Explore

Explore

Sorcery

You may play an additional land this turn.

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Printings View all

Set Rarity
Commander 2019 (C19) Common
Commander 2018 (C18) Common
Archenemy: Nicol Bolas (E01) Common
Modern Masters 2017 Edition (MM3) Common
Duel Decks: Elspeth vs. Kiora (DDO) Common
Worldwake (WWK) Common

Combos Browse all

Legality

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

Explore occurrence in decks from the last year

Modern:

All decks: 0.1%

Commander / EDH:

All decks: 0.03%

Green: 0.15%

Explore Discussion

NyxDragon on Simple W/U/G +1/+1 Counters

4 days ago

Sounds good. Explore will go good with Nadir Kraken and give you mana ramp as well.

DemMeowsephs on Arixmetes mass bounce/draw

1 week ago

Hmmm, I think I could help you out a bit on lands. First, consider removing Polluted Delta and switch in Misty Rainforest. I understand Polluted Delta could still search for islands, but nonetheless Misty Rainforest's colors still make more sense. I would then consider adding some of the following:

Suns_Champion on Wait for the kicker - Hallar, the Firefletcher

1 month ago

Okay buddy here we go!

I think we need to fix a lot of things here. Ramp is an easy fix, we'll get some more instant/sorceries that get lands because they are safest. Then we'll work on getting more counters on Hallar in more efficient ways. We'll also swap out some of your kicker spells for other kicker spells that do better things.

Cards to look at:

Cards to maybe cut

So with all that I hope you're mana will be more consistant and your draw will be more powerful, then you'll be able to dump more counters on Hallar and snipe some wins. If not, your kicker spells will have more impact because they'll draw or remove or ramp. Focus on the 2cmc ramp cards, then swap out the kicker spells, then get those draw cards in there.

Here's a Deck you can also look at

Kyle's Budget Hallar-Kicker in the Dick(er)

Oloro_Magic on Field of the Primeval Scape (Titanshift Combo)

1 month ago

Icbrgr: I really like Dryad of the Ilysian Grove though I do believe there will be times where Prismatic Omen is just better. The appeal to Dryad is that extra land-drop, fixing the big problem with omen, namely that it slows down your ramping if you choose to play it.

The one thing I will say about Dryad though is that it really screams for you to build around it, rather than simply put it into the flex slot (not to say it can't go there and I plan on trying that). If you are playing Dryad in a deck like titanshift I am more interested in playing with effects that abuse extra land drops. That would mean also playing 4 Once Upon a Time , 4 Arboreal Grazer , 4 Explore , and maybe a few Courser of Kruphix . Basically we want to abuse the acceleration this provides with valakut so an ideal play pattern would be something like this:

T1: (ouat if you have it) land + Arboreal Grazer + land (2 lands)

T2: land + Dryad of the Ilysian Grove + land (4 lands) + Arboreal Grazer + 5 lands (alternatively extra land for next turn instead of Grazer)

T3: land = 6 lands with Dryad enables Scapeshift getting 4 valakut and two lands = 72 damage on turn 3 or you can just play titan and do 12 presumably if you get valakuts and have none in play.

This is crazy powerful though does require a lot to go right, the above requires 8 cards, meaning you have to draw pretty well, but Once Upon a Time should help to fix any problems. The rest of the deck can be filled with more traditional scapeshift cards, meaning it isn't unrealistic to think that the deck could consistently go off on turn 3, if not likely turn 4. Additionally if one of the extra lands is Castle Garenbrig we don't need the extra ramp spell to make titan turn 3, so in other words the card's potential is sky high. What remains to be seen now is whether it will prove to be consistent enough to see play. In other words, to answer your question, this card has the potential to warp the deck around it, adding even more speed to the deck, or it can become more of a flex slot card, and a very good one at that.

I'll be trying both, just need to pick up a few cards to test out the version described above, but it looks promising.

Icbrgr on Dryad of the Ilysian Grove ...

1 month ago

I think you all make good points... the best case scenario I can from the hip think of is a path to an off-brand/mono green Valakut deck.

Maybe supplemental ramp and cantrips to help the way with Overgrown Battlement and Wall of Blossoms & Carven Caryatid as some filler with Sheltering Word ?

I dont think that this would be any better or more reliable than already established Titan-Shift though.... but its certainly neat to think about!

Profet93 on Talrand, Sky Summoner: Drake Overtake

1 month ago

Forkbeard

Keen is a word I haven't heard in a while, good man!

Extra turn spells are very powerful in talrand. You don't need all of these, but this is what I run in baral. The reason why extra turn spells are so powerful are as follows (in 2 HG, the entire team gets an extra turn, but yeah)....

  • It's the blue Explore . You cast extra turn, get a drake, pass the turn, play a land. You effectively ramp
  • It gives the drake from the extra turn spell "haste" as you can attack with it during your extra turn
  • Gives you an extra combat to swing with the drake you already have

Capture of Jingzhou

Expropriate

Karn's Temporal Sundering

Part the Waterveil

Savor the Moment

Temporal Manipulation

Temporal Mastery

Time Warp

Walk the Aeons

Nexus of Fate

You want a minimum creature count in Talrand, that being said, some utility creatures are ok. These are the best IMO.

Consecrated Sphinx - Lots of draw

Gilded Drake - Steal their commander

Snapcaster Mage - Reuse spells

Spellseeker - Tutor for spells

Castle Vantress - Scrying always helps

Mystic Sanctuary - Get back an extra turn spell or whatever u want

Reliquary Tower - No explanation needed

Riptide Laboratory - Protect baral, reuse snapcaster and spellseeker. Theres nothing more fun late game than using snap caster + riptide to recast all your extra turn spells and just beat face with drakes

Strip Mine - Deal with cavern, boseju, urborg, coffers, field of the dead, etc...

I once played this in a 5 player pod. Obviously the more opponents the worst talrand is. So there is me with the tuned talrand, 3 other weak/moderate players and 1 good player. So naturally I counter every spell the good player has because he had the best stuff worth countering. He loses his shit (somewhat understanndably) and tries to get the table against me. He says if you don't let this next spell resolve I'm leaving. I figured it's a game and if someone is gonna get that mad over a game that's supposed to be fun, then I'll let their spell resolve. Lo and behold.... Tooth and Nail entwined into Terrastodon and an anti counter creature. So he blows up my lands, proceeds to only target me the entire game and has a slight but noticeable grin on his face. At that point I found it funny that someone would resort to being a little bitch because they weren't winning. Be warned, a lot of people HATE blue and personally attack me because he didn't know how to bait counterspells, play around removal, etc... so be warned, when you make this deck really good, people might hate you. Meta dependent of course, I've changed metas and there is little toxicity.

PT 2: We all played again and I pact of negatioend his T1 sol ring and just left the store. It was funny as hell because he looked me dead in the eye and asked if I was serious. I'm like, hell yeah, its funny and makes me happy, which is the whole purpose of the game.

I'll suggest other cards later because thats enough for now

jonmaior on Happy Hanukkah!

1 month ago

Thanks Twist35 some good input! I was definitely thinking about adding some Bojuka Bog I will probably replace the Howltooth Hollow 's. I agree some Explore type cards would be good since I don't have any ramp. The problem is I don't want to cut too many lands I want to have mostly lands and a few non lands. I might cut the Nissa's Triumph + Nissa, Voice of Zendikar package because it seems too slow and unlikely. I do think I don't need as many cycling lands. do you think Courser of Kruphix and Tireless Tracker would be good against aggro?

Twist35 on Happy Hanukkah!

1 month ago

I really like this idea for a deck, I have always wanted to play some sort of grindy lands deck like this, but I didn't know realms uncharted existed! I have a few suggestions though, I think you could really benefit from some acceleration, like Explore or maybe some cards with literally the mechanic explore like Ixalli's Diviner You could probably add some removal in there, as like you said, you have a very weak aggro matchup, I would suggest Fatal Push or maybe something more versatile like Abrupt Decay I could see an argument for mainboard smallpox as well. As far as the lands go I would cut Howltooth Hollow It doesn't seem that consistent when it comes to getting its ability to go off. I think Khalni Garden word work pretty well in its place. I think you would do well cutting some of the cycling lands and putting in at least one Bojuka Bog and maybe a Hissing Quagmire anyways I hope you enjoy playing your deck, it looks super sweet!

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