Journey of Discovery

Legality

Format Legality
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
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

radio414 on Sasaya, Orochi Ascendant Combo (EDH)

1 month 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

1 month 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

3 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

4 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 Zacama, Primal Flagship

4 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

griffstick on Stompy Stompy

5 months ago

OK first I want to point out the exclusions, cards I don't think fit

Borborygmos Enraged, he isn't a very good card unless you build around him. If you build around him a lil bit you will need cards like Snake Umbra, Keen Sense, and cards to combo with that like Skyship Weatherlight or Abundance to combo off so you draw lands over and over again. Otherwise he is over costed and not very good.

Majestic Myriarch is not a very strong card because of its huge downside. The card needs a team of creatures with him or her to be good. If your gonna keep this card you'll need to build a bit of a token deck to make it worth keeping. With cards like. Dragonlair Spider, Wolfcaller's Howl, Wolfbriar Elemental, Verdant Force, Tempt with Vengeance, Symbiotic Wurm, Sylvan Offering, Hornet Queen, Feed the Pack, Dragon Broodmother, Artifact Mutation, Arachnogenesis, and Ant Queen. These are also all good card suggestions.

Apocalypse Hydra is not a very good card. Gruul Ragebeast is a better spell. Or maybe Savage Ventmaw

Zendikar Incarnate is okay but Wilderness Elemental is faster off the ground making it slightly better. Everyone plays non basic lands first.

Undergrowth Champion is only good in the early game. Maybe Selvala, Heart of the Wilds to speed you up to the late game.

Ulvenwald Hydra, this card is great if your getting a really good land card from it like. Gaea's Cradle or Nykthos, Shrine to Nyx or whatever else seems good.

I'd drop both retreats exspecialy Retreat to Valakut these cards are not that strong. I'd put Lotus Cobra in its place

Gruul Signet, Gruul Keyrune, and Darksteel Ingot I'd take out for land ramp. The kinds that add them to your hand and or play. Cards like Kodama's Reach (you have in the deck all ready). Seek the Horizon, Journey of Discovery you also might like Harvest Season, Evolution Charm is great too.

kyuuri117 on Help me Stomp a Stomp ...

5 months ago

You should be running Woodland Bellower. Bellowing for Eternal Witness, Tireless Tracker, Courser of Kruphix. Shaman of Forgotten Ways and Fierce Empath is really good. I would also add some haste enablers like Akroma's Memorial and Concordant Crossroads.

You could also use some ways to get lands into your hand to abuse your generals ability to play extra lands. Stuff like Nissa's Pilgrimage, Journey of Discovery and Gaea's Bounty would be better than Explosive Veg, Rampant Growth, Harrow and Farseek since you can take advantage of the extra lands you're tutoring up. Utopia Sprawl is also good and inexpensive.

Also don't like Star of Extinction or Blasphemous Act here since you're the one presenting the creature threats. You don't want to blow up your own stuff and you should be able to combat other creatures easily.

Lastly, some other inexpensive but very good cards to consider: Reclamation Sage, Noxious Revival, Fierce Empath, Kamahl, Fist of Krosa, Vernal Bloom, Ramunap Excavator (I would suggest adding Evolving Wilds and Terramorphic Expanse so that you can ramp from the graveyard with Excavator and your general. Strip Mine is also inexpensive and would work well with this combination.

These upgrades would cost somewhere like $40-45, $25-30 if you don't play Akroma's Memorial (though the card is really good).

Pieguy396 on Ezuri, Claw of Success

6 months ago

Hey there! This looks like a pretty sweet Ezuri build! While I can't be certain, I would guess that you generally find yourself with just a few cards in hand, and that you usually play all of your creatures and then have a hard time recovering from a board wipe, right?

While that guess could be way off, it looks like a lot of your deck is very strong when you're ahead, but rather weak when you're behind. First of all, you appear to be a little low on ways to interact with your opponents. With Ezuri, you want a lot of creature-based interaction. Reclamation Sage, Acidic Slime, and the like can be very strong. AEther Adept, Mist Raven, Man-o'-War, Venser, Shaper Savant, and Voidmage Husher are all options to deal with your opponents' creatures, albeit temporarily.

However, not everything can be creature-based. I see that you already run Krosan Grip, which is absolutely a strong card, but I would also add in some of my favorite removal spells: Nature's Claim, Natural State, Pongify, and Reality Shift are all great ways to deal with annoying things on the cheap. Beast Within is also great.

You also want some number of board wipes. With Ezuri, bounce-based board wipes are great, as they allow you to re-trigger Ezuri's ability. Evacuation, Devastation Tide, and Curse of the Swine are all great for this.

In addition, you have ways to draw cards, but they either draw you a ton of cards (such as Fathom Mage), or don't draw you any cards. I would recommend adding in a couple of cards that just draw you cards, no matter what else you have on you board. Fact or Fiction is a great card for this, as is Opportunity.

Now, Ezuri presents a little bit of a problem with this, because Ezuri specifically cares about creatures, and your deck doesn't have a lot of ways to function if you can't play a lot of creatures. I would recommend staying away from cutting creatures as much as possible (other than the duplicate Bane of Progress), and instead start by cutting cards like Simic Charm, Journey of Discovery, Verdant Confluence, probably a land or two (I find 37 is a comfortable number for a Blue/Green deck), etc.

Finally, some general suggestions. Some of these are already on your maybeboard, but these are ones that I would highly recommend adding:

In any case, I really hope this helps. If you want my help again in the future (or have any questions about what I said above), feel free to leave another comment on my profile. Enjoy!

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