Journey to Nowhere

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual 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

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

Disciple_of_Doran on Need Some Creatures? Here, Take Mine! -Zedruu

17 hours ago

First, heads up, you have Illusions of Grandeur listed twice, so your deck isn;t currently legal. It will also be a card short once you remove the duplicate if I counted correctly. Here's some thoughts for what you could add in to take that empty spot.

-Steel Golem: Give it away to the creature heavy deck, and they're in a bad spot almost immediately.

-Oblivion Ring: Better for you than most people, because after it has come in and removed something, you can give it away for benefit while you opponent gets an enchantment that now does literally nothing. Same goes for Banishing Light, Detention Sphere, Stasis Snare, and Journey to Nowhere.

-Rust Elemental: Giving your opponent a creature that makes them sacrifice permanents every turn is already good, but the fact that it hurts them and becomes useless when they fail to do so is even better.

Tmonster on "Curses..."

1 week ago

General Recommendations - Serra's Sanctum Wild Research Copy Enchantment Sigil of the Empty Throne Maelstrom Archangel Maelstrom Nexus

Don't know how much enchantment removal is going to be present, but maybe sideboard Open the Vaults Karmic Justice Crystal Chimes

Any of the "cast enchantment, draw card" effects - Eidolon of Blossoms Argothian Enchantress Enchantress's Presence Mesa Enchantress Verduran Enchantress

Protection - Eight-and-a-Half-Tails Faith's Shield Heroic Intervention Privileged Position

Control - Journey to Nowhere Oblivion Ring Detention Sphere etc.

Mana fixing - Crystal Quarry Chromatic Lantern Prismatic Omen Cascading Cataracts Joiner Adept

I understand the enchantment flavor for Chromanticore and that it's decent by itself, but would rather see Ramos, Dragon Engine or something else that functions better (although Ramos can be aggro).

Tel-Jilad Stylus for tucking Nefarious Lich and Illusions of Grandeur and my personal love for it.

You totally have a theme going and I dig it, just tossing some thoughts out there.

HoboTSH on None

1 week ago

Building a Reaper King Aristocrats Commander deck that abuses persist and effects such as Juniper Order Ranger. It doesn't matter to me either way as I will still be playing the card; I am just curious as there will undoubtedly be a time this interaction comes up in play.

Remade because I am a dingus and put Journey to Nowhere instead of Journey to Eternity  Flip in the title.

Grubbernaut on Pauper Esper Tempo

2 weeks ago

Sweet brew, looks like fun!

I'd probably run 2 or 4 Ash Barrens instead of Evolving Wilds since it's a slower, higher-land deck.

Another good idea would be to cut one Bojuka Bog for a Swamp so you have double-black fetchable. Alternatively, it might be smarter to get rid of Murder altogether for Chainer's Edict, more Doom Blades, Diabolic Edict, etc

You could also sub out Grasp of Darkness for Journey to Nowhere (since it's easier to cast), and Cower in Fear for Shrivel, Nausea, or Echoing Decay. When you side them in, you could simply side your Soul Wardens out, to avoid the nonbo.

Not sure what to cut, but the feel of the deck also seems like it might want one Radiant Fountain, even if it's just in the SB for longer matchups.

Sweet brew -- cheers!

bosny on Brago

2 weeks ago

Archaeomancer doesnt have enough targets to be worthwhile, which makes Eerie Interlude and Ghostly Flicker seem less viable as they only get one use. Reveillark also has too few targets. master of waves loses his creatures every time he bounces unless there is a pump spell in play like Angel of Invention or Elesh Norn, Grand Cenobite. cut Magus of the Moat, yur flyers aren't enough to win the game. i cut Peregrine Drake for Cloud of Faeries in my deck, i found it did a lot more for me to drop it earlier on, especially with Azorius Chancery, Temple of the False God and Coral Atoll. Darksteel Mutation is worse than Journey to Nowhere or Oblivion Ring as they can really lock out opponents' commanders by getting repeatedly bounced. not a lot of colourless sources for Eldrazi Displacer - cut it or add mana rocks. I would add about 4 lands (40 lands minus one per 2 mana rocks 2 mana or less is a good general rule).

Other than that, there are a lot of high-costed cards - I would have a lower curve, with game-winners at the top.

Lastly, figure out what your win condition is. Your deck should go all in on that. My guess is you want to produce a bunch of tokens and have them beat face. If you can pump them, that would help a lot. I would get a tutor for Cathars' Crusade (something like Idyllic Tutor or Long-Term Plans) and if I had one card to suggest it would be Elesh Norn, Grand Cenobite.

Hope this helps!

NuMetal on Lifeswap

2 weeks ago

Ich schreibe dir morgen (oder vielleicht heute Abend, welche Karten ich rausnehmen wrde und warum.

Jetzt scheie ich dich erstmal mit Karten zu, die mir noch dazu einfallen :D

Kram, der mit deiner Strategie zu tun hat (beinhaltet sowohl shit, als auch geile Sachen):Deepwood Ghoul, Ethereal Champion, Glorifier of Dusk, Greed, Hatred, Lurking Evil, Marrow Bats, Martyrs' Tomb, Mischievous Poltergeist, Necrologia, Plague of Vermin, Souldrinker, Tymna the Weaver, Underworld Connections, Yawgmoth's Bargain, Tree of Perdition, Ajani Goldmane, Ajani, Caller of the Pride, Arbiter of Knollridge, Beacon of Immortality, Celestial Mantle, Oketra's Last Mercy, Invincible Hymn, Serra Avatar, Storm Herd, Chalice of Life  Flip, Nightmare Lash, Phyrexian Processor, Well of Lost Dreams

Kram, der unabhngig von deiner Strategie gut ist:Soul of Innistrad, Grave Betrayal, Ogre Slumlord, Vengeful Pharaoh, Sudden Spoiling, Painful Quandary, Ophiomancer, Necropolis Regent, Dread, Murder, Royal Assassin, Silence the Believers, Ever After, Ghastly Conscription, Oblivion Ring, Banishing Light, Journey to Nowhere, Stasis Snare, Windborn Muse, Blind Obedience, Prison Term, Aura of Silence, Profound Journey, Comeuppance, Settle the Wreckage , Stalking Leonin, Swiftfoot Boots, Lightning Greaves

Bedenke auerdem, dass du nur 5 Karten haben darfst, die ber 2 Euro kosten und achte besonders beim Basteln auf deine Mana-Kurve (nicht zu viele teure Sachen).

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