Exploration

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Conspiracy (CNS) Rare
Urza's Saga (USG) Rare

Combos Browse all

Exploration

Enchantment

You may play an additional land on each of your turns.

Price & Acquistion Set Price Alerts

CNS

USG

Ebay

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Exploration Discussion

ghostfire86 on Tuvasa, Altered Reality

8 hours ago

Snap157,

Sacred Mesa gives me enough reason to add back in Fertile Ground. I’m already running Wild Growth. I’ve run all the above mentioned enchant land cards you’ve listed in previous builds of this deck and was never satisfied, even when Estrid, the Masked was the commander. Exploration and Burgeoning offer more towards ramp with inclusion of draw and Land Tax.

I’m already running Satyr Enchanter, Eidolon of Blossoms, Argothian Enchantress, Enchantress's Presence, Mystic Remora, and Sylvan Library, not to mention my Commander is a guaranteed turn 2-3 drop. Also, I can always tutor my enchantress pieces in multiple ways. Inclusion of two additional enchantress cards with double mana costs is not as good as you think.

Thought Vessel is needed fo hand size and not to be dropped. More options in hand to respond during other players turns is power. Including Seedborn Muse continuous plays at all times is guaranteed.

Aurification and Dissipation Field are actually worthless pillowfort choices as Commander damage or an all out assault can still kill you when up and opponents have possiblility to reobtain their creatures. Taxing effects are often more effective to discourage assaults as well as being cheaper to cast. Elephant Grass is listed on my maybe list, but is not prime choice due to cumulative upkeep and gives no card draw unlike Mystic Remora.

Overall my deck shuts down opponents very effectively so they can’t interact with me, but I can still touch them. Either opponents die to combat damage, Commander damage, or scoop due to lack of ability. I do like that Sacred Mesa that you mentioned.

ToolmasterOfBrainerd on Modern Lands

1 day ago

I admit I'm a skeptic, but I playtested it once and it played turn 3 Azusa + 2 Ghost Quarters into Ramunap Excavator turn 4.... wow.

I like the idea a lot, but am a bit worried about the viability in modern. Without all-stars like Exploration, Maze of Ith, etc this will be difficult to make viable.

Arcanicka on Nature's Vengeance

4 days ago

I would suggest Exploration, Ramunap Excavator World Shaper, Field of Ruin, Ghost Quarter, and Tectonic Edge

NV_1980 on Life uh... finds a way

2 weeks ago

Hi,

We like your deck! We'd recommend Urza's Incubator or cards like it to make your dino-casting a bit cheaper. Also we'd definitely recommend adding some more cheap-to-cast artifact mana rocks overall like the signets (Boros Signet, etc.) so that you have something to cast during the first few turns. Weathered Wayfarer, Burgeoning, Exploration or Land Tax might also be useful in this stage, should you have an of them. Another option would be to add some cheaters into your deck like Elvish Piper, Champion of Rhonas, Quicksilver Amulet, etc.

Hope this helps. Please let us know! Also, we'd appreciate your feedback on one of our EDH decks.

Cheers!

Mrs. and Mr. NV_1980

Demonite on Gaddock Teeg's Hate Machine

3 weeks ago

Haha I noticed that Barbola!

I mean, noncreature spells are taxed so I figured I could skip them, especially a spell with an X mana cost expressly prevented by the commander.

But I won't always have Teeg on the board I guess. I should probably get Defense of the Heart in there too since I was only avoiding it due it's 4cmc for the same reason. That's an easy swap for Exploration which rarely helps me.

What should I cut for Green Sun's Zenith ?
Should I add in Armageddon ?

Cantplaypiano on Land Deck

3 weeks ago

Growing Rites of Itlimoc  Flip should get you far if you need one "really nice" land. Beacon of Creation, Primal Bellow, and possibly Overrun might also be good (although if your lands are meant to become creatures then Overrun is harder to work in.)

Dungrove Elder and Dauntless Dourbark are solid too.

This all keeps it under reasonable financial control, otherwise I'd suggest Crucible of Worlds, Exploration, Burgeoning, and Azusa, Lost but Seeking. Perhaps later. :-)

elgosu1337 on Lord of Cinder

3 weeks ago

You're missing the core of a lands deck to play lots of lands with things like Azusa, Lost but Seeking, Exploration, Mina and Denn, Wildborn, Oracle of Mul Daya, Storm Cauldron, Wayward Swordtooth, and Burgeoning. Also, recursion from Crucible of Worlds, and more lands that sacrifice. These will be much stronger than the typical ramp cards you are playing like Birds of Paradise and Sylvan Caryatid and Chromatic Lantern.

If you want to play burn, you need Boseiju, Who Shelters All and Vexing Shusher. Jaya's Immolating Inferno is a good X spell that can burn three opponents. Fall of the Titans can hit two.

Rather than all the mana doubling effects that help your opponents, just play Mana Reflection and Vorinclex, Voice of Hunger. Mirari and Wort, the Raidmother can help copy spells. You might as well add in some good removal like Decimate, Windgrace's Judgment, and Lavalanche to copy. You might have too many spells that just copy spells though.

I would cut Doubling Season and all the planeswalkers since they don't contribute much to that strategy.

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