Expedition Map

Expedition Map

Artifact

, , Sacrifice Expedition Map: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.

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Printings View all

Set Rarity
Modern Masters 2015 Edition (MM2) Uncommon
Zendikar (ZEN) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pauper Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Expedition Map occurrence in decks from the last year

Modern:

All decks: 0.17%

Green: 3.22%

Commander / EDH:

All decks: 0.1%

Red: 0.25%

Black: 0.74%

Blue: 0.2%

Green: 0.13%

White: 0.36%

Golgari: 0.15%

Rakdos: 0.24%

Expedition Map Discussion

Azeworai on Tinybones the card thief

5 days ago

Ah, I have piloted a mono-black discard deck for quite the number of years. I have Chainer, Dementia Master at the helm myself, as he is a rather powerful card when everyone's hands are empty, thus he reigns unanswered. Therefrom, a great amount of methods may be used to win.

Tinybones is less of a finisher itself, more so a value engine. As such, I would recommend possessing a lower curve to take advantage of the card draw and more potent finishers within the deck to hent for victory. Also, having card draw outside of the commander would grant a better backup plan. A discard deck's goal is to empty each opponent's hand and win by going unthreatened. If no players have cards to discard, Tinybones cannot provide draw.

The changes I would make are more instants so you kill things once they resolve as opposed to waiting a full turn, swifter discard in the early game to make your commander more effective, stronger finishers for the sake of ending the game betime, and just cutting some cards.

So, first, there are some things I would remove.

  1. Murderous Compulsion may go with the discard theme, but it's conditional removal at sorcery-speed.
  2. Bad Deal is ironically a bad deal, as it is six mana for two cards gone.
  3. Assassin's Strike is just egregious. A six-mana sorcery to kill one thing and they discard but one card. Begone.
  4. Unnerve is fine but not great. Being a one time effect at four mana, I dislike it, though Xantcha is a great character in the art.
  5. Haunting Hymn is six mana, which is far too late for discard effects to be effective. You want discard early, as it makes it far more difficult for decks to catch their footing.
  6. I have the same reason for Tasigur's Cruelty.
  7. Cabal Conditioning has an identical reason.
  8. I have a shortlist for this category, being creatures without long-game value; Burglar Rat, Liliana's Reaver, and Banshee of the Dread Choir have discard stapled to them, but don't do much else whilst lacking much in terms of evasion for Larceny.
  9. Scythe Specter is slow and other cards just do its job better, and Herald of Anguish is slow and lacks fodder for its second ability.
  10. Necrogen Spellbomb is just crap. Two mana for one card from a single player's hand is awful. Don't play this.
  11. Awaken the Erstwhile neglects the game plan of having more cards than your opponents whilst lacking the option of going back. I'd just add a stronger finisher.

Alright. With that out of the way, I may suggest other cards.

So, early game discard. Mind Rake and Delirium Skeins are each great, for they take card from every player in the first few turns of the game.

Let's add some better kill spells: Snuff Out, Victim of Night, Go for the Throat, Hero's Downfall, Drag to the Underworld, and Murderous Rider.

Wraths are a cruciality for slower strategies such as this, for aggressive strategies such as Alesha or Tymna. You should add any of Massacre Girl, Damnation, or Massacre Wurm.

Upon card draw, you have none outside of the Trinket Thief, Rankle, and Geth's Grimoire. I'd add any of Phyrexian Arena, Sign in Blood, Underworld Connections, and Dread Presence. Necropotence may seem as if it negates the strategy, but it is always worth it.

Lightning Greaves just seem great.

Dark Ritual and Cabal Ritual allow for turn one Pit or Mists, easily providing much value with your commander on turn two.

Expedition Map allows you to assemble your land combos with Cabal Coffers and Urborg. Always nice.

Nirkana Revenant is an option for the sake of late-game ramp, giving much for Torment of Hailfire.

Now, for the finishers I have many. Do note that these are meant to be played when people haven't any cards in hand, hence lacking answers for these once on the field. Sheoldred, the Whispering One grants value from each player's bin whiles eating at their board. Abhorrent Overlord offers a swarm of flyers to end the game. Grave Titan is much the same. Archfiend of Despair goes well with Tinybones's second ability. Though I am not too fond of it, Archfiend of Spite offers much. Geth, Lord of the Vault hents the opponent's graveyards to swarm the board. Kokusho, the Evening Star is a massive threat that harms upon death. Kothophed allows for a quite a bit of card draw. Lord of the Void is always fun. Lastly, Gray Merchant of Asphodel does so much every time it hits the field.

Of course, I'd add more ramp and reanimation. Mind Stone, Arcane Signet, Charcoal Diamond, and Lake of the Dead are great for ramp. Animate Dead, Reanimate, and Dread Return are fine ways to get stuff from anyone's yard, save for the Return.

That shall be all from me. Do enjoy your day!

Davinoth on Akroma, Angel of Wrath.

1 week ago

     Very nice build, +1! =)

     Would suggest Expedition Map to get to Nykthos, Shrine to Nyx or any of your other goodies faster. Would echo the Sun Titan recommendation, as well. The only other thing that comes to mind is Winter Orb - really great synergy with Armageddon/Catastrophe.

Red-Phoenix88 on Brudiclad, Telchor Engineer

2 weeks ago

You could get Field of the Dead with your Expedition Map and get tokens from landfalls.

33 lands with an average cmc of >4 seems suspicous, too. Maybe cut some fatties.

Utvara Hellkite is really nice and fits the theme, but a bit expensive in a color that doesn't ramp.

Also: Tyrant's Familiar doesn't fit the theme and is expensive and doesn't have haste.

I also made a brudiclad deck and need to upgrade it since it's still too slow and too reliant on others' creatures but it may have some things you wanna use. Here's the link:

Multidimensional Swiss knife

MrCuddlefish on Anti Air

3 weeks ago

My thinking is that you can remove the Ouphes combo with the Ivy Lanes and add 3 Hooting Mandrills or Timberwatch Elf, 1 Skygames and 4 Commune with the Gods

I also still think that Rancor would be awesome on the Mandrils and other creatures since trample can be a powerful tool to have against stuff like elf decks.

If your focused on keeping the Ouphe combo you might want to consider shifting the deck into some sort of Tron shell since you need so much mana. Adding Expedition Map to grab the bounce lands may also be a good way to ramp.

wolfhead on Help building Twiddle Storm

3 weeks ago

personally i play Expedition Map over scrying,

but i agree 100%, veil is the strongest sideboard the deck has and temur is probably the best build.

but i've been noticing past in flames is pretty close to a win-more card as i usually can keep going off without it. i really just use it to speed up the combo turn.

maybe a UG/simic build could work?

i guess you'd just need a new win-con. a singleton Manamorphose and Grapeshot? if you're really heartless, Thassa's Oracle?

besides the scrappiest "grapeshot-for-exact'sies" games, the combo usually generates crazy mana...maybe enough for Blue Sun's Zenith?

TDemers on No Time to Die Teysa

3 weeks ago

Major update made, moved the deck more towards a strategy using board wipes and mass recursion spells to better control overall game tempo. Considered swapping in Elenda, the Dusk Rose as the commander given the new rule change but decided to leave her in the 99 for now.

In: Flagstones of Trokair, Out: Godless Shrine (moved to a new deck)

In: Prismatic Lens, Out: Arcane Signet (moved to a new deck)

In: Day of Judgment, Out: Anguished Unmaking (moved to a new deck)

In: Black Sun's Zenith, Out: Toxic Deluge (moved to a new deck)

In: Burnished Hart, Out: Commander's Sphere

In: Austere Command, Out: Attrition

In: Bastion of Remembrance, Out: Priest of Forgotten Gods

In: Command the Dreadhorde, Out: Swords to Plowshares

In: Rally the Ancestors, Out: Mimic Vat

In: Thrilling Encore, Out: Nim Deathmantle

In: Phyrexian Arena, Out: Endrek Sahr, Master Breeder

In: Yawgmoth's Will, Out: Utter End

In: Elspeth, Sun's Champion, Out: Relentless Dead

In: Dusk / Dawn, Out: Gutterbones

In: Bloodghast, Out: Endless Cockroaches

In: Wrath of God, Out: Archon of Justice

In: Rise of the Dark Realms, Out: Phyrexian Reclamation

In: Knight of the White Orchid Out: Expedition Map

In: Altar of Dementia Out: Ayli, Eternal Pilgrim

Spirits on Arahbo Orphanguard Infect Beats

4 weeks ago

Hi Knixx,

Gaea's Cradle + Finale of Devastation is a good finish with Earthcraft + Squirrel Nest and it gives the creature it pulls in haste. If you pull in Regal Caracal, it gives you 1 attacker for each player that they have to deal with or lose the game (and you lifelink too)

Based on this, I would run Crop Rotation instead of Wild Growth (I would if i owned a Gaea's Cradle) and an Expedition Map instead of Leafkin Druid. The Expedition Map also increases your Mox Opal hypergeometric probability. Don't forget they both also pull Inkmoth Nexus into play if you draw the Gaea's Cradle or need to refuel infect to eliminate an opponent.

Day of Judgment seems wrong, Wrath of God is same but just better, Terminus has the advantage of getting rid of indestructible and a potential cost. I usually just use the swords to get protection, if you clear the board, and then play a Lost Leonin it becomes a sole creature threat for removal.

I see Presence of Gond in the maybeboard, assuming thinking of pairing it with Midnight Guard to make infinite 1/1 elf creatures? It's not bad, but Line 1) Infect T2/T3, 2) Infinite Squirrel, not sure you need a 3) Infinite Elf (but really fun). Midnight Guard + Presence of Gond is easier to tutor than Squirrel Nest + Earthcraft as well because 1 is a creature (unfortunately not a creature for Green Sun's Zenith). Also the creatures are untapped in this combo, vs. tapped Squirrels so a Concordant Crossroads can be a win, could be your potential line 3 for CMC6.

I've personally been avoiding non-T1 lands, if the game is only T4 (or less), Reflecting Pool and Sunpetal Grove going to hurt me in the long run. Luckily they both T2 lands so they aren't that bad, I really like Reflecting Pool too, so can't hate on either of those. The only exception I make is Hall of the Bandit Lord, the way I justify it, is Concordant Crossroads is , where Hall of the Bandit Lord costs to play but maintains 1 card advantage lol. It's a tough justification, but I think it's needed for the early infect multiplier, assuming I T1 Hall of the Bandit Lord.

I like Bronzehide Lion and Snake Umbra going a protection model for your Lost Leonin. With Bronzehide Lion, keeping the open incase they want to remove a vanilla 3/3 (6/6 with Arahbo so he can put a timer/pressure on a player or cause them to defend instead of tutoring a win) just seems wrong though. Snake Umbra might not work, because most removal in Commander is exile not destroy, but the draw is ok. If it was or and recurred like Rancor I would like it, at CMC3 it's just too slow for me and doesn't give the right protection (hexproof).

I mean the deck should work solid, I know how consistent my T2/T3 infect can be, and I can recover in mid-game with swords or combo out, if the game continues. None of our combos are Thassa's Oracle + Demonic Consultation or Omniscience + Enter the Infinite, but we can infect those players who don't engage blockers early.

Your advantage is that Squirrel Nest + Earthcraft is CMC5 whereas my Heliod, Sun-Crowned + Walking Ballista is CMC9 (yuck). My advantage is I can tutor my pieces a little easier. I really like the deck.

At 20 AF's your 20% to T1 use a Mox Opal, your at 16 T1 playable now (excluding exo and swords but adding inkmoth). Expedition Map seems critical. Wish I had a Mox Diamond too. At 20 AF, <=3 AF is 95%.

Could use a Tooth and Nail as a finisher similar to Finale of Devastation since we can't tutor it, wouldn't take too much to build a combo for that. Academy Rector possibly could be a win, but we dont have Omniscience or Sac outlets lol.

There is a new Beast Within Generous Gift.

How have you found Pride Sovereign? I could never get it to work fast enough to be of value. PS Spike Feeder is awful lol, life does nothing for me, and the only way to kill with infinite life is AF which is impossible to tutor in Selesnya lol.

Keep up the research following the deck now, see if we can continue to innovate, and with an initiative to strengthen in all formats, maybe we'll get something useful. With Rin and Seri, Inseparable, I'm assuming there may be some more GOOD playable cats to pump us up!

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