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

technodoomed1 on The Fabled Hero

1 day ago

Hello, KingMoney! Thanks for your feedback.

Emerge Unscathed is indeed essential to the deck, since not only it provides with protection, but also triggers the Heroism ability of Fabled Hero and other heroes like Wingsteed Rider and Hero of Iroas, twice (since it has Rebound).

As for the cartouches, Cartouche of Knowledge is indeed a pretty good choice, and I'm torn between that or continue using the very similar Spectral Flight or One With the Wind (those last two are functionally the same). The other cartouche you suggested doesn't really seem that good for the strategy of the Deck: betting everything on a single super-buffed unblockable monster.

Regarding removal, I already run 1 Oblivion Ring, plus 1 other card that has the same functionally but with a different name: Banishing Light. This is to avoid being cut off by cards like Surgical Extraction, Meddling Mage and other similar annoyances. I also run a Journey to Nowhere as the 3rd targeted removal, since the Deck needs a low mana curve to be aggressive.

As for Perimeter Captain, I realize that's an odd choice for most players. Slippery Bogle doesn't cut it for me, because the deck is mostly white with a splash of blue and no green, and it doesn't further my strategy. Perimeter Captain doesn't either, but it's good for its purpose: warding off attacks to win some time to get Fabled Hero going. Otherwise the Deck would get shredded by aggro red decks. With a 0/4 body, they are hard to top early on, and with two of them on the field you can block with both to gain 8 life. Still, maybe there's a better choice available.

slayingmatt1234 on Into the Woods

2 weeks ago

Well, my only comment to that is that Swords is not a modern legal card (I don't know if that matters to you but your deck says modern format). If you don't want to pay for Path to Exile, Journey to Nowhere is a pretty good substitute. Your creatures should also be big enough or indestructible with Fleecemane Lion so you can probably run some good fight removal like Dromoka's Command.

Another trample giver you could put in instead of Primal Rage is Selesnya Charm, which can even make a token for populate. I just don't like Primal Rage because paying 2 mana and a card for no tempo seems bad against both an aggro or a control deck. With cards like Nylea and Selesnya Charm you can still get value/board presence even when you have no creatures. But then again I also don't know your meta, so take this with a grain of salt.

2040364 on Become a Dick for $16!

2 weeks ago

I played Azorius control for a while, and I found the Silence was the best card against Combo and other control decks, and it's not super expensive either.

You might also want to include Journey to Nowhere instead of Singing Bell Strike, as it prevents the creature from doing anything, and doesn't feed graveyard based decks.

A few other notes: You have no wincon. I don't see a way for you to easily win, nor a way to stop creatures once they hit the field or draw any cards. In other words: Your deck will just stall, but you cannot win.

Changes I would make:

-3 Deprive

-1 Negate

-2 Spell Pierce

-1 Rewind

-4 Rattlechains

-4 Zealous Guardian

-2 Quickling

-4 Singing Bell Strike

-1 Nimble Obstructionist

-1 Vapor Snag

+3 Silence

+2 Isochron Scepter

+4 Cyclonic Rift

+2 AEtherling

+3 Oblivion Ring

+3 Journey to Nowhere

+3 Supreme Verdict

+2 Rule of Law

+2 Sphinx's Revelation

In addition, you would definitely want to change up the land base to help the deck run smoothly.

-13 Islands

+8 Plains

+3 Glacial Fortress

+2 Port Town

These changes should help the deck stay in control longer, and make sure that you don't have to worry about aggro decks or combo decks.

In summary: I propose to change this deck to an Azorius control deck that works around keeping the board controlled, rather than the stack.

These changes would increase the price somewhat, but it would still be relatively cheap and should still function pretty well.

Dismal on Bouncing Weenies

3 weeks ago

Soul Warden, Soul's Attendant, and Suture Priest are solid for fighting aggressive decks, and since you have NO removal, I would recommend a Journey to Nowhere or two. Finally, Bonesplitter is a fine card.

Disasterpiece on Haruspex

3 weeks ago

Pawn of Ulamog would make Thoughtpicker Witch infinite...with all of these changes, do you think Gravecrawler is still relevant? The only reason it's valuable is because you can bring it back, but it can't block and can only work with other zombies. I'll sideboard Celestial Flare and add in Bone Splinters, will probably sideboard a few Revoke Existence. Then thinking of dropping Journey to Nowhere and using Faith's Shield to protect Viscera Seer or Solemnity. Shaping up to be a tough deck!!

kamarupa on Haruspex

3 weeks ago

I think it needs more creatures and less enchantments. I'd cut Phyrexian Unlife back to 1x (you can tutor for it with Diabolic Tutor if you end up needing it) and Dictate of Erebos to 1x. I think I'd move Celestial Flare to the sideboard. Swap Journey to Nowhere for black removal - black removal is more permanent and potentially lower CMC, too. Bone Splinters seems to fit, though it being a sorcery sucks. Fatal Push might be the removal of choice, though it's somewhat limited.

Mandalorian on Angels w/ splash red

4 weeks ago

If you wish to make the deck a little faster, I would reduce the number of cards in the deck to 60 eliminating a decent amount of the 6-7 mana cards. Reducing the average CMC and reducing the number of cards in the deck as a whole should make the deck run more efficiently. My suggestion would be this

-4 Erase

-1 Tempest of Light

-1 Luminarch Ascension

-Seraph of the Suns, Sunblast Angel, Victorys Herald, Goldnight Redeemer, Guardian of the Gateless

For a new total of 60 Cards.

My suggestions beyond that involve adding some number of removal spells to interact with your opponent and some more efficient threats.

Serra Avenger

Journey to Nowhere

Valorous Stance

Gisela, the Broken Blade

Seraph Sanctuary

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