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.

Browse Alters View at Gatherer

Trade

Have (2) kpral , DStroy252000
Want (4) davcris911 , Aethos528 , S3KShun8_Elite , spaceyjdjames

Printings View all

Set Rarity
Rivals of Ixalan (RIX) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Journey to Eternity occurrence in decks from the last year

Standard:

All decks: 0.07%

Commander / EDH:

All decks: 0.03%

Golgari: 0.4%

Journey to Eternity Discussion

thecommanderguys on Korvold, the Fae Cursed King

2 months ago

Thoughts (Not things which should automatically be included; but things to consider.);

  1. Mikaeus, the Unhallowed -->Redundancy for Grumgully
  2. The Gitrog Monster -->Additional Lands for Turn but on top of that a free sacrifice/Korvold trigger each turn and synergizes SUPER well with fetches.
  3. Tendershoot Dryad -->pretty damn good token producer and potential wincon
  4. Mazirek, Kraul Death Priest -->Makes your board get out of hand VERY quickly.
  5. Squandered Resources -->kinda speaks for itself.
  6. Harrow , Crop Rotation , Scapeshift , Splendid Reclamation , Khalni Heart Expedition -->Ramp and draw, what's not to love?
  7. Journey to Eternity  Flip-->Considering the number of sac outlets we are looking to run, this card quickly becomes a good one per turn re-animator.
  8. In my mind this may be a deck which wants to go a little heavier on multiple lands per turn with Azusa, Oracle, Gitrog and Exploration. It allows a focus on using fetches to trigger Korvold while also generating value with things like Field of the Dead or Strip Mine. Maybe keep

lagotripha on GB Constellation [Pioneer] Help needed!

2 months ago

The coolest strength from within deck I ever saw was a Screams from Within list. Naturally, that isn't playable in pioneer, but many tools like Nighthowler Renowned Weaver , Commune with the Gods / Kruphix's Insight exist, and some pseudo 'repeatable' enchantments like Demonic Vigor / Kaya's Ghostform / Journey to Eternity  Flip, Mana Bloom / Talons of Wildwood / Vineweft are.

The question hanging over the deck is speed when facing 3 drop walkers. Playing a ramp shell offers a lot for that, but its likely you'll need a hefty disruption package in there somewhere, or some insane value.

craigels on Jarad, Golgari Lich Lord

4 months ago

A lot to think about for sure! Ok but to get to the point: I think i will keep the land count at 35 ( Journey to Eternity  Flip will become one) and I've added a mana dork. I fundamentally disagree with the notion that this deck in particular needs less land. Since Jarad doesn't tap for his ability, I want to be able to use it as much as possible. With extra card draw like Diabolic Intent I will still be able to draw creatures even if my draw step is a land. Also, in case of a kill spell or board wipe, I can still sac the biggest creatures before the spell as a deterrent and last resort. I think that Mindslicer won't be as good as some of the fatties that you suggest to take out. Yes it does deal a flat 10 damage if saced by his ability, and 5 if used in another, but it is quite plausible by the end of the game that many of the fatties will exceed 10 power.
Anyway, thank you for the suggestions, I rather enjoy the discussions regarding deck strategies!

Vulnoth on Scarecrow

5 months ago

Alright, let's get back in the field.

'Crow Support

Lords and Anthems

A longtime staple for tribes, dating all the way back to Zombie Master , and almost every tribe wants them. Since you're looking to put a lot of 'Crows on board, Lords of course buff them, and enables your ability to close a game without depending on commander damage. Some come with bells and whistles, and depending on what build you want, not all of these will make the cut. Anthems help with this as well, but vanilla Anthems won't give you the same mileage as a Lord. Nevertheless, it's worth considering everything at your disposal.

Adaptive Automaton - A standard Lord that mixes with any tribe, and maybe not ideal for Reaper, Lords are just good in general

Brass Herald - A little costly, but a recruiter and Lord in one is a nice option; I would only be comfortable recommending this if your creature count is high

Metallic Mimic - A de facto Lord, and is prime for ETB abuse

Etchings of the Chosen - Making your general hard to deal with should always be welcome

Radiant Destiny - I think Vigilance is a little too vanilla to make the cut in EDH, but it's worth considering

Shared Triumph - As far as Anthems go, this one is sold mostly by its appealing mana cost

Door of Destinies - Given that you will cast a lot of Scarecrows, Door will put in work

Icon of Ancestry , Vanquisher's Banner - An Anthem that can also access more advantage will serve you well

Other Support

Cover of Darkness - I think Cover is a little too Voltron-ish for King, but it's an option

Kindred Boon - Mostly just protection for King and at least is worth considering

Steely Resolve - Tribe-wide Shroud seems very good for any tribe that can use it

That Which Was Taken - Protection for anything, plus synergizes with Artifact support

Advantage Generation

Draw

Drawing is strange in EDH. Not everything good is usable here since you still want to find synergy, but there are plenty of options, and most of them will serve you well on a budget.

Deep Analysis - Its initial cost can be rough, but Flashback is great,

Dig Through Time - Given how long EDH games can go, Dig usually has plenty of Delve fodder to be affordable

Distant Melody - A decent choice for any EDH tribal

Thoughtcast - Solid in anything Artifacts

Greed - It's an option

Mind Stone - Doubles over as a mana rock, but its draw ability is mainly what you want for late game

Slate of Ancestry - It's " Distant Melody " on an Artifact

Thopter Spy Network - Generates fodder and enables draws, and while maybe not great, is nice nonetheless

Tutors and the Like

Consistency in function is crucial to your deck, and depending on who all you play with, the tempo of games could afford you time for otherwise less ideal options.

Scheming Symmetry - Better with more people at the table, but is an option

Planar Portal - Maybe a little costly, but it tutors anything and is a personal favorite

Planar Bridge - Even more costly than Portal, but can just churn a permanent out of the deck

Whir of Invention - Since Tinker will never be legal, this is what you got

Saheeli's Directive - Costly, but powerful, plus it gives a little extra utility to Artifacts that you don't immediately have use for or don't tap

Lands

I'm no expert in juggling lands for multicolor EDH, but there are some solid good stuff lands for such a format. This is probably where most of your attention is going to go because Shocks, Fetches, and the like are outside your budget, leaving you working with more strict cards. I'm including transforming cards because the Land forms are mostly what will concern you, although keep in mind their original forms should provide some utility as well.

Arch of Orazca - A colorless land can suck, but one that can keep cards in hand is worth noting

Command Tower - Don't question it

Glimmervoid - Staple for Artifact EDH

Growing Rites of Itlimoc  Flip - Can grab a creature, easily transforms, and if you manage that, it can be a nice mana source

Journey to Eternity  Flip - Production of any mana and reanimation is nice, and in a format where everything dies, transforming it shouldn't be hard

Mirrodin's Core - Super budget and requires some planning, but is flexible

Opal Palace - Decent fixing, plus it softens the pain of casting your general for the sixth time in a game

Path of Ancestry Color fixing with perks for casting your general

Storm the Vault  Flip - In Artifact EDH, it transforms for almost nothing into Tolarian Academy , and I guess it can also produce any mana

What to Ditch

This is where I start to fall off, since I've only ever built Voltron and Superfriends EDH decks. But I do have solid overall advice for deck building, period: consider what cards bring to the table. If you find that a card doesn't quite work well, look for something to better get this machine working. Try to get as much synergy out of your cards as possible, so things with linear and okay-ish function may not be worth keeping. Always test and see what happens. A lot of things that are good on paper don't iron out in practice, and likewise things that don't iron out on paper are great in practice.

Hopefully this all helps you find your way with the deck. Of course, since I'm no expert in this field, feel free to do further research for tips and cards. There are plenty of other King EDH decks on TappedOut, and people love to build things differently, so there likely are going to be things I've missed that someone else considers a no-brainer inclusion. Additionally, utilize Google and MTGSalvation for more ideas. Lastly, deckcycling puts it on the front page for people to see, and possibly give you a hand. There's a lot of room to build here, and there are likewise a lot of people who can advise you.

troublinparadise on Jarad visits the rat colonies

5 months ago

Love this deck! I'm in the process of building a very similar one. I wish thrumming stone weren't so darn expensive! I'm sure when I buy one they'll immediately reprint it, or ban it...

I've compiled a list of cards I'm considering that aren't in your deck. I expect that many of them are cards you either: 1. Thought about and decided against. 2. Didn't want to shell out the cash for, (I feel ya) 3. Don't use in your play group. (I noticed you've got no tutors. A card like Mausoleum Secrets is very affordable and super strong in this deck. If your playgroup or you personally avoid tutors for balance/powerlevel/gameplay reasons, I commend you.) Hopefully there's a card or two in this list that make you say "oooh!", because your deck certainly got that reaction from me! Bloodbond March is INSANE and it's only 50 cents!

If any of these cards are like... aggressively bad, let me know so I don't put them in my deck, haha. I'm assuming you've actually assembled and playtested the deck, whereas I am still residing in the magical christmas land of my mind.

Creatures:
Sakura-Tribe Elder
Crypt Ghast
Erebos, God of the Dead
Moodmark Painter
Pitiless Plunderer
Solemn Simulacrum
Archfiend of Depravity
Ob Nixilis, Unshackled
Butcher of Malakir
Spells:
Necrotic Wound
Soulshriek
Ghoul's Feast
Living Death
Thrilling Encore
Artifacts:
Lightning Greaves
Swiftfoot Boots
Heartstone
Enchantments:
Phyrexian Arena
Spidersilk Armor
Journey to Eternity  Flip
Black Market
Dictate of Erebos
Lands:
Cabal Coffers
Cabal Stronghold
Cascading Cataracts
Mutavault
Nurturing Peatland
Overgrown Tomb
Twilight Mire
Urborg, Tomb of Yawgmoth
Verdant Catacombs

I haven't put much thought into what you would cut if you like any of these, aside from Blighted Fen . Once you get Bontu's Monument , Herald's Horn , or Jet Medallion out, Blighted Fen and any basic forests you end up with are gonna feel bad. Initiates of the Ebon Hand and Bog Initiate are spicy ways to fix the issue, but they are also... bad.

Side note: I'm curious how Rancor would be in this deck. It's a weird cost/benefit analysis because of course you want as many rats as possible, but when you can rancor to boost your sac creature +2/+0, then it pops back into your hand every time, it seems like the recursion value might add up. Also allows you to trample through extra damage on one player if they're gaining life. Anyone feel free to explain why Rancor is a dumb idea in this deck :)

Cheerio,
-Trouble

Load more