Back:Atzal, Cave of Eternity
|Commander / EDH||Legal|
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|Rivals of Ixalan (RIX)||Rare|
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Journey to Eternity
Legendary Enchantment — Aura
Enchant creature you control
When enchanted creature dies, return it to the battlefield under you control, then return Journey to Eternity to the battlefield transformed under your control.
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Journey to Eternity Discussion
1 week ago
Maybe Vivien is good in elves or merfolk ? she could be protected by small creatures and help them find other small creatures
-3 destroy Artifact( Heart of Kiran Wheatherlight, Blackblade Reforged, Enchantment History of Benalia, Hidden Stockpile all the flip enchantment from the Ixalan block Search for Azcanta Flip, Legion's Landing Flip Journey to Eternity Flip etc.. and Creatures with flying Glorybringer,Lyra Dawnbringer, Demonlord Belzenlok.
-8 get a emblem which gives all you're creatures +2/+2 trample, vigilance and indestructible.
the one thing i look forward to in this set is if this card is a "hiddenpowercreep" it's always those little details which decides if it's the real deal or not :)
1 week ago
I did a U/B Reanimator earlier in standard. Hated using Boneyard Parley, so I Opted (Buh-Dum-Tss) for Demon of Dark Schemes and The Scarab God. Both could be either reanimate targets, or reanimators themselves. What I liked about running them as opposed to Journey to Eternity Flip (Still a good card, I run it in my Saprolings deck) and Liliana, Death's Majesty (was still in the deck, just wasn't the only real star) was that they let me pull threats from other graveyards. I could revolt Fatal Push their Rekindling Phoenix and steal it before it came back. I really liked the synergy between the Liliana and the demon, because he gets counters off the zombies she'd make, then uses them to pull something big out that she'd mill out to make more zombies. I also ran a couple copies of Razaketh, the Foulblooded in the deck because he can give Demon of Dark Schemes more energy, and he can tutor for other big threats or removal you may want/need.
2 weeks ago
Have you considered Hardened Scales? You could cut Mer-Ek Nightblade, the illegal Spiritmonger and a Journey to Eternity Flip. You might also go down to just two Vigor Mortis, cut New Horizons and one Corpsejack Menace for a play-set of Avatar of the Resolute. If you wanted to make the deck lower to the ground and aggressive you could add four Servant of the Scale. You could also improve your mana with a play-set of Woodland Cemetery.
+1 though, I love counters and your deck seems sweet.
1 month ago
This is a bit weak around the 2CMC mark, and also in the late game.
Putting some Blossoming Defense in your Sideboard will help with that.
Some Heroic Intervention, to protect your Creatures from board wipes, is also a good idea.
Vraska is a good Token generator, which this deck sorely needs, and its ultimate can make it win games on its own.
You may be able to think of one or two other cards you could remove for extra copies, as it's just that good.
Your Sideboard could look something like this:
3x Blossoming Defense - protect a Creature from Exile, pump to get final damage through
3x Heroic Intervention - protect against board wipes
3x Thrashing Brontodon - deal with problematic Artifacts or Enchantments
4x Vraska's Contempt - get rid of gods and Indestructible Creatures, get rid of Planeswalkers
If you make some changes and want me to take another look at this, tag me in these Comments.
Hope that helped.
1 month ago
Vlasiax Well for as long as I played this deck, I've never had a max hand problem unless I just bricked on lands in which case I was out of the game anyway haha. Plus, discarding creatures is perfectly fine with some of the reanimator parts of the deck (actually going to try to get Journey to Eternity Flip back in after playing around with it today). Shards was one of the ramps spells I looked at when trying to figure out what to add. I found personal preference for Ranger's Path but can see the argument made for it as it does thin your deck more but won't get them on the field. So it's just what you need.
kameenook In the almost year I've played this deck, I've had a mana problem one time in terms of color fixing and it was because I was bad and didn't search for the right land (getting a second black source for Patriarch's Bidding) earlier in the game when I thought I should've. Essentially having all of these fetches and duals lets me search for whichever land I need and setting up for my spell colors. By the time it reaches late game, land colors don't matter as long as I have a lot. Also I doubt I would get a hand that often with no green mana in it and why would I take a hand with green ramp with no green mana to cast the spells? Seems quite unlikely. Since I can just search for correct lands, it essentially negates the need for Lantern fixing which allows me to cut it for another slot of something else with the deck so tightly packed with cards I'm not wanting to cut. Plus, I've always had a much bigger preference of pulling lands out of my deck to thin and ramp rather than play an artifact that can be destroyed. It may only be one card to thin but sometimes that's makes a big difference.
1 month ago
Got a highly recommended suggestion after testing deck a bit. You will likely want to run Llanowar Elves. The deck is light on 1 drops and the addition of a 1 drop ramp creature helps a great deal. I would suggest at least 3 copies (4 ideally). to make room for them I would suggest cutting Verdant Force and Torgaar, Famine Incarnate. While Force is a strong body when on board, he just is to slow to get out there even with ramp and found he tends to not get out because I won faster then he could come out. I would also remove Torgaar because he takes a player to 10 health which is a nice trick to take someone down that you haven't hit all game, but could be troublesome when you are looking for another body to put on board when you have them lower then 10 and you are still above (still would keep in side for decks that gain life).
Another strong card that I would advise is Song of Freyalise. Playing this card on turn 3 or 4 could lead to you swinging lethal on turn 6 or 7. You would likely want to play 2-3 copies of the card but not necessarily 4 copies as the card is not something we want to draw multiple copies at once and is used to help swing for lethal because of the trample, vigilance, and indestructible.
A card that would be a must for side deck is Heroic Intervention and probably played at 4 copies. This card denies all targeted removal and board wipe spells besides Settle the Wreckage and -/- style board clear.
One last card change I would suggest would be to swap Deathbloom Thallid for 2 more Yavimaya Sapherd. The reason is that you get the token immediately and functions better with Sporecrown Thallid and Tendershoot Dryad. Also you don't have to worry about the card being exiled by cards like Magma Spray and get nothing from it.
Also I ended out cutting Journey to Eternity from mainboard because it was to slow. I would still consider for side if you have room because it can be useful vs decks that will drag games out.
I hope these suggestions were helpful. I was able to test and come up with these suggestions with help of someone at my local trying to do something similar. These tests we have done have not been vs mono red yet, but we feel these changes should still greatly improve odds.