Journeyer's Kite

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Venser vs. Koth (DDI) Rare
Champions of Kamigawa (CHK) Rare

Combos Browse all

Journeyer's Kite

Artifact

, : Search your library for a basic land card, reveal it, and put it into your hand. Then shuffle your library.

Journeyer's Kite Discussion

hejtmane on Aurelia's Jitte and Helm

1 month ago

While a 2 for 1 swap idea Journeyer's Kite and then you cam remove Expedition Map and Wayfarer's Bauble maybe that will help keep something else you like

radio414 on Sasaya, Orochi Ascendant Combo (EDH)

4 months ago

You would think so, wouldn't you? In fact, both of those cards have seen play in this list even but a few revisions ago. Let me go through my deckbuilding philosophy a little bit (hopefully I'm not repeating myself from other comments too much!) and hopefully be able to explain why those cards got cut.

What is the biggest problem with Sasaya as a commander? Well, to be brutally honest, she's frequently prone to just, you know, not doing anything. Playing Sasaya in a non-competitive EDH setting (competitive has both the cheap interaction and the speed to make Sasaya a non-issue) is like a Shahrazad /Archenemy subgame, where three or so other players need to successfully both deal with you, the combo player, while also hamstringing each other just enough to go on to win afterwards (it's for this reason, I've found, that aggressive decks see their win rates rise massively in games where Sasaya is eliminated) This isn't helped by the deck's lack of interaction or the fact that almost every creature in the deck either sacrifices itself or is more optimal (perhaps even only playable!) during the combo turn. A single discard spell can set you back years as you struggle to find action or the necessary lands to turn on that action in the first place.

To that end, effects like Seek the Horizon look appealing, don't they? Three lands for one card? That's basically Harmonize right there. But the problem with that thinking, as appealing as it may be, is it kind of lives in this fear-ridden headspace that can actively hamper the deck. If there isn't a discard spell, a Seek the Horizon without Reliquary Tower in play generally stops being Harmonize and becomes a bad Sift , or sometimes even worse. But Reliquary Tower, despite how good that sounds, actually kills the deck's consistency for the simple reason of not being named Forest (or Snow-Covered Forest , as the case may be). Instead, I've moved towards grindier, instant-speed engines like Thaumatic Compass  Flip and Journeyer's Kite to make up the difference. Is it worse? Maybe, but again, only in scenarios that, while they do exist, are much less frequent than one might think, at least in my meta.

Rites of Spring has that same "Reliquary Tower" problem. For Rite to be good, you need nine cards in hand total: Rites, seven lands-to-be, and a payoff spell. And that's just not feasible, to be honest. In the scenarios that it is, the draw engines this deck has mean that it's very likely those "lands-to-be" are just "lands". And in those scenarios, Rites is just a dead card.

Turn Six has always been the goal for this deck. Three lands to cast Sasaya, and eighteen initial mana to go off with. The rest of the deck is built with that goal in mind. And hey, if your local meta has a lot of discard, then of course Seek the Horizon (and, similarly, Gaea's Blessing ) probably deserves a slot. If you think 53 lands is absurd and could easily be slimmed down, maybe with some more activated ability-based interaction, then Rites of Spring is probably a must-add. But this list has always been aiming for speed first, so they both got cut.

Thanks,

-r

FenrisBurgess on Avacyn's Afflicting Angels (Mono White Control)

5 months ago
  • Up boat for nice lands.
  • Unwinding Clock looks like a good card, but as a drop artifact, it's really only useful to you if you can get both a manarock and that Treasure Map  Flip out. If you were going for a Sol Ring + Mind Stone + Journeyer's Kite and having all those untap on your opponent's turn, you're in business, but you will almost never get that early game when you will need it most.
  • The point here is, I had it in my deck once and thought it was good, but it wasn't all that great. Consider replacing it with a mana-doubler like Caged Sun or Doubling Cube (if you wanna go crazy).
  • Try to cut down on superfluous enchantments and replace them with more land or artifacts.
  • Authority of the Consuls and Blind Obedience are almost the same card. You ought to choose one or the other.
  • Nevermore and Runed Halo are useful if you want to prevent your opponent from getting use out of their commander.
  • Consider taking out Runed Halo . Chances are, they're going to target your boardstate before they go after you.
  • I may be projecting a bit, but I know having more than 10 enchantments in a deck not centered around that card type is a bad idea.
  • Potassium

hejtmane on Quest: The lost soldier

5 months ago

Here is some other mana cards Chromatic Lantern I find this very helpful on 4 color decks Prismatic Geoscope

Also other cards Mirari's Wake Gilded Lotus Gyre Sage Selvala, Heart of the WildsCaged SunJourneyer's Kite Sword of the Animist

extra Land Play Wayward Swordtooth Mina and Denn, Wildborn Exploration Burgeoning Azusa, Lost but Seeking this goes while with cards like this Courser of Kruphix

There are more depending on what type of deck and colors you are playing

Rahvin_dom on ZOa

5 months ago

It sounds like you want to:

  1. Slow down opponents' ability to cast spells, which forces opponents to keep cards in hand
  2. Force opponents to discard, limiting their options
  3. Use discard triggers to punish opponents

This sounds like it can work with Bolas. The risk I'd point out is with the discard punishers, specifically ones like Megrim and Liliana's Caress. They can be a little fragile - once the opponent no longer has any cards, you stop getting triggers. They're nice incidental damage and can add up, but you can't rely on them to actually close out the game. Bolas is also not ideally suited to the stax plan - he doesn't inherently break symmetry, so there are much better options for hard stax.

Your MVP cards in a discard-based strategy are going to be Geth's Grimoire and Waste Not, with Notion Thief as a runner-up. You're playing a control game, and control requires keeping your hand full.

Wheels that discard are going to be excellent for you, getting a ton of discard triggers. Ignore wheels that shuffle and then draw without discarding.

Jin-Gitaxias, Core Augur would be a pretty amazing, synergistic reanimation target. You should definitely run some reanimation effects if you plan to force opponents to discard - you can grab tasty targets from your own deck or theirs. Reanimate, Animate Dead, Necromancy, Dance of the Dead are a good start.

For the stax package - Back to Basics is going to be your best target. Use it with Frozen AEther so that all opponents' lands enter tapped, and Basics can keep them tapped down.

Back to Basics doesn;t stop you from using your own fetches (even budget slow-fetches) since you only use those once - they don;t need to untap. Blood Moon works, and it sets your nonbasics to one of your actual colors, but it also turns all your fetches into Mountains. Watch out for that.

I'd also look at Ruination. It's MLD...but it only blows up non-basic lands. It's exactly what you're doing with the enchantments, but with removal.

You already seem to know the mana rock drill from your Nekusar deck. You want to lean heavily on the mana rocks - all of the 2CMC signets/talismans/Fellwar Stone. Fellwar is going to get much less useful once you land Bloood Moon though. Star Compass is useful since you'll be loading heavily on basic lands. Coldsteel Heart is useful to plug a specific color hole. Obviously Sol Ring. You're going to be looking for color fixing more than anything, so Chromatic Lantern is worth the extra mana, and any Mox you can afford are worthwhile (except Mox Amber, that one's less useful).

You need land fetching. Grixis Panorama is normally not a recommendation, but it can find any of your three colors, not just two, and you're already basically excluding fetchable duals with the stax effects. Journeyer's Kite and Thaumatic Compass  Flip, Armillary Sphere, Pilgrim's Eye, Skittering Surveyor, Solemn Simulacrum, Sword of the Animist, Wayfarer's Bauble are all at least playable. The ETB creatures are useful if you plan to abuse Nicol Bolas, the Ravager  Flip's ETB effect - you can use blink effects and Panharmonicon to get extra triggers.

Blood Moon and Back to Basics are great, but they likely are not enough to consistently slow opponents enough to be wroth all of this workaround by themselves. Even Ruination doesn't add enough. Unfortunately Grixis doesn;t have any of the neat land-untap triggers like Nature's Will or Seedborn Muse - if it did, you could abuse things like Stasis and Rising Waters and Static Orb more easily. Still, you could support Winter Orb with enough mana rocks. Be sure to run good one-sided artifact removal like Vandalblast to keep opponents from using their own rocks.

And of course Omniscience can let you blow up all the artifacts and lands and still play what you want. You'll be running a ton of rocks anyway, which could ramp you into it fairly early.

Void Winnower can majorly cripple opponents, and Stranglehold and Ob Nixilis, the Fallen can stop them from tutoring answers (or lands...).

The big thing, though, is how you want to win. Stax doesn;t work super well on its own - you need to be using stax to slow your opponents down so that you can pull off your own win condition. Do you have any ideas on how youd like to win, even if just generally? Combat, combos, punisher effects like Megrim, mill, etc?

Kederekt on

6 months ago

Try Journeyer's Kite and Armillary Sphere.

ElTacoDude on let there be dargons ! (help appreciated)

7 months ago

Journeyer's Kite seems pretty slow. you might be better off with something like Chandra, Torch of Defiance, It ramps you and has a lot more versatility. Also, I don't know how much value you get off Homeward Path, and Reliquary Tower. cards like Koth of the Hammer want mountains in specific. on the other hand you might want the other haste lands. Hanweir Battlements and Flamekin Village.

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Journeyer's Kite occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%