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



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

Price & Acquistion Set Price Alerts




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Exploration Discussion

hejtmane on Quest: The lost soldier

8 hours ago

Here is some other mana cards Chromatic Lantern I find this very helpful on 4 color decks Prismatic Geoscope

Also other cards Mirari's Wake Gilded Lotus Gyre Sage Selvala, Heart of the WildsCaged SunJourneyer's Kite Sword of the Animist

extra Land Play Wayward Swordtooth Mina and Denn, Wildborn Exploration Burgeoning Azusa, Lost but Seeking this goes while with cards like this Courser of Kruphix

There are more depending on what type of deck and colors you are playing

anton6776 on Merfolk EDH

12 hours ago

Also just for some basic staple suggestions - Sylvan Library, Rhystic Study, Burgeoning, Exploration, Green Sun's Zenith, even though its a little off flavor maybe Craterhoof Behemoth, Swan Song, Rite of Replication

F3A5t on Jundlandia

1 day ago

Currently I am using Mina and Denn, Wildborn over Wayward Swordtooth. The deck needs sources of trample so for 1 more mana, I get the extra land. I can use their ability to give my beaters trample eg Marit Lage. Also the reason I included Kessig Wolf Run.

Currently I have my Exploration and Burgeoning in another deck and I don't really know what to take out for them either.

As for Rites of Flourishing its a nice card but my meta is really competitive so the symmetrical effect, is a no go. Helping my opponents is gonna be really bad.

SynergyBuild on Google Ghave (Lands Matter Route)

1 day ago

I actually say that Expedition Map, Inventors' Fair (to get Birthing Pod to find the hidden commander or get Crucible of Worlds to loop the fair), and going all in on the Fair varient, with more tutors to find it, etc. could be a fruitful varient for lands matter. More artifacts would be useful, going for metalcraft, but otherwise the deck could still be intact. Field of Ruin would be the main wincon with Ob Nixi, using extra land drop cards like Exploration to get more of them.

Want me to write this list up? Well, either way I am too into this metalcraft-lands not to!

multimedia on Tuvasa

2 days ago

Hey, consider cutting a bunch of creatures? There's several creatures here that are good cards, but they don't really help the game plan with Tuvasa or are redundant. Consider cutting these cards:

  • Yavimaya Enchantress
  • Terastodon
  • Vendilion Clique
  • Sower of Temptation
  • Reflector Mage
  • Knight of the Reliquary
  • Aven Mindcensor
  • Acidic Slime
  • Nyx-Fleece Ram
  • Kruphix's Insight
  • Cryptic Command
  • Counterspell
  • Bident of Thassa
  • Auramancer

Consider adding these cards:

Good luck with you deck.

Snooktf2 on ...Ugh...

2 days ago

I believe that just because a permanent has "indestructible" that that doesn't mean it is immune to being sacrificed. I don't think you main combo will work here. Otherwise great idea. Maybe if you splashed green and played Crucible of Worlds + Azusa, Lost but Seeking or Exploration or Oracle of Mul Daya or Wayward Swordtooth and THEN put Indestructibility on one of those.

hkhssweiss on Intet of Infinite Dreams (Combo)

4 days ago


Hey thank for checking out my baby!

In regards to your question on the ramp, I am a bit confused by that as I am running quite of ramp in the form of Farseek, Nature's Lore, Rampant Growth, Cultivate, Kodama's Reach, as well as Search for Tomorrow. I also have the fast mana rock ramp in the form of Chrome Mox, Mana Crypt, and Sol Ring. I currently don't have Mox Diamond in the build due to it being swapped over to my Kess deck. In addition there is another form of ramp with lands with Exploration and Oracle of Mul Daya. Not to mention Carpet of Flowers as well. That's 12 instances of ramp and more than adequate as this is not a ramp.net deck, we only use the most efficient form of ramp. The only one that would be missing is Three Visits but I don't own one currently as of yet.

In regards to the lack of counterspells, this actually has quite of a history behind it. In the original V1 of this deck I used to run spells like Counterflux, Stifle, Misdirection, etc. however it doesn't help me to win. It just stalls this deck and slows down the speed of the combo, our main focus is to abuse Intet's ability and paying 2U to flip into a free cast counterspell is a feels bad. Most of the time we are tapping out quite a bit unless we have untappers in the form of Nature's Will or Bear Umbra or running tool box control. In the V2 I decided to go anti-counterspell route and that has actually worked out perfectly, in this iteration came in the package of Vexing Shusher and Boseiju, Who Shelters All along with tutors that can grab them reliably ex. Crop Rotation or Green Sun's Zenith. This improved the chances from our spells getting countered. The current iteration in V3 I was finally convinced that Mana Drain should be added in this deck no matter what as my friend convinced me that it is a ramp spell essentially and lo and behold it is the ONLY counterspell to make it in the deck as of now. There can be arguments where Pact of Negation can be fit in here, but when your going off on extra turns the paying 5 to protect your combo next turn is a detriment. Force of Will is actually not really good as well as most of the blue cards we are reluctant to pitch away whereas in the protection we only have to pay mana to make it uncounterable or life.

I play in a hyper competitive meta with optimized and tuned decks, this is the result of what I have currently for a "competitive" Intet deck. She is not a true competitive commander, but the deck build is competitive enough to go against other "true" commanders in a pod. She is easily cast on T3 or T4 but you have to be aware of the mindset as well, the turn you cast her, can you protect her? That's why we have cards like Autumn's Veil and Heroic Intervention. Our goal is to go off with Intet and one turn is all you need when you have any extra turn tutor in hand. We play with combat tricks and set up is important. All our early game plays is to set up overwhelming advantage and out value your opponents while disrupting them as well. We can play the long game as well, the Seasons Past combo takes 12 mana to execute, Intet short cuts this to 9 mana and we can easily achieve that by turn 4-5. Piloting Intet and decision making is also a core part of playing the deck as well as when your in the control pod you will go for the more stable route instead of burst.

I hope that clarifies some points for you, I'm always tuning and brainstorming to see how else I can perfect her, I still feel there is a better way to optimized her as I am still not fully satisfied with her yet like how I am with my Teneb deck. So I am open to any and all suggestions. This is my first EDH deck and it's been a wild ride refining her to this point. As of now the spellslinger/combo route is what I came up with as the most "optimized" version of Intet.

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