Khalni Heart Expedition

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
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

BS-T on Omnath land recycle

1 week 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 weeks 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

3 weeks 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):

Nutron on Angels zeth

4 weeks ago

Groundskeeper with Harrow and having on the field Khalni Heart Expedition will get your mana out and back fast

Nutron on Angels/Green

4 weeks ago

3 Time of Need for both angels and Verdant Haven and Khalni Heart Expedition with Harrow would help get that land out

henkie87 on Landfall into Cathars' Crusade

1 month ago

NobleGhost117 I have to agree Scute Mob is realy cool in the deck, I had not thought of it while crafting the deck. Khalni Heart Expedition is a usefull card in the first few turn, but late game I would not like to draw it. I do prefer Rampant Growth.

TheVectornaut I don't own Rhys the Redeemed, And it's expensive... The effect is realy cool with Cathars' Crusade though.

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