Journey to Nowhere


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern 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
MTG: Commander (CMD) Common
Duel Decks: Elspeth vs. Tezzeret (DDF) Common
Zendikar (ZEN) Common

Combos Browse all

Journey to Nowhere


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.

Journey to Nowhere Discussion

Oloro_Magic on pls dont attack me

1 day ago

Hey! Welcome to the world of deck building!! I hope you enjoy your stay. For a first attempt at deckbuilding I will say this is quite impressive, you have avoided the primary mistake I see a lot which is over saturating on 1-of's. In making my suggestions I am going to assume that you are trying to stick to a budget.

First off, do you have an idea of what format you are going to be playing? Is it just casual? I ask because bar Counterspell this deck is modern legal.

The first major upgrade I can see is replacing the Orbs of Warding with Thunderstaff which is just cheaper and easier to cast on curve, and likely 2 at that cutting a land, in fact I would go down to 23 lands, 30 is going to result in quite a bit of flooding. To make up for the hexproof lost you can play a 1 of Witchbane Orb .

Moving on to creatures (with the cut lands we would have 4 extra slots still) I would cut the Blazing Archon for a Silent Arbiter ; I know the effect is slightly different however the body on Arbiter makes it effective and easier to cast, plus you don't really need to be swinging with multiple Angels a turn in the late game to win. I would also cut the 4 Suture Priest as they don't add too much to the deck, and make some space for enchantments and more prison like creatures, Burrenton Forge-Tender , Eidolon of Rhetoric , and Kami of False Hope all come to mind as options.

The counters I don't see as necessary, sure they are fine but I would prioritize removal over anything, so ideally Path to Exile , but cards like Declaration in Stone , Oblivion Ring , and Journey to Nowhere make solid replacements.

On to the enchantments themselves, I would cut one Privileged Position (thats 5 free slots), two seems a bit much considering it doesn't do a ton. With the blank slots I would up both Ghostly Prison and Sphere of Safety to 4 each as they truly are your best cards. With the 3 remaining slots I would consider a couple of 1-of's as alternate win-cons such as Sigil of the Empty Throne and Starfield of Nyx . With the last slot Runed Halo (which has fallen all the way to $4 from $30) is a card I would consider as it can answer that one big problem you cant stop.

Another consideration you may want to undertake is dropping the blue and instead adding green, Satyr Enchanter would function well here, providing you with an engine for the long game. Another consideration could be Overwhelming Splendor which admittedly is just funny.

The mana base is fine, although it could use an upgrade, for budget reasons I assume fetch lands are out of the equation, however a couple utility lands cannot hurt such as Memorial to Genius , Kabira Crossroads , and 4 Ghost Quarter .

I wish you the best of luck! If you need any help or clarification just tag me in a comment.



Darth_Savage on Divine Genesis

3 weeks ago

You probably want Doomed Traveler in this deck, Tithe Taker could also potentially be a good fit, as could Raise the Alarm . Cast Out costs too much; Journey to Nowhere / Banishing Light / Banisher Priest and others all exist, most of the time it will just end up drawing you a card.

Token based decks often feature Intangible Virtue , but your plan is more like a deck looking to stall and disrupt your opponent until you can resolve Divine Visitation. The issue here is that 4+ mana is a lot in modern, Anointed Procession is a similar card to Divine Visitation and suffers the same issue. If you play these cards on the curve, so turn 4 or 5, they have no impact on the board that turn. You have spent a lot of mana for no immediate effect, this isn't a good thing.

To let you survive long enough to trigger Divine Visitation, you probably need access to Fog effects like Holy Day / Ethereal Haze . Modern can be very fast, if your win condition is 5 mana then you better either have ramp or a way to stall the board. You can stall a little with removal and Mana Tithe alongside creatures like Hunted Witness, but I'm not sure if that will be enough. The only way to know for sure is to play the deck, so I guess I'll wish you luck and I hope the above is helpful to you.

admiralackbar on Orzhov Value City

1 month ago

It feels like your main way to win is using Edge of the Divinity so wouldn't running maybe a copy or two of Auramancer would benefit the deck a lot. It also works with Journey to Nowhere and would be great if you ran Dead Weight because if it kills the creature then you can play Auramancer and do it again.

Esbilon on Heaven's Gate

1 month ago

I'd take Journey to Nowhere over Pacifism , there are a lot of creatures who hurt you just by being on the battlefield without attacking or blocking anyone. Luminarch Ascension seems like a card that's good in multiplayer where you have a lot of opponents' end phases for it to trigger in and a propensity for stale mates, so if you're playing that way a lot it's a good card. In normal matchups, though, I don't see it doing much for you. Instead of Ghostly Prison , I'd bring in Archangel of Tithes , she's a bit more expensive for you and not as expensive for your opponent, but she's more versatile and comes with a 3/5 body which can really do wonders.

Darksteel Citadel doesn't seem to do a whole lot of good for you, and the occasional life-gain from Seraph Sanctuary is really also something you need to have a payoff for for it to be worth it. Maybe just get some extra plains, or you could get Eiganjo Castle or Okina, Temple to the Grandfathers . You also seem to have rather more forests than I'd really recommend, but good dual lands are expensive, so I get you :) If you can afford them, I recommend Temple Garden , Horizon Canopy , Windswept Heath , Razorverge Thicket and Wooded Bastion .

Shaman of Forgotten Ways seems way too expensive, I'd get Birds of Paradise or more Noble Hierarch s if you can afford it, otherwise Avacyn's Pilgrim , Beastcaller Savant or Bloom Tender can do good work too. I'm also not sure what Kytheon's Irregulars ' role in your deck is, again let me recommend Archangel of Tithes , or alternatively Angel of Jubilation , Shalai, Voice of Plenty , or Indomitable Archangel or Gisela, the Broken Blade . Baneslayer Angel is a fine card, but unless you're facing demons and dragons regularly, Lyra Dawnbringer is probably better. Her ability to be a lord for other angels is really nice.

Iona, Shield of Emeria and Avacyn, Angel of Hope are super powerful bombs, but I'm not sure you have enough ramp to play them consistently. Of course, you know your local meta better than I do, so you be the judge of that yourself :) I'd recommend thinking about dropping them, though.

And last, a shameless plug. I've been playing with an angel deck of my own at my local FNM and been doing OK, it's been mono-white, white-green-red and is now just white-green. You can check the latest iteration here if you're looking for a somewhat different take on this whole business: Noble Angels

Darth_Savage on Vampire Nocturnus/Elenda Lifegain

1 month ago

The main deck looks better, I'd be tempted to add another sacrifice outlet Viscera Seer, probably just as a 2x, replacing Drana's Emissary.

Your sideboard, needs some work, possibly:

4x Invoke the Divine --> Anguished Unmaking (you have plenty of life gain)

2x Never Happened --> Ravenous Trap or Tormod's Crypt

2x Seal Away --> Journey to Nowhere or Pillory of the Sleepless

2x Squire's Devotion --> Bontu the Glorified or Trespasser's Curse

PoorManSam on PoorManSam

1 month ago

Panzerforge Thank you for the advice, I really appreciate it. Also, this is true, it’s a very tall order. Ponder and Preordain do make Delver a force to be reckoned with. But I’m gonna give it a shot. The Jeskai shell I’ve been working on plays with Gut Shot for early delver removal, Mana Tithe to disrupt the deck whenever it taps out, Dispel to win counter wars, Journey to Nowhere to deal with Gurmag Anglers, and I’m looking for a win con right now. The deck will attempt to answer anything most Delver decks can throw at it.

Esbilon on Angels of Paradise

2 months ago

I like most of my sideboard as is, but I'm open to suggestions.

After feedback from a friend, I'm probably going to drop all of the Serra Avengers and go for 2 Dromoka's Command or 2 Journey to Nowhere, with the extra card going... somewhere. Maybe Lyra, maybe Aurelia. I feel like 4 Lyras is too much, I'll end up with two of her in hand, and while you're right that she's got a massive target on her back, that still feels like too much for a legendary.

Regarding Cast Out, Ixalan's Binding, and others like them, my feeling is that the step from 3 drop to 4 drop is huge and really cuts into their usefulness. Plus, 4 is where I want to start dropping all my big angels ;)

Malsorn on My O-rings Swing for Lethal

3 months ago

The7thBobba: Thank you! I've been able to play it once per friend group, planning on bringing it to FNM someday to get to play it some more. It was hilarious seeing the light fade from their eyes when they Thoughtseized me to see three O-rings and two Journey to Nowheres in my opening hand.

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Journey to Nowhere occurrence in decks from the last year


All decks: 0.07%

White: 0.3%

Commander / EDH:

All decks: 0.03%

White: 0.06%