Journeyer's Kite


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander 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


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

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Journeyer's Kite Discussion

RazortoothMtg on Card creation challenge

2 weeks ago

Well since zephramtripp's got skipped and Bobby didn't give one, I guess I'm making a kamigawan vehicle.

Couldn't really think of anything that one would drive on kamigawa, since there are't really major waterways for boats and no one has cars like on Kaladesh, So this is based on the most vehicle-y mode of transport we ever saw from kamigawa- Journeyer's Kite

Windsailer's Kite

Legendary Vehicle

Flying, Crew 3

Only one creature may crew ~ each turn, and only legendary creatures can crew ~.

Whenever a creature crews ~, untap it It gains flying and lifelink until end of turn.

Whenever ~ attacks, you may search your library for a basic land card and put it onto the battlefield tapped. If you do, shuffle your library.


Another kamigawa card

Force_of_Willb on Zacama, Primal Flagship

1 month ago

Aren't you a little worried about the early game? It seems that the average creature cost is 6+ and only 1 mana rock and 3 ramp spells. I feel you will have a hard time staying alive to cast your cards against an aggressive field.

I usually like to play 37 lands with 10 mana rocks and 10 Ramps spells in my green decks. here are some to consider: Drover of the Mighty, Birds of Paradise, Darksteel Ingot, Commander's Sphere, Collective Voyage, Oreskos Explorer, Tempt with Discovery, Veteran Explorer, Expedition Map, Gift of Estates, Greenseeker, Journey of Discovery, Horizon Spellbomb, Journeyer's Kite/Thaumatic Compass  Flip, Mycosynth Wellspring, Nissa, Vastwood Seer  Flip, Peregrination, Pilgrim's Eye, Search for Tomorrow, Seek the Horizon, Sprouting Vines, Sylvan Reclamation, Sylvan Ranger, Sylvan Scrying, Weathered Wayfarer, Yavimaya Elder, Wild-Field Scarecrow, Burnished Hart

jjmac112 on Darien, King of Tokens

1 month ago

Outside of having too few lands, you should also put in a good amount of ramp so you can actually cast your Commander more than once. Also, you have a ton of 4 CMC things so you're going to have a hard time casting more than one spell turn. Here are some good colored and noncolored forms of ramp and some stuff that ensures land drops: Coldsteel Heart, Fellwar Stone, Terrain Generator, Thran Dynamo, Journeyer's Kite, Gilded Lotus, Coalition Relic. One last thing, you should put in Expedition Map and Weathered Wayfarer to grab the important lands you need.

shub on Transient Currents

2 months ago

You've got lots of basics: Ruination is a powerful card. Caged Sun and/or Gauntlet of Power would help your mana a lot. I like Sword of the Animist more than Journeyer's Kite for ramp on a budget.

kanokarob on And I'll Pay a Red | Only 5 Red Spells! *PRIMER*

3 months ago

Gamble is not included primarily because it's red. I do try to keep this deck optimal but I intentionally try to keep the red cards down while doing so. Its a source of pride for me.

Metalworker is excluded in part because money. It does also draw immediate hate from the table when played on curve, and a big reason this deck is so successful is because it keeps its head low and steals games out of nowhere. Were this a 1v1 deck, I'd include it, but...

This isn't a 1v1 deck. Not sure where you got that idea, as its mentioned several times in the primer that it's optimal in multiplayer but can be 1v1 with some minor card change(s) and play style. Temple of the False God, therefore, is not a bad card to have around. If I didn't have it, it would just be a mountain. Therefore it does no harm and plenty of good.

I'm not partial to snow-covered lands and Extraplanar Lens. Ive been very particular about how many cards with similar effects are necessary without sacrificing other important mechanics in the deck, so the comparable cards that are included are more than sufficient. Taking out something for the Lense potentially drops the count of another group of similar-niche cards which could be detrimental to the efficiency of the deck. Basically "if it ain't broke don't fix it" in more words and more logic. Also, I already have my basics all foil with the same art, so I'd rather not go through that again.

For this deck, Journeyer's Kite is preferable to Thaumatic Compass  Flip, not because I need to search for basics mid-late game, but because it stays an artifact. By the compass turning into a land, it loses a relevant interaction within the deck; its helpful to have the Kite around after its served its purpose, so I can sacrifice it to Throne of Geth or, even better, Kuldotha Forgemaster. Were the compass' transformation optional, it would be a fine inclusion, but as a mandatory effect, the Kite is preferable in this context.

Master_Of_Obscure_Blue_Spells on And I'll Pay a Red | Only 5 Red Spells! *PRIMER*

3 months ago

I forgot to mention, too, that Journeyer's Kite has a strictly better counterpart now in Thaumatic Compass  Flip (unless you REALLY want to still dig for lands late game.) Have you considered replacing the Kite with it or maybe running both?

Logics on Let the lands do the talking (Borborygmos Budget)

3 months ago

Seeing as your deck is budget, I'll try to keep the suggestions under $3. I just made a BoBo deck, so here's a few cards that have been great for me.

Dormant Volcano and Jungle Basin are worse Gruul Turfs, but they're still amazing in this deck, working wonders with the high basic count, and giving you more ammunition for BoBo.

Swiftfoot Boots, Journeyer's Kite, and Firewild Borderpost are all amazing for BoBo as well, either putting him online faster, or giving more fuel and making it more consistant to cast your spells even with a land light draw if you're unlucky.

Soul's Majesty, and Rishkar's Expertise can both draw you a tonne of cards with BoBo, and the latter even lets you cast another spell for free. I also like Realms Uncharted, but it's better in my build than this one due to a higher non-basic land count. Any lands with Cycling are also great, as they can give you extra card draw if you don't need the damage, or need to dig for answers.

Keen Sense and Snake Umbra a sooooooo goooood in this deck, allowing you to draw a card anytime a land goes to the face of an opponent. These 2 cards are probably 2 of the most powerful effects in the deck, with the latter actually protecting BoBo as well.

Lastly, Greenwarden of Murasa is a budget Eternal Witness, and is great in most green decks, this one included. It gets back anything, not just lands, which can save your life.

Hope any of this is helpful, and doesn't break the bank too bad.

RogueArtificer on Taigam

5 months ago

Not a fan of Gift of Estates or anything that specifically adds lands to your hand without away to dump them into play like Terrain Generator or Ghirapur Orrery. Gift is doubly awkward because it only gets Plains, and you only have 11. Yeah, you get your nonbasic Plains as well, but if you draw a glut of them early, or get Gift really late, it isn't worth it. You're better off with something like Burnished Hart, Myriad Landscape, Journeyer's Kite, or Thaumatic Compass.

I think you might want some more dragons if you're serious about Ojutai, Soul of Winter. His effect is stellar, but if you can't reliably swing with more than 2 dragons, it's a bit rough.

Shroud is nice, but I don't think Taigam wants it. It's very difficult to protect him from things when you can't target him. The Crystal Shard is a stellar touch, but not great if you have Whispersilk Cloak on. You might be better served with Swiftfoot Boots to get haste with your hexproof. Also a great taste with Taigam’s Strike, Distortion Strike, and Slip Through Space

Valorous Stance is pretty cool, great if you're focusing on just keeping Taigam around. Some other cards that help your team live through boardwipes couldn't hurt much. Eerie Interlude is one of my favorites even if it works better with ETB abilities and doesn't help tokens out at all, poor Monastery Mentor

It's a shame that Kor Haven doesn't help protect Taigam on his way in to slugging someone in the face to rebound all your spells. Speaking of which, Instants/Sorceries that draw you cards might be worth looking at since what's better than drawing X cards? That's right, drawing 2X cards.

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