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.
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|Have (10)||Falte , pskinn01 , Sparky41 , Venser_the_Sojoner , TheHelvault , acbooster , buildingadeck , xpsychovampx , , Dredgar|
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Journey to Nowhere Discussion
2 days ago
Since you want to buff your creatures, Defiant Strike and Guided Strike are better options than Inspiring Roar, imo. For protection, Brave the Elements and Apostle's Blessing are good options to look at. I don't know how Airborne Aid works for you, but it seems slow, blue has a lot of draw options for a cheaper mana cost, so it can be changed to reduce the cmc if necessary. Hope this helps!
2 days ago
Hello all! this is my update on what's available plus PRICE DROP!!.
So what I have here are cards from my binder that I'm trying to get rid of. I'm building Karametra EDH and I need some expensive cards for it (listed below cards for sale), and I can't afford them. I will take trades or cash in the price listed below:
So, here's the cards!
All cards are NM/LP unless otherwise specified.
2x Monastery Mentor $8 each
3x Terminus $1 each
Big Furry Monster from Unglued, both halves, $6
2x Shallow Grave $5 each
3x Counterbalance (Coldsnap) $5 each
1x Emrakul, the Aeons Torn NEAR MINT $32 each
4x Expedition Map $1 each
2x Ulamog, the Ceaseless Hunger $15 each
Vindicate from Apocalypse $4
Cards I Need! 1 of Each!
Avacyn, Angel of Hope NOT FROM THE VAULT FOIL
If you're still reading by the time you get here, thanks! You're the best! :D
I will update this daily with what is and isnt available. Again, I will take cash or trades for the second list of cards
1 week ago
So if I may, I'd like to add to the general Knowledge Pool first. First things first: pay close attention to the wording of each card. As you mentioned above with Cruel Reality when she said "you know in a real game they won't remind you about your abilities", in response you could have pointed out that the ability is not a "may" situation. Which would have lawyered her into not skipping your ability. The next subject, that has already been mentioned but I'd like to add my New Perspectives to is deck construction. I know that certain people might disagree, but in my opinion there are three main deck types: Kill, Control, and Focus. Kill wants to get to your opponent's life points at all costs, whether through creatures dealing damage during combat or non-creature spells damaging them directly. Control wants to dominate the board state (permanents on the field of play). They do this via counter spells and removal spells, eventually casting something big enough to close out the game. Focus wants to use a group of cards that have interactions that just outright win the game. An example that is running the Standard format right now is the Aetherworks Marvel deck. Their early turns are low cost energy producers, then they cast their Marvel and spin the wheel hoping to land a monster of a card like Ulamog, the Ceaseless Hunger. I realize that the description of a focus deck got a bit long winded, but it is usually a complex deck to build and pilot so I wanted to clarify with a contemporary example. The advice "stop buying sealed product" is an extremely common thing you hear, but more often than not you will catch the same people who told you that buying packs themselves. The paradox is that even though it is not cost effective, cracking packs is just too much fun. If you're looking for a specific card just use one of the big tcg (trading card game) sites or check the case at your lgs (local gaming store) to find what you're looking for. You will get more for your money, but you may start to miss the brownie points from giving the extra cards to your gf. XD If you are still interested in expensive/rare cards you can google tcgplayer.com and then search their database for black lotus. Just take a seat before you do...
1 week ago
Interesting deck, but I don't think black makes sense here. Blue gives you access to better unblockable creatures: Triton Shorestalker, Slither Blade and some better exalted in Ethercaste Knight. Also, a lot of these cards are frankly just pretty bad. I think you'd be better of dropping some of the crappy exalted creatures for Bonesplitter or something to buff your unblockable creatures power, maybe Mizzium Skin to protect them. I'd drop the Pacifism for Journey to Nowhere, as it is generally better. Also, if you do stick with black, Mind Rot is just bad, and there are many better alternatives to Doom Blade.
2 weeks ago
More importantly, however, I think you need some other kind of removal. Path to Exile is the obvious choice, but it's out of your budget. I'd consider Dismember or Condemn as alternatives. You can also mix things up with Go for the Throat, Murderous Cut, and Victim of Night. I'd at least move around some Doom Blades to make room for those. That way, you have a mix of things and don't just lose to a Siege Rhino or Grim Flayer. Oblivion Ring and Journey to Nowhere also do a lot of work.
At least one Timely Reinforcements can drastically improve your chances when you're behind. It's an absolute beast of a card against decks like Burn.
4 Zealous Persecution seems like a lot. I'd cut 2 of them for Elspeth, Knight-Errant, Oath of Gideon, Promise of Bunrei, or (probably the best choice) Secure the Wastes. If you want to go even more budget, Triplicate Spirits is a cheap alternative to the above.
Vault of the Archangel will win you games. You only need 1, but may find you like it so much you want it every game.
The other issue I see is your mana curve. Normally, your 1-drops are Inquisition of Kozilek and Thoughtseize. Since you're on a budget, the Duresses are a good choice. I'd still add some other 1-drops. Soul Warden, Weathered Wayfarer, Thraben Inspector, or some other 1-drop white creature are all good here.
For your sideboard, I'd go something like:
2 weeks ago
Just wanted to suggest Chained to the Rocks instead of Journey to Nowhere. Eidolon of Rhetoric for aggro? Anyways besides that the deck looks sweet and I might play test it so I can begin to understand it a little more.
2 weeks ago
Well, It's quite useful If I manage to cast it on the 4th turn is almost as good as a Ghostly Prison.When I cast Lightmine Field what usually follows is either: players don't attack for fear of killing off their creatures, players get scared of any 1/1 creature I have, some aggro decks don't attack for a few turns (which buys me time for a board wipe), players bid their time in order to cast some heavy hitter and usually get either Journey to Nowhere or Path to Exile to the face.
I noticed it does not stop well tribal decks, such as elves, for long, since most of them will buff all the time, even though, it will still make my enemies carefully choose attackers. For that I have my blockers. I strongly recommend to always have at least a 2/2 creature to block in order to increase the opponent's fear.
By the way, since it's not a card people usually play, sometimes it catches players which forgot It's effects.
3 weeks ago
Your deck as it stands seems to have 3 themes, warriors, +1/+1 counters and the dragons. You have 16 cards with a casting cost of 4 or more and in modern turn 4 or 5 is where the winner is normally determined, for consistency you also want to be running 4x of cards. That's the negative bit out the way, now if the focus turns to your themes...
Mardu Woe-Reaper, cheap efficient 1 drop with warrior synergy.
Qasali Ambusher, potentially free warrior and can block flyers.
Arashin Foremost, again synergistic with the warrior type.
Obsidian Battle-Axe, one last time, this just works with warriors.
Champion of Lambholt, makes your warriors harder to block.
Hardened Scales is a great card for this strategy, but you want 4.
Scute Mob, 1 drop which works early game or late.
Mutant's Prey removal, works with your strategy.
Renegade Krasis, pumps itself and adds counters to other creatures.
Avatar of the Resolute, again synergistic with the counter strategy.
Llanowar Elves, dragons are big expensive beaters, so use ramp to get them out quicker.
Journey to Nowhere, you are ramping to the dragons, but need to deal with opposing threats.
Pacifism, more removal.
Semblance Anvil, more ramp, though different as it is a cost reduction.
Each theme has very different suggestions, mostly because they don't really work together. I'd suggest you focus your deck more on a singular theme and then stick to it. A consistent deck will tend to do better than one which has less odds of seeing the card you need.