Enter the Unknown

Legality

Format Legality
Pre-release Legal
1v1 Commander Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Rivals of Ixalan (RIX) Uncommon

Combos Browse all

Enter the Unknown

Sorcery

Target creature you control explores.

You may play an additional land this turn.

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Enter the Unknown Discussion

Argy on Merfolk Buff deck!

18 hours ago

I playtested this against Stompy Whompy Dinos.

Old-Growth Dryads was straight out bad.

It got no buffs, and helped the Dinos Ramp a lot faster.

In my opinion you'd be better off with Jadelight Ranger in your deck than Enter the Unknown. You get two chances to hit stuff, PLUS a body. You probably only want two or three copies.

Shaper Apprentice worked surprisingly well. I haven't seen that many people using it, so good thinking on its inclusion.

Once the 12/12 with Trample Ghalta, Primal Hunger hit the field you had to start blocking with your Merfolk, and losing them, or go down to nought.

I have seen people Mainboard Unsummon to help with that problem.

I don't understand why anybody builds a Merfolk Deck that doesn't include Kumena, Tyrant of Orazca.

Thing is a straight out win condition boss.

Unblockability, draw, or +1/+1 Counters?

Sign me up!

It also gets around cards that deal three damage to Creatures, like Abrade, Harnessed Lightning, and Lightning Strike, which are all over the meta, at the moment.

Use three or four copies of it.

The argument about wanting games to be over by Turn 4 or 5 just doesn't wash. With so much removal floating around, that ain't gonna happen.

Here is a link to what I consider to be an excellent Merfolk deck.

Rivals of Ixalan Merfolk by Corbin Hosler

That might give you some ideas on how to shape your build a bit better.

awfulitis on Raiders of the Immortal Sun

1 day ago

trey12321: Thanks for the suggestions! I've considered both Chupa-thingy's we have available pretty extensively (who doesn't love that we have freakin' chupacabras around?) but was mainly concerned with adding more four drops to what is admittedly a pretty small mana base. Of the two I think Lurking Chupacabra would have the most potential as its not unreasonable for the deck to be able to explore twice and kill a Hazoret the Fervent with it. I'm looking to take the current iteration I have to my LGS for the upcoming weekend and seeing how it performs.

Panharmonicon definitely has my vote for the most fun Magic card, and exploiting it is probably one of the more enjoyable times to be had in Standard. My reason for excluding it in my initial list are threefold: 1) to keep my curve as low as possible to keep the mana base functional, 2) because I feel like it competes with Path of Discovery when it comes to generating explore triggers, and 3) I currently only have the one copy. It's definitely a card I love to see, and I need to get my hands on a few more copies so I can give it for a spin.

Thrashing Brontodon is probably one of my favorite dinosaurs currently in standard due to how much value it represents. A 3 / 4 Qasali Pridemage is always worth taking a look at, and I'd love to experiment with it. Unfortunately that would mean attempting to tear them away from the girlfriend who currently runs all of our copies in her dinosaur deck. Maybe she'll allow me the privilege of borrowing one or two to experiment with sometime, though I'm not counting on it.

I agree that Shadowed Caravel is probably the weakest payoff currently in the list, and is likely to be the first on the chopping block. At the same time, it has managed to steal me a game or two following a board wipe. In the end its one of the cards I'm most aggressively looking at for changes and may be where I find room for a Chupacabra or two. Enter the Unknown on the other hand has actually been pretty impressive. Having this in a hand that would otherwise be flooded with payoffs is a godsend (especially when targeting a Wildgrowth Walker) and its pretty aggressively costed for just . But I totally understand that it can also be a dead draw or something that immediately gets binned to an explore trigger at times.

Your deck looks super fun to play, Arguel's Blood Fast  Flip definitely looks a lot better when you're gaining life off Wildgrowth Walker! I'll take a closer look and leave a few thoughts on it for sure!

trey12321 on Raiders of the Immortal Sun

1 day ago

I'd consider running some Ravenous Chupacabra, Lurking Chupacabra and Panharmonicon. They all synergize really well with the rest of the deck, and you can pick and choose which 'cabra works better for your opponent. I mainboard X3 Ravenous and X2 Lurking, with the rest in the sideboard.

You could also run Thrashing Brontodon instead of Naturalize for the Path triggers, as well as another target for Liliana.

I personally have been underwhelmed by both Shadowed Caravel and Enter the Unknown, even though they look good on paper. That may just be personal preference.

My version is here: Explore This!!! 'Cabra party~!

It's still under construction and I have yet to acquire the more expensive cards, but feel free to take a look!

trey12321 on G/B Constrictor Explore

1 day ago

I've made a similar deck and have been scrolling through the lists to see what other people do and how I can improve my own, and I think you've got some pretty obvious cards to throw in.

For removal Ravenous Chupacabra is an extremely solid option, not to mention Panharmonicon synergizes really well with it. Lurking Chupacabra is also an option based on the explore mechanic itself. I personally run X3 Ravenous and X2 Lurking, and I sideboard in and out the X4 sets of them based on the nature of my opponent's creatures.

Another really solid one-time removal is Golden Demise. I have X1 in my main board with X3 sideboarded for white-weenie decks, and the reason it works so well is that most of your big/important creatures are out of range for it if you don't have the cities blessing.

Your card draw can be run by Arguel's Blood Fast, which you can afford because of the lifegain you get from Wildgrowth Walker and it provides a good mana dump for the late-game.

You're also missing out on Path of Discovery. I know it doesn't seem to do much since it doesn't actually change anything the turn it's played, but it makes Walker trigger off of itself, gives your Chupacabra's explore and works perfectly with Panharmonicon. It's worth the turn for the set-up, and you can afford to go somewhat low early on because of your lifegain potential. Quite a few of the games I win I go low enough to even trigger Arguel's, but end up with 30+ life.

Throwing some Duress and Kitesail Freebooters into your sideboard would help if you have problems with counterspells/mass removal, and Thrashing Brontodon is one more to cast then Naturalize, but also triggers path and is a really solid sideboard card as well.

Animation Module has been recommended to me several times, and it gives a lot of value with Rishkar, Peema Renegade and Path of Discovery. I'll test it out and let you know how it goes, but it's a thought. If you wanted to try it I'd recommend dropping Enter the Unknown; it's a 1 cost that can never be cast on turn 1 and gives needless ramp as you've got nothing that costs more than 4 in the deck. If it drew as well then maybe, but as it is it's severely underpowered.

RunningPigeon on Merfolk Buff deck!

3 days ago

Not sold on Admiral's Orders, Censor could work as the cantrip would potentially help maintain tempo, if you're worried by targeted removal Shapers' Sanctuary works but considering Kopala/Negate/Pierce you have enough counters anyway.

Maybe run a couple counterspells mainboard to deal with sweepers... would replace Enter the Unknown as it's not being cast turn 1 and better options turn 2 as it only offers +1 power to the board and turn 3 wants a 1 + 2 drop, since your opponent will need to tap out to sweep early enough to be a concern to you Censor or Spell Pierce seem strong enough.

Herald of Secret Streams feels too slow, as it stands you're curving out a 2 anyway and you'll probably be better off turn 4 playing any pair of your 2 drops than the single 4 drop; assuming you hit 4 lands turn 4 and if you don't Herald is worse

Wood_Elemental on Temur Prowess (Miracle Grow)

3 days ago

I agree with everything except the Enter the Unknown. Tis a good card, but doesn't have a real place in this deck. You've talked about Riddleform but there is none in here. Id at least it try out. If ya wanna see my list, it wont let me link it but you can go to my page.

trey12321 on Explore This!!! 'Cabra party~!

4 days ago

Murphy77 Thanks for giving me something to reference! Panharmonicon has been working wonders so I've added a couple...! I don't really like Enter the Unknown as much even though I'm lacking in 1 drops, purely because there is no real way to cast it on turn one, and it's difficult to actually get any value out of it. The added land drop is unnecessary as well, as the entire deck can run easily off of 4 lands and doesn't require any amount of ramp.

I often find myself discarding lands with Tomb Robber, and in those cases I could see Ramunap Excavator working rather well, but those are the only times I actually put lands in my graveyard, and oftentimes the boardstate makes it just as easy to explore off of something else instead.

Rishkar, Peema Renegade will be a card I'll need to acquire and test out, and likewise with Tetzimoc, Primal Death.

The deck tends to brute-force overwhelm people, whether by creating several massive creatures, gaining massive amounts of life or flooding the board with creatures, sometimes all 3, so Cobbled Wings, with it's extreme lack of synergy compared to the rest of the cards, seems to be a no go with what we're trying to accomplish.

The purpose of Emperor's Vanguard would be to trigger explore regularly, but the big issue I have with it is that it can easily be chump-blocked or otherwise prevented from dealing damage, and at that point it becomes a 4/3 for 4, which is pretty bad. If you gave it wings then it might work out, but that also becomes 6-8 extra slots to achieve what Tomb Robber and Deadeye Tracker achieve easily by themselves.

Several people have suggested Animation Module, and it looks more promising when considered with Rishkar, Peema Renegade and Path of Discovery, but once again I'll have to test it out and see how it goes!

Murphy77 on Explore Ixalan

4 days ago

I just worry that your 4-drops might be a little slow. I would tend to go with 2 of each and 3 Fatal Push with 3 Enter the Unknown

Rishkar, Peema Renegade is handy for mana-ramp and I would be happy to drop 2 Blooming Marsh (which comes in tapped most of the time) for 2 Rishkar

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