Journey to Nowhere

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
MTG: Commander (CMD) Common
Duel Decks: Elspeth vs. Tezzeret (DDF) Common
Zendikar (ZEN) Common

Combos Browse all

Journey to Nowhere

Enchantment

When Journey to Nowhere enters the battlefield, exile target creature.

When Journey to Nowhere leaves the battlefield, return the exiled card to the battlefield under its owner's control.

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Journey to Nowhere Discussion

DrkNinja on Army of Atlantis

2 days ago

Tamiyo doesn't really do anything in this deck; Play Future Sight instead of Magus, it's harder to deal with; Run counter spell instead of Hindering light, you know you'd rather counter that Wrath; Riptide Director is a worse Azami, Sage of Fables however buffs most of your dudes and allows for some interesting things; If you are gonna run Mystical tutor play an instant or sorcery worth it being in the deck for.

Cards worth adding:

Some cards that are maybes:

es0p0s on My first deck. Suggestions?

3 weeks ago

I see you are going somewhat of an aggro route with this deck. So i would suggest Geist of Saint Traft as the real thing is superior. you can just also go with Journey to Nowhere or Cast Out since noone is running enchantment removal last time i checked.Another good card would be Anafenza, Kin-Tree Spirit since you run lots of creatures.Also maybe Always Watching and be sure to bring in more lords (creatures that give +1/+1 to other)

Legendary_Crush on Sacred Soul Kat Sisters

4 weeks ago

I am trying to keep it budget and under $100, my LGS isn't super competetive so it's not worth pumping that much money into this deck, but I do want path to exile.. might have to start with Journey to Nowhere though and save up for some path.

Thanks for The suggestions!!! I would like to try to build a competetive version for MtGO and you've made some solid suggestions

DarDar17 on Tiny Prison

4 weeks ago

Cool deck! For some reason Tapped Out says most of the deck isn't Tiny Leaders legal, I don't know why. I would replace Erase with Revoke Existence, It's much more versatile and Erase is often useless. Maybe add a Journey to Nowhere to the deck?

TheVectornaut on preemi Cap

1 month ago

While not a soldier, Hero of Bladehold makes soldiers and is pretty strong in a weenie strategy. With or without her, Anointed Procession could generate additional pressure. Gustcloak Savior seems like a weak link since Odric, Master Tactician can usually do the same job but better. Some removal might be useful in a pinch too; Azorius Arrester doesn't really count. Loyal Sentry and Intrepid Hero are some tribal options if you don't want to dip into the usual suspects (Path to Exile, Swords to Plowshares, Journey to Nowhere, Condemn, Oblivion Ring, etc).

Airakk on We are Myr. Resistance is futile.

1 month ago

okay! what you say about Welding Jar is right! i use it because i have some boardcleaner in my deck an i forgot it X)

Dispatch is the same like Thoughtcast: there are other cards doing the same but more consistant... in this case Silkwrap, Journey to Nowhere or classic Oblivion Ring.

before you reach the point where Tempered Steel becomes usefull, you need more than just Myr Battlesphere to get more than 1, maximum 2 myr each turn. for this reason Myr Matrix becomes much more interesting than Myr Turbine... Ring of Three Wishes or Citanul Flute are better (in my opinion) than Myr Turbine because you dont need to tap a lot of creatures which are needed for more important quests... and there are a lot more cards which let you search your library for a creature.

here is a small list of cards you should know and maybe you can make something awesome out of it ;)

Soul Foundry

Prototype Portal

Sculpting Steel

Ghostfire Blade

Myr Welder

Memnite

Ornithopter

Buried Ruin

Darksteel Citadel

i notice that there are not so much cards who throw out myr weenies other than Myr Matrix, Myr Turbine and Myr Battlesphere... or crap cards like Myr Sire

Philigan87 on You can't afford my friendship

1 month ago

Just having a look at this now, Duggan.Got a fair few allies, but sadly not all of them!

Looks like you may be a couple dollars over budget too, so might have to make a replacement somewhere

Initial thoughts are lose the non-ally ramp creatures Avacyn's Pilgrim, Elves of Deep Shadow, Alloy Myr and to a lesser extent Joiner Adept (since her ability is quite special) and replace them with mana rocks, as artifacts can survive a board wipe much better.

You're probably also going to want to put in some more removal. Board wipes are tricky in heavily creature based decks, as you damage yourself as much as anyone else, but In Garruk's Wake or Plague Wind can provide the solutions you need. Another good wipe for you is Aligned Hedron Network, since most of your guys will be under 5 power.

Zendikar Resurgent might be a good shout for card draw and mana efficiency. Since you'll be playing regular creatures it's a reliable source of draw... although I haven't checked the price... even so you may not even want to put it in as there are probably more pressing options ahead of it.

Cheap removal like Angelic Purge or Journey to Nowhere might be good and perhaps even Oblivion Ring. You could really go with anything cheap, but a good guideline is usually 7-10 removal options (not including board wipes), however I see lots of your creatures can serve as forms of removal themselves, so you may not need to cut that much stuff?

The tricky part is knowing what to axe from the list, so I'll just see if I can short-list what I would consider to be the most redundant, or least efficient cards:

Felidar Guardian - More or less a one time effect unless you can reliably flicker him over and over again and for 4 mana you have better stuff to do.

Coralhelm Guide - The activated ability is quite costly, and usually in a smaller creatures deck you tend to be swinging wide rather than tall. Unblockability is attractive, but is it worth not including more removal for?

Tajuru Beastmaster - It's a good ability to be sure, but you need to be playing in lost and lots of allies pre-combat to make it worth it, and there are strictly better versions already in the deck. If you have to make a cut, perhaps this guy?

Eerie Interlude and Illusionist's Stratagem are good for re triggering etb's, no question, but I'd be more tempted to bring in some reliable removal instead.

Prismatic Geoscope - Reads very well, but even in a 3 color deck, it's hard to tease those basics out of the deck. You might end up paying for a 5 mana slow rock that only taps for 2 or 3, in which case Market Festival becomes a slightly better option. Generally speaking by the time you've manged to get one of each basic out, you'll already have more than enough mana.

Allied Reinforcements adds up in terms of mana efficiency, but that's all it does. If it cast at instant speed it would make a nice combat trick or instant rally trigger, but as a sorcery it's a little lackluster. One pop of two extra allies is nice, but I'd priorities some removal ahead of this, especially considering the volume of creatures you already have. I'd argue the same point to a lesser extent for Unified Front, but four simultaneous rally triggers, is nothing to sniff at on the other hand.

Also you can definitely afford to cut a couple of lands. 37 is usually what I would consider a max amount, but with your curve topping out at 6 mana cost (low for EDH) you could probably afford to go down to 35 if you needed to.

Stoneforge Masterwork a good card for this, if you end up having room, maybe not though?

That's about all my thoughts on this for now. The main thing is probably just more removal though. Other than that the prospect of all those stacking rally triggers looks really scary and intense! Nice job! =)

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