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.)

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Journey of Discovery Discussion

lagotripha on Bant “Landfolk”.

3 months ago

Remand and pact are appropriate as fuel for ascendancy combo, but there aren't enough cantrips for that to be somewhat reliable- I'd consider cutting ascendancy entirely, and looking for some 'play an extra land' cards- Azusa, Lost but Seeking might break the bank, but Explore, Journey of Discovery, Rites of Flourishing, Wayward Swordtooth exist. Elvish Pioneer won't be great, but Sakura-Tribe Scout has made a strong showing in Primeval Titan decks, alongside Tolaria West. If you're ok with the cost, Tireless Tracker is the core 3 drop in most green lists right now for a reason. Vesuva is modern legal, if not played because of the lack of Cloudpost abuse.

Sideboard wise, Broken Bond looks nice for this deck in particular, then its the usual hate cards for your meta. If you're having trouble with a particular deck, look at their primer and see what cards they are trying to play around.

Malu on Omnath, Locus of Mana

3 months ago

Nice mono green

You might think about adding some cards. A few come to mind.

Journey of Discovery

Seasons Past

Naturalize

radio414 on Sasaya, Orochi Ascendant Combo (EDH)

5 months ago

I understand why you would think those cards would be good, but I haven't found any of them to be in practice. Let's go down the list:

  • Animist's Awakening: The big problem with this card is that it's a sorcery. To be more specific to my point, it's not a creature. In a deck consisting of land search effects and creature tutors, this is a big problem, as the cards that can find it (Planar Portal and Ring of Three Wishes) would much rather find Genesis Wave instead. I used to have Collective Voyage in this deck filling a similar role, but cut it for all these reasons and I'm not convinced Animist's Awakening is significantly better.
  • Summer Bloom: As an Amulet Titan player, I have a soft spot for this card, but for the same reasons as Animist's Awakening, it just doesn't belong in the deck. Azusa, Lost but Seeking, Wayward Swordtooth, and Oracle of Mul Daya are creatures (see above), so they get to keep their slot, and Journey of Discovery is versatile enough to keep its slot, and Summer Bloom is just left in this weird in-between where it can't compare to any of these cards despite it's similar effect.
  • Lifecrafter's Bestiary: I could maybe get behind this one if more than fifteen percent of this deck was creatures. As it stands, it barely does anything (Rowen would be better and I'm not yet sure if I want that) and the times that it does do something, that something is middling.

To round it all off, your suggestions would take the maindeck to 102 cards, which of course is more than the Commander/EDH-required 99 plus a Commander/General. Do you have any suggestions for cuts, or are you just sounding off cards that you think might be okay?

Best,

-r

Feyamius on Remove Gelectrode

5 months ago

I'd run Trostani's Judgment over Blessed Light, and of course Wake the Reflections, cutting some of the 1/1 token creators. You want your tokens to be big.

Grow from the Ashes is a great new ramp spell. Far Wanderings and Journey of Discovery are very good as well. Selesnya Cluestone, Commander's Sphere and Darksteel Ingot could ramp you even more so you can activate your commander's populate ability multiple times per turn. Like suggested, you could take out some 1/1 token creator spells for the increase of ramp.

Bchong on Treva, the Renewer

7 months ago

hey you should really consider some more ramp cards like every mana dork possible and every signet possible. They are very good and will be worth your time...and every other EDH deck you build will probably need them.

Llanowar Elves Birds of Paradise Azorius Signet Selesnya Signet Simic Signet Talisman of Unity Nature's Lore Skyshroud Claim Kodama's Reach Harrow Journey of Discovery

here is a couple ramp cards you should seriously consider.

I don't know what else to really suggest because I don't play voltron or with creatures in general for my EDH deck and it seems like you have choosen a lot of budget option rather than many EDH staples.

raefgall on Selvala's Chargers

8 months ago

Overall breakdown:

The first thing that stands out is that the ratios for this deck lean very heavily towards single use, non-repeatable effects. There should probably be a bit more land (I'd aim for at least 36 or so), and a few of the cheap fetch lands would go a long way. While you have some token generators, some additional creatures would probably help as well. Think of it this way: late in the game with no cards in hand, how big of an impact will the card have? If you can include a card with more than one use, the chances go up.

TL;DR I would cut some of the limited focus instants and sorceries for some additional land and some creatures/artifacts that still move towards your theme.

Some Suggestions on what to add:

Land: Bant Panorama, Krosan Verge, Naya Panorama, Evolving Wilds, Myriad Landscape, Terramorphic Expanse (6)

Creatures: Acidic Slime, Reclamation Sage, Karametra, God of Harvests, Dauntless Escort, Loxodon Hierarch (5)

Instant: Beast Within, Blunt the Assault, Selesnya Charm, Sylvan Reclamation (4)

Enchantment: Beastmaster Ascension, Song of the Dryads (2)

Artifact: Selesnya Signet, Selesnya Cluestone, Spear of Heliod (3)

My suggestions on what to remove:

Sorcery: Deconstruct, Dosan's Oldest Chant, Journey of Discovery, Overwhelm, Rampant Growth, Revive, Stomp and Howl (7)

Instant: Nourish, Predator's Strike, Restrain, Ruthless Instincts, Soothing Balm, Titanic Growth, Wax/Wane (7)

Land: 1 Forest, 1 Plains (2)

Enchantment: Arrest, Cho-Manno's Blessing, Street Savvy (2)

Creatures: Vine Trellis, Viridian Emissary (2)

Force_of_Willb on

8 months ago

Aren't you a little worried about the early game? It seems that the average creature cost is 6+ and only 1 mana rock and 3 ramp spells. I feel you will have a hard time staying alive to cast your cards against an aggressive field.

I usually like to play 37 lands with 10 mana rocks and 10 Ramps spells in my green decks. here are some to consider: Drover of the Mighty, Birds of Paradise, Darksteel Ingot, Commander's Sphere, Collective Voyage, Oreskos Explorer, Tempt with Discovery, Veteran Explorer, Expedition Map, Gift of Estates, Greenseeker, Journey of Discovery, Horizon Spellbomb, Journeyer's Kite/Thaumatic Compass  Flip, Mycosynth Wellspring, Nissa, Vastwood Seer  Flip, Peregrination, Pilgrim's Eye, Search for Tomorrow, Seek the Horizon, Sprouting Vines, Sylvan Reclamation, Sylvan Ranger, Sylvan Scrying, Weathered Wayfarer, Yavimaya Elder, Wild-Field Scarecrow, Burnished Hart

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