Enter the Unknown

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander 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

jwingzero1 on

1 month ago

Look at these options: Tomb Robber Enter the Unknown

hydrothermia on Cheap, Effective, Generic: 5c Manabase

1 month ago

Drover of the Mighty can be a cheaper alternative to Utopia Tree. Grow from the Ashes isn't as good as Cultivate, but it's another land search sorcery. I could also see the use of the Explore mechanic from Ixalan/Rivals Enter the Unknown and Path of Discovery.

Stazeeee on Elves of Ravnica (RNA)

2 months ago

kysg in a deck that's 3 colors and mostly creatures, Adventurous Impulse is pretty solid. It can be a turn 1 play if you didn't draw Llanowar or Pelt collector. It's basically there to make the deck more consistent and is never a dead card. Enter the Unknown on the other hand can be a dead card in many situations. You can't play it turn 1 cause you need a creature so if you didn't draw a turn 1 creature drop you would have to play a creature turn 2 and wouldn't be able to play Unknown till turn 3. Also if they wiped your board and you have no creatures then draw it, its a dead card again while impulse will help dig for another elf to play that turn and start recovering. So impulse has value even late game, where as Enter the Unknown is purely win more or useless card late game.

kysg on Elves of Ravnica (RNA)

2 months ago

Nah I get what your saying, I think it needs testing. I do know the creature would be a valid target for removal once Enter the Unknown comes in. I'm not big on impulses dig 3 and grab 1, it goes over potential removal or we end up discarding things we actually needed. I get how it works at a basic level but all of a sudden passing over is not necessarily a good thing either. Both are rarely if ever countered, but then again we are dealing with different local metas.

multimedia on Elves of Ravnica (RNA)

2 months ago

I don't think Enter the Unknown is a playable card. It requires that I have a creature in my control to even cast it. Can't play a second land if I don't first target and successfully put a counter on the creature I targeted. In response to casting Unknown my opponent can kill the creature I targeted and after that happens the entire spell fizzles. The advantage that Unknown gives is the potential for a second land drop, but with only 22 lands consistently I won't have a second land in my hand to play or explore into land.

Impulse does a lot more because it lets me search the top three for a land or a creature, it's versatile. I can play Impulse turn one I can't play Unknown turn one. Unless Impulse is countered then I'm consistently getting a card from it. Impulse can replace lands in a deck because it's only one green mana and it can find a potential land. Unknown is not a card that can replace lands in a deck because it's not reliable enough and I actually want to play more lands than normal to consistently be able to make a second land drop and explore into a land.

The search from Impulse is very beneficial because not only is it a way to help to find a land to make a land drop, but if I can't reveal a land than I can most likely reveal an Elf. Since help for the land situation is important being able to potentially find Guide with Impulse is good. Just like Unknown, Impulse is not a sure way to get a land, but Impulse is much more reliable spell to give me value since the other option is if I can't reveal a land is to reveal a creature and put it into my hand.


kysg on Elves of Ravnica (RNA)

2 months ago

hmmm could Enter the Unknown potentially replace Adventurous Impulse? it wouldn't put the creature in our hand but we would draw on the next turn. Upside is we can drop more lands into play.

joaoguaxinim on U/G(Simic) Ravnica Allegiance Merfolk

4 months ago

Nice to see that you updated the deck and the description buddy. I have some suggestions for you!

Dive Down while not adding power to our creatures also grants hexproof so Kumena/Misty/Elite can survive longer, also being able to block some bigger creatures.

Might of the Masses will be a great finisher to our deck. Swarming the board with a lot of tokens and giving a MCH +a lot/+a lot and being unblockable(Kumena fit's this idea too) is something to consider.

I'm planning on testing Enter the Unknown as it works as a filter and ramp for our deck while helping our fish to grow bigger.

For sideboard against RDW, I'm planning on using Wildgrowth Walker the combination of it + branchwalker and enter the unknown will lead to good lifegain and good body, that would be perfect to deal with the ammount of damage that deck has. not to mention that a 1/3 body for 2 will block their creatures for days.

I'm not planning on running tempest caller on maindeck as I think that Trickster will do the job. If any go wide strategy starts to show up, it can get my attention back. Though, sleep fits the same idea while doing it for two turns.

Hope it helps buddy, if you can take a look at my list and give suggestions! I appreciate so much your comments! :D Cya.

Lemke_L on Golgari Control

4 months ago

( Sorry if I write something wrong, my english might be a bit rusty )

I think it lacks a game plan. I see a lot of planeswalkers, So I think you are willing to win with them as your win condition right? If so, I don't see many ways to defend them. Are you ramping into what exactly? And then, Wayward Swordtooth and Llanowar Scout are far from been the best ramp mechanism, since they actually allow you to play lands from hand , but not search them into your library. since there's also no consistent card draw, there will be a limit to how many lands you'll be able to drop. I know Dryad Greenseeker helps with this but then it loses it purpose, because you'll need to much time to make it work. Enter the Unknown also serves no purpose. Right now you are splashing black just to play Vraska, Relic Seeker and Vraska's Contempt. Not saying it's making you deck that much more inconsistent, but I think you should work on that as well.

There is a lot to be changed, but since I'm not sure about what you are trying to accomplish with this decklist, I'll only link some straight up upgrades.

I would remove the following: -3 Wayward Swordtooth -1 Llanowar Scout Instead you could consider: Gift of Paradise Thunderherd Migration since you are playing with dino Drover of the Mighty "

To discourage your opponent from attacking your PW you could use some more Ranging Raptors and Ripjaw raptor .

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