no matter how much they dump into it... So if I cast it for 5 while they were tapped out, everyone would get 5 lands, not just me. There's no way to cast Collective Voyage where you're not ramping everyone the exact same amount.

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