Journey of Discovery

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful 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
Mirrodin (MRD) Common

Combos Browse all

Journey of Discovery

Sorcery

Choose one - Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle your library; or you may play up to two additional lands this turn.

Entwine (2)(Green) (Choose both if you pay the entwine cost.)

Journey of Discovery Discussion

blakeivey12 on Commander Ezuri (Green/Blue)

6 days ago

I think you'd want to focus on proliferate and putting +1/+1 counters on your creatures.

I think that you have a larger number of enchantments then you need. Here are my suggestions to sharpen this area of your deck. Web of Inertia should be replaced with Inexorable Tide . Sheltered Aerie can be replaced with Hardened Scales . This next swab can be a large chunk of money but is a significant upgrade. Asceticism is an upgrade for Shielding Plax . It is up to you but I would cut Beastmaster Ascension and Bred for the Hunt . You can replace them with value creatures that allow you to utilize your commander.

For Sorcery, I am going to again focus on proliferate. Miming Slime creates a creature who can be powerful but not of value, instead I would put in Tezzeret's Gambit . Verdant Confluence is a good card but beings with it a high mana cost. Triumph of the Hordes is cheaper, buffs all your creatures, and threatens your opponents with an infect trample attack. I would replace Confluence with the Triumph of the Hordes card. Cultivate could be more versatile and cheaper then Journey of Discovery .

Now instants. Druid's Deliverance focuses on populate. This ability is for doubling tokens and not counters. Krosan Grip is more value as you get to remove a target artifact or enchantment. Your other cards are good choices but preventing combat damage just slows you down. I would remove Respite and Root Snare . You can use this spot to add 2 more creatures that will buff your experience counters.

Artifacts is really up to you. My only suggestion would be to remove Simic Keyrune and put in Whispersilk Cloak .

Lands look great! Some suggestions would be Yavimaya Coast , Temple of Mystery , Evolving Wilds or Terramorphic Expanse , Botanical Sanctum , and Hinterland Harbor . Sand Silos can slow you down somewhat and Darksteel Citadel only produces colorless mana. It is up to you on how you want to combine these suggestions. My last note is that your land count should be between 37 and 39 to make sure you can constantly play mana and don't get stuck.

Creatures are the bread and butter of your deck. You need them for those experience counters, so let's start putting in some value creatures that benefit you. Wall of Mist is a defender that will never attack, instead lets try to put in Chasm Skulker . Skulker can get very scary and when he is removed, you have an army of tokens. Cultivator of Blades can help to power up your creatures on an attack, triggers an experience counter, and is cheaper in mana then Oran-Rief Hydra . Druid of the Cowl can be upgraded with Gyre Sage . Sakura-Tribe Scout and Wayward Swordtooth allow you to play additional lands but this doesn't benefit your gameplan. Herald of Secret Streams and Champion of Lambholt are good value cards to replace them. Gladehart Cavalry is very expensive mana wise. Vorel of the Hull Clade is a great replacement that doubles your counters. Overgrown Armasaur should be replaced with Managorger Hydra .

Cloudius on Tatyova, Benthic Druid

1 week ago

bushido_man96 glad to be of help.

Nature's Lore can fetch dual lands too so its good for color fixing. If you like cards that gets lands out in the wild, you can consider Summer Bloom , Journey of Discovery .

Both cards allow you to drop lands from your hand into play, which synergises well with your Moonfolk army. Journey doubles up as Basic Land tutor, if drawn late game, you can easily pay the entwine cost to enjoy both abilities.

Throwing it out for your consideration. Happy tweaking and play testing!

babushkasara on Kruphix Tron

2 weeks ago

For removals, other than what I mentioned in my first comment, I'd suggest taking out:

CheapCanadianrototype on Nikya'll Kikya

3 weeks ago

If I may, I would suggest putting in Llanowar Elves and Elvish Mystic to keep your curve down and help with the ramp as you try to fish for more lands early on. Borderland Ranger is another good budget option that can get you more lands early. Journey of Discovery is a fantastic sorcery for land ramp. Depending on your group's meta, Runic Armasaur might be another cheap option for card draw. I see you have some hydras lined up as possibilities, Mistcutter Hydra is a fantastic card against control decks that run blue and Savageborn Hydra will be absolutely titanic if it hits the field! Polukranos, World Eater is another fun hydra that fights opponents creatures when you make it monstrous.

I don't think you should discount having other enchantments either since Nikya tries to discourage that. Zendikar Resurgent has dipped in price and having good card draw on top of ramp can be a win-win.

It would be good for you to have some redundancy for making your creatures uncounterable. Prowling Serpopard and Spellbreaker Behemoth are both good options and Vexing Shusher if you want to spend extra. Adding something to give creatures haste from the get go is also nice to have outside of your Rhythm of the Wild. Anger is just a solid option at about 50 cents and Urabrask the Hidden does that and then some, too.

These are just some of my thoughts as a fellow G/R player. I honestly love Nikya and seeing someone putting a deck together is exciting! Hope some of the suggestions get you on the track you want, whether you take them or not.

Hi_diddly_ho_neighbor on EDH Gardener of Kamigawa

1 month ago

Hi there!

So here are some suggestions. You already have the additional land drop cards covered, but I think you could use more cards that put lands directly into you instead of the battlefield. That way you can maximize your commander (and Sasaya) to their full potential. I think additions like Thaumatic Compass  Flip (it even becomes a Maze of Ith later on!), Journey of Discovery, Life from the Loam (not very budget, but suuuper powerful here), Abundance, and Realm Seekers would greatly benefit you deck.

Patron of the Orochi and Seedborn Muse might also help you get additional activations from you commander.

Beast Whisperer and Soul of the Harvest will also get you a bit more card draw too.

Rogue's Passage or Whispersilk Cloak can help you get that infect win quicker as well.

Good luck deck building!

Urzas_Driving_Goggles on Cheap Heap of Repeating Peat

2 months ago

I wasn't aware of Gaea's Touch being banned. Good catch, thanks.

Swapped it for Journey of Discovery. Though it is definitely not my first choice, it should still do the trick.

Cloudius on Tatyova, The Imortal Seer

3 months ago

Tatyova is extremely fun to pilot so good choice here.

You may wish to consider Horn of Greed as a redundancy for Tatyova just in case she gets repeatedly removed.

I highly recommend Scapeshift and Splendid Reclamation for massive landfall triggers.

Farseek, Nature's Lore, Skyshroud Claim, Harrow, Spoils of Victory, Rampant Growth, Crop Rotation, Tempt with Discovery, Journey of Discovery are all good ramp spells you can consider.

I made a similar deck but with a more Spellslinger focus:


Life is Like A Hurricane

Commander / EDH Cloudius

SCORE: 30 | 27 COMMENTS | 1997 VIEWS | IN 8 FOLDERS


Check it out for more inspirations. Feel free to leave your comments, feedback, suggestions and +1 (if you like the deck) there too! Cheers.

Elf0491 on Mayael's Big Boy Club

3 months ago

Big smashy Naya decks can be a ton of fun! It kinda depends on what direction you want to take the deck, but if you're looking at the classic 'power 5 or greater matters' theme, here are some suggestions:

Remove: Chandra, Fire of Kaladesh  Flip: This deck focuses more on casting big creatures, so the likelihood of flipping Chandra is very low. Firemane Angel: Very expensive for her effects. Better creatures and lifegain can be found. Gigantosaurus: Hilarious card, but the 5 green will be super hard to get in a three color deck. Legion Loyalist, Legion Warboss, and Ajani's Welcome: These cards are all geared towards a 'go-wide' playstyle that encourages lots of small creatures. That's not how Naya usually plays, and most of the rest of your deck isn't set up to support them. Light of the Legion, Swiftblade Vindicator, Dawn of Hope, Path of Discovery, Prodigious Growth, Urban Utopia, Bounty of Might, Flower / Flourish, Boros Keyrune, and Selesnya Cluestone: These are all cards that either don't mesh great with the rest of the deck, or are decent, but have cards that can usually do the same thing better.

Big Boyz: Meglonoth: Great power for 6 mana, and can really pump out damage both attacking and blocking each time around the table! Mycoid Shepherd: Pretty decent source of lifegain. Paleoloth: Graveyard recursion. Spearbreaker Behemoth: Gives your important stuff indestructibility! Spellbreaker Behemoth: Can absolutely wreck blue control. Woolly Thoctar: 5/4 for 3. Nuff said. Bull Cerodon: Really solid creature to keep bashing your opponent's with. Godsire: Can be hard to play, but will generate an insane amount of value if it stays in play. Stalking Vengeance: When your stuff dies, so do your opponents! Victory's Herald: massive boost to your field, especially with lifegain.

Mana Ramp: Gruul Signet and Selesnya Signet: Some of the best ramp for three color decks. Drumhunter, Exuberant Firestoker, Sacellum Godspeaker, and Sunseed Nurturer: Can be okay as ramp, while also synergizing with your theme. Mul Daya Channelers: can be either a 5/5, or help you ramp into one. Somberwald Sage, Beastcaller Savant, Birds of Paradise, Channeler Initiate, Chromatic Lantern, Commander's Sphere, Draconic Disciple, Llanowar Elves, Atzocan Seer, and Drover of the Mighty: All permanents with useful ramp abilities, some of which even have a few other potential synergies. Traverse the Ulvenwald, Sakura-Tribe Elder, Yavimaya Elder, Harrow, Journey of Discovery, Gift of Estates, Cultivate, Caravan Vigil, and Collective Voyage: Cards with varying effects that let you search up lands from your library.

Utility: Asceticism: Lots of protection for your board. Anger and Fires of Yavimaya: gives all of your creatures haste. Signal the Clans: Great tutor card for creature based decks. Loxodon Warhammer and Behemoth Sledge: Trample and lifegain on a stick. Domri Rade: Card draw, repeatable fighting, and a crazy ult. Deafening Clarion, Austere Command, Earthquake, Mizzium Mortars, Comet Storm, and Savage Twister: All have the potential to be near one-sided boardwipes.

Lands: Ancient Ziggurat: With a focus on creatures, this card is usually really useful. Command Tower: Should be in every commander deck. Naya Panorama and Jungle Shrine Kessig Wolf Run: Extra damage and trample. Contested Cliffs: Repeatable fighting for your beasts.

There are probably more suggestions I could make, and certainly not all of these cards need to go in. Just some different ideas for you to consider!

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Journey of Discovery occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Green: 0.08%