Journeyer's Kite

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander 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

Artifact

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

Price & Acquistion Set Price Alerts

DDI

CHK

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Recent Decks

Journeyer's Kite Discussion

ElTacoDude on let there be dargons ! (help appreciated)

19 hours 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.

Force_of_Willb on Ob Nixilis Landfall

1 month ago

Top recommendations: Burnished Hart, sad robot-Solemn Simulacrum, and Liliana's Contract due to the number of demons your are running.

Undiscovered Paradise/Ghost Town - are ways to ensure land drops each turn

Other Ways to search for lands: Liliana's Shade, Armillary Sphere, Journeyer's Kite/Thaumatic Compass  Flip, Pilgrim's Eye, Surveyor's Scope, Thawing Glaciers, Field of Ruin

Keeping the demon subtheme I would suggest: Ammit Eternal, Baleful Ammit, Archfiend of Despair, Demon of Catastrophes, Demon of Dark Schemes, Demon of Wailing Agonies, Harvester of Souls, Nefarox, Overlord of Grixis, Reiver Demon

Demonlord Belzenlok/Kothophed, Soul Hoarder/Razaketh, the Foulblooded (these three + griselbrand hold liliana's contract very flavorful)

I would remove: Buried Alive (don't see strong graveyard recursion), Temporal Extortion/Dash Hopes (bc if its that important to your opponents they will pay the life), Grinning Demon/Minion of Leshrac (no upside), Gloom/Infernal Reckoning(unless this is a meta choice but its too situational), Sanguine Bond (do you gain that much life to be relevant?), Death's Approach (for hard removal) and Without Weakness

Cippo on Karn, Shenanigan Golem

1 month ago

Seems like a well balanced mix between fun and combo.

You might like Thaumatic Compass  Flip over Journeyer's Kite. It works the same but it transforms into a Maze of Ith when you have enough lands.

xram666 on Lin Sivvi's Rebels

3 months ago

@ForTheOldFrame: Thanks for your upvote and your detailed comment and sorry for posting so late. I was busy the last days and didn't find the time to reply.

I will try to answer to all your suggestion but I myself aren't an expert in EDH too. So maybe I am wrong with some choices and many cards depend on teh playgroup you are playing:

So thanks again for your comment and now I have the problem to find cards to take out for your suggestions ;-)

ForTheOldFrame on Lin Sivvi's Rebels

3 months ago

Upvoted and saving for future reference; I'm debating building something similar myself at some point. Rebels strike me as an archetype that's strong to the point of being dishonorable -- even today when a 4/4 for 4 is a little expensive.

If it weren't for Lin-Sivvi, I'd suggest going WB for black's excellent card draw, and access to Deathtouch and a few black rebels; but I think Lin-Sivvi is stronger than the entire color black, in this deck.

Understand that I know very little about EDH -- I've only played a few games, and never won any -- but I've been reading up and gathering advice; hopefully what follows will be worth it.

Glad to see that you're running Devout Chaplain and Allay, and that you're considering Mentor of the Meek and Concerted Effort. I really like Ramosian Revivalist.

Thoughts, from how I understand EDH so far:

  1. Rebels are playing a long game by definition; use land fixing to match. Journeyer's Kite and Thawing Glaciers can thin out the deck as well as Green can. Land Tax might also be worth it, but definitely keep your Tithe.
  2. Run Concerted Effort (tutor it out with Lost Auramancers, Plea for Guidance, or Windbrisk Heights), and tutor out Rebels with abilities you want to share. It looks like you're running most of them already -- I'm especially happy to see Thermal Glider and Rappelling Scouts.
  3. Mana ramp? I've heard it says that whoever gets the most mana tends to win an EDH game, and I can particularly believe it for this deck. Temple of the False God is reliable, especially with the tutoring solutions I mentioned. Sword of the Animist would also work.
  4. Card draw: use Mentor of the Meek, Slate of Ancestry, maybe Jayemdae Tome and Armistice.
  5. Light of Day if your play group will tolerate it.

Breaking off here, since there's only so many cards you can propose in one comment. Will resume in a moment.

WuzzupPeeps on [CMD] Fully Foil Azor - No-Nonsense UW Control

4 months ago

I'm also just trying out Emeria Shepherd. In theory with cards like Wayfarer's Bauble and Burnished Hart I can use them to turbo ramp in the later parts of the game, and if that doesn't happen just a single plains activation to bring back a key permanent could prove to be worth the card slot. Ojutai's card selection along with Journeyer's Kite and Thaumatic Compass  Flip should allow me to consistently get the plains trigger in my deck, but I haven't yet considered that your list is much heavier on the non-basics so the Shepherd might not be the right fit for you. Still, I definitely think that the Shepherd's effect is powerful enough to warrant the addition of maybe a couple more plains to at least try out.

With regards to Treasure Map  Flip, I've found it more attractive in non-blue/green decks just as a cheap source of card selection with the scry while charging up counters, ramp with the land transformation, and since the map itself makes you 3 treasures on transform if you don't need the extra mana you can always just use the treasure to draw extra cards. It is pretty inexpensive to get going so I disagree with the high setup cost but its definitely not that impactful of a card.

Hyrs on Help My Narset Deck

5 months ago

Narset Suggestions:

This isn't super sorted, but I tried to keep similar effects together, sorted by cost as well.

General Tip - Since Narset can only cast things whenever they could be cast, instants are a big advantage

About Wraths - You won't want to cast them with Narset out, but it's better than dying(probably get 4-6)

Things to cut:

any equipment - equipment is okay, but since you don't get the equip cost for free you want to focus on low equip costs, or things that protect narset

about aura's - normally they're just card disadvantage but narset probably offsets that

bounce lands - (like Boros Garrison) are usually a little awkward and slow, in three colors you're better off with basics

Aether Gale - tricky since it needs six targets and that won't always be possible

Sea God's Revenge - bounce that only targets creatures usually isn't worth it in EDH, probably better to have hard removal

Breath of Fury - while decent if you have the creatures (and you have some token generation) it's probably not consistent enough, just run sorcs that give extra combats

Dissipation Field - often gives too much value to opponents, maybe even being a lure (lightmine field might be a decent replacement)

Dismiss Into Dreams - you're not targeting that often, and if you are it should be removal anyways

Assemble the Legion - Seems to slow to be effective

Throne of the God-Pharaoh - Need to go wide for this to be really effective

Suggestions:

_cheap$$(around or less than a dollar): _

Swords to Plowshares(removal) - excellent creature removal, cheap if you happen to draw it

Crib Swap(removal) - still exiles a creature outright, but 3cmc

Banishing Stroke (removal, tuck, utility) - expensive hard cast without narset/miracle but tucking is often better than destroying(worse than exiling)

Relentless Assault(extra combats) - Extra attack steps with Narset is dumb, do it

Fury of the Horde(extra combats) - extra attack steps (they're the best)

Boros Charm(protection, burn) - versatile, keeps narset alive

Return to Dust(utility removal) - Exiling artifacts and enchantments is better than not

Vandalblast(Mass artifact removal) - not an exciting card, but taking out only opponents artifacts cripples some decks

Sunforger(tutor/equipment) - only good if you have enough cards it can search for, is mana intensive but if you have enough cards it can fetch it'll be worth it

Lightmine Field(pillowfort/defense) - Narset can attack through it, and keeps token swarms off your back

Crawlspace(pillowfort/defense) - Against, stops large swarms, still you'll probably get hit by the two biggest creatures

Counterflux(counterspell) - strong counterspell, wins counter wars

Render Silent(counterspell) - Makes people sad, locks them out of whole turns

Insidious Will(counterspell, spell copy) - versatile, let's you copy stronger effects from narset as well

Reverberate(spell copy) - often is what you need it to be, can be a counterspell or raw value, great for piggybacking on green ramp

Wild Ricochet(spell copy) - copy a spell, twice!

Spelltwine(spell copy, recursion) - recursion is great since you're putting so much stuff in your graveyard

Call to Mind (recursion) - you have spells, may as well re-use the best ones

Mystic Retrieval (recursion) - same but with flashback!

Mirari(spell copying) - copying any instant or sorcery for three is a pretty good deal if you don't have to pay for the spell already

Clone Legion(wincon) - With how many etb creatures people run, this can be a game ender, or enough raw value to put you ahead

Blatant Thievery(card advantage, removal) - stealing things makes people mad, but it's very effective

Journeyer's Kite(ramp) - slower than rocks, but more reliable, a slow and steady way to get mana

Thaumatic Compass  Flip(ramp, utility) - like kite but only until 7 mana, then it's a nice form of creature protection

Brass's Bounty(ramp) - only good if you need a lot of mana one time

Chain Reaction(mass removal) - board dependent, and kills narset, sometimes you need more wraths

Day of Judgment(mass removal) - very strong

Final Judgment(mass removal) - against some decks destroying all creatures isn't enough, exiling is

_LANDS(can be boring, but are often a big part of how your deck performs): _

Command Tower - Must have in three colors

Mystic Monastery - Tapped lands aren't great, tri-color tap lands in your color are

Rogue's Passage(unblockable) - Being colorless is bad, being unblockable is good

not so cheap$$(around three or more dollars):

Path to Exile(removal) - a second StP, not all decks need it, but it is strong

Darksteel Plate(protection) - keeps your commander safer, isn't super powerful, cheap equip

Rite of Replication(wincon, value) - You still have to pay the kicker but this card is incredible

Waves of Aggression(extra combats) - take extra combats, plus you can play it from the graveyard

Wrath of God(mass removal) - it's the best, but day of judgment is as good 99% of the time

Austere Command(mass removal) - hit's only what you need it to hit, can ignore narset if necessary

Cyclonic Rift(mass removal) - one sided, but you have to pay for the kicker with narset, still can steal games

Blasphemous Act(mass removal) - often one mana

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