Khalni Heart Expedition

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
Duel Decks: Zendikar vs Eldrazi (DDP) Common
Zendikar (ZEN) Common

Combos Browse all

Khalni Heart Expedition

Enchantment

Landfall — Whenever a land enters the battlefield under your control, you may put a quest counter on Khalni Heart Expedition.

Remove three quest counters from Khalni Heart Expedition and sacrifice it: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle your library.

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Khalni Heart Expedition Discussion

masterpeez on Mono Green Landfall

1 week ago

I used to use Harrow

FireToBurn on Temur Casual EDH

3 weeks ago

I had the same problem in my first deck which was a landfall deck. I had a lot of big creatures but most of mine were 6 drops just like my commander. Therefore im missed the mana to do more than just 1 thing in each turn.

What I'm missing in your deck are rampcards. You have ramp in the form of Signets and a few cards such as Rampant Growth and Kodama's Reach but its too little for what your have on creatures and you have green in your commander and that's the best color to fix your manabase.

I have some suggestions for your deck but keep im not great at building decks myself so some others might find better cards for your but im trying to help you. So here are some cards I would suggest, don't add all of them but just to give you an idea of what is possible:

To search for Basic lands/lands:

-Khalni Heart Expedition

-Explosive Vegetation

-Cultivate

-Sylvan Scrying

-Traverse the Ulvenwald

-Harrow

For creatures I don't really see a trend in what your idea is with. Maybe if you could explain that, I can help you with it. What I am seeing is that you have a few big ones but you need to wait so they can do something. A few nice creatures which are always nice:

-Sakura-Tribe Elder

-Avenger of Zendikar Good with your beastmaster ascension

-Solemn Simulacrum (Often used in EDH)

Some extra suggestions:

-Myriad Landscape for some extra basics

-Terramorphic Expanse Same as evolving the wilds

-Sol Ring Often used in EDH

Cards I would remove or change for something better since it does too little in EDH or your deck:

-Vandalize for Vandalblast Land destruction is not really needed in EDH and this lets your destroy 1 artifact for 1 red and overload it to destroy all artifacts for the same manacost. Even your own artifacts are safe with this one since its "you don't control"

-Lava Spike Change this for a ramp card, it does too little in your deck

-Electrolyze for Blasphemous Act if you want to kill some creatures/board wipe, this can potentially be only 1 red. If you don't want to do that then change it for a ramp card

-Dragon Tempest for Fervor Gives haste to all creatures you control. It misses the damage from dragons but makes up for it if you cast a non flying big creature.

-Ongoing Investigation Bit of a random card in my opinion in your deck

-Overwhelming Intellect for Counterspell Does pretty much the same and is cheaper in manacost, though im not really sure if you need counterspells in this deck

-Stubborn Denial for Negate This is always a hard counter even without creatures on your board

I hope this helps you a little bit, Goodluck with your deck :)

Rzepkanut on Tishana Swarm (Needs Tuning)

1 month ago

Yeah mana dorks have a short lifespan against those kinds of decks. If you still want more ramp you can focus more on cards like Khalni Heart Expedition, Explosive Vegetation, Skyshroud Claim, and Ranger's Path which all get 2x lands into play at once. I know its expensive in paper but Mana Reflection is like the most amazing mana producing card ever. And a few more ideas Kessig Cagebreakers, Nacatl War-Pride and Ezuri's Predation are interesting token cards. Oooh yeah if you want to really go nuts, use Clever Impersonator or Mirage Mirror to copy fun things like Doubling Season :)

BS-T on Omnath land recycle

2 months ago

What do you think of Terrain Generator? You can use it early to get to Omnath a turn or maybe two quicker, and later to drop another trigger for him... And it's a good chunk cheaper than alternatives like Exploration or Azusa, Lost but Seeking. You could probably add that and Courser of Kruphix for about $5. Courser is good for some life gain too.

I'd maybe look at having the Generator in for Khalni Heart Expedition since you have to sac it and Courser in for Quarry Beetle which I don't feel does enough work.

I also use Strionic Resonator in my Omnath deck and that's often handy with all sorts of triggers.

Fertilid is another one which could add something including being an elemental.

ImtheRealBear on Nissa Tribal

2 months ago

With the sorceries and Khalni Heart Expedition you have here you already have a bit of ramp so you would probably be fine cutting some Llanowar Elves or a copy or two of the expedition. Cutting Fog could also work like Jerry said. If you can find room since you're playing two Nissa Revanes I would play a full set of Nissa's Chosen.

drohack on Voltron, False God

2 months ago

Here is my attempt to figure out my "7 by 9" classification of my deck (Referenced article about "7 by 9"). The deck doesn't really fit into the model well since many of the cards overlap by just being enchantments that there's a lot of categories/single cards that only care if other enchantments get played.

The deck itself cost a lot to get rolling and I like where the ramp sits right now even if it's a bit high on cards, but being a 5 color deck has its requriements. I'd like to increase the number of cost reduction cards. And slightly increase the number of draw, and combo cards. If I had to I would probably remove some of the buff/removal/graveyard cards. The issue I have though is that I want to keep the same number of creatures as early agression is this decks downfall. If I could I would also update the mana base and then be able to cut some of the ramp cards.

Number of enchantments: 36 (a * represents that this card cares about enchantments) (15 are auras)

Mana (14)

Ramp(10):

Mana fixing(2):

Cost reduction(2):

Tutor(9) *

Enchantment tutor(6):

Graveyard(3):

Draw(6):*

Removal(7):

Protection(5):

Combo(8):

Buff(4):

Other(8):

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