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

Printings View all

Set Rarity
Commander 2018 (C18) Common
Archenemy: Nicol Bolas (E01) None
Modern Masters 2017 Edition (MM3) Common
Duel Decks: Elspeth vs. Kiora (DDO) Common
Worldwake (WWK) Common

Combos Browse all



You may play an additional land this turn.

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Explore Discussion

hkhssweiss on Intet of Infinite Dreams (Combo)

2 weeks ago

Hmmm I can see where you are coming from. Here is the rundown and game plan for this deck, basically Intet is the engine that makes all your spells cast for 3 mana. We run all the tutors accessible that I know of to reduce the cost and abuse Intet's ability. Early game is all about set up and setting up your ramp as well as your manipulation. We don't cast Intet until she can be protected, and we usually don't swing with her the same turn she is casted. This isn't a control deck, which is why there is no counterspell package in here with the exception of Mana Drain (Which was only added in due to a compelling argument my friend made that I lost, as essentially it is a ramp spell). This is a full out combo extra turn deck abusing Seasons Past and using Intet's ability to start it off earlier. She is there to be a threat and my meta knows it, it's the reason why I run the reactionary spells.

The reason I run wheels is because they are the fastest way to refill your hand as well as hand disruption. I generally empty my hand by turn 2-3, having that wheel is essential for Intet. Draw spells have to be burst or else it slows me down so cards like Pull from Tomorrow aren't great and plus they are feels bad when you rip them off the top with Intet.

Yes I agree Intet may not be the best commander for this type of build, but the personal goal is to refine her as much as possible to the utmost limit. Her current build is notorious at my LGS and has won about 70% of the games played with her. This is what I came up with after playing with her for 4 years and tuning after certain cards being banned (Prophet of Kruphix).

The extra turns aren't as clunky as you would think, they essentially become an overcosted Explore but that's one turn further than all the other players as well as if you have library manipulation you are able to dig deeper. On average Intet starts to combo out by turn 6-7 unless you mulled a really bad hand.

Hope that helps to explain! :)

DemonDragonJ on Why not play this card ...

3 weeks ago

Explore is not the only card that I feel should be in every EDH deck that allows it; I personally feel that every green EDH deck should have Seedborn Muse and that every multicolored deck should have Chromatic Lantern, as there is really no good reason to not include them in any deck that allows them.

Honor_Basquiat on Vorel of the Hull Clade

1 month ago

You're off to a good start! Here are some nonbasic lands you can use that are budget friendly:

I would recommend you run somewhere between 36 and 40 lands (this is including basic lands).

As a green deck, I strongly recommend you make room for some ramp spells. The higher your mana curve the more you should run. They make it easier to cast your bigger spells, recast your commander and ensure you don't get mana stalled. Here are several budget options:

As a blue deck, you may want to make room for a few counterspells, not too many though. You are already running Fuel for the Cause which is good for your deck and Turn Aside you are also running is good to protect your commander and other things. Here are a few budget options:

I hope this helps!

ERoss8 on Why not play this card ...

1 month ago

I only half followed the conversation (even that’s probably generous), but my 2 cents on the issue.

I don’t run any because I never run blue. However, I see this a decent amount in my playgroup, which I’d describe as not cEDH, but competitive enough that something like 10 minute combo-turns happen sometimes, control decks and combo are fairly prevalent, and is overall fairly battlecruser-y. Extra turn spells show up in the deck that takes a while to win (but usually wins if it takes that long), or in the control builds. They’re effects range anywhere from extra card, extra land drop, do whatever you were going to the turn before to extra card, extra land, untap my lands to respond to your stuff to copying it ten times and I should basically win.

I think the effect is fine, but it paints a huge target on your head usually. I wouldn’t use it without purpose, unless it’s basically Explore + Rude Awakening in blue. It’s worse than Seedborn Muse imo because someone can point a removal spell at the muse, but noone can retroactively deal with the extra turn (and the muse doesn’t otherwise advance your board).

As long as it doesn’t drag the game on to forever, I’m fine with it, but I don’t really consider them “must includes”

SMASHER101 on Why not play this card ...

1 month ago

The humble card Explore, it cantrips and gives you an extra land drop. Would you play this card in every deck if it was blue and cost 0? At that point there is no downside to running it.

Would you play it if it was further changed to untap all your permanents but you could only play it once you had 5 mana?

What if it also gave you an extra combat step, activation of your planswalkers, and another upkeep and end step?

My question, could you ever be wrong putting Time Warp and the other 5 mana extra turn spells in your deck? (obviously ignoring budget and not wanting to be "that guy")

SynergyBuild on Sea Monsters

1 month ago

If you want to fix your draws and trigger Arixmethes really fast, catrips like Explore, Brainstorm, Ponder, Thought Scour, Preordain, and other cards, like fast ramp in the form of elves and things from Arbor Elf, Llanowar Elves, Birds of Paradise, Elvish Mystic, etc.

lagotripha on The Door

2 months ago

Usually when I'm goofing with door to nothingness its best to focus on making as much mana as possible. Early Harvest or Dictate of Karametra. Casting a bunch of wraths is probably an effective tactic, although I'd run Sakura-Tribe Elder for the free blocker. Bounce lands and Amulet of Vigor was ok, although bloom's banning stopped the titan variants, you can still make a decent go of Explore as a cantrip/ramp style.

GodRedSands on The Mono-Green 5 Color Deck!

2 months ago

Thuggy The main reason why I used Terramorphic Expanse is that I want to proc some of the landfall from the deck, it also allows me to filter some specific cards from the library so I can draw my key cards from the deck. I've removed Khalni Heart Expedition from the deck as it served no useful features in the mid/late game. It doesn't have any presence and is a wasted card really. I've updated it to run 2 Explores instead.

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