Trail of Mystery


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Khans of Tarkir (KTK) Rare

Combos Browse all

Trail of Mystery


Whenever a face-down creature enters the battlefield under your control, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.

Whenever a permanent you control is turned face up, if it's a creature, it gets +2/+2 until end of turn.

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Trail of Mystery Discussion

Legoarf on Animar Morph

5 months ago

Alright so initial thoughts: needs more ramp, needs more card draw and needs more interaction.

Ramp: You are in green so there is a lot of really good and cheep ramp you should add. You have the three two mana rampent growths which are good, but you should have at least 10 pieces of ramp in your deck, generally I like the higher mana ones that get two lands. The two mana ones are better in faster playgroups, but with how slow our games usually are, card efficiency and advantage is more important in my opinion. Cards I suggest: Cultivate, Explosive Vegetation, Kodama's Reach. You might also consider running all the signets though you may not need them. Also a note on mana, I'd say you should still run at least 36 lands, 34 is a bit low. For budget reasons you can probably cut the scry lands too. Look at: Kazandu Refuge, Highland Lake, Simic Guildgate, Timber Gorge, Woodland Stream. You also need to add some Mountains to your deck, at least 4 I'd say. You can also try to reduce the number of tap lands but yeah.

Card draw: One note first, make sure you add Ancestral Statue. Honestly your card draw isn't to to bad. I'd include Fierce Empath to for tutors, Skullclamp is always great card draw too. Secret Plans is cheap and goes with your deck. Trail of Mystery is also a good card, remember you can unmorph inside of combat too. Salt Road Ambushers is also a morph card that goes really well with other morph creatures. Remember megamorph is the same thing as morph, except when it flips it gets an extra +1/+1 counter. Whisperwood Elemental is crazy good card advantage too. Ixidor, Reality Sculptor is really crazy good when you can turn expensive un-morph creatures face up for only 3 mana too. Master of the Veil is also really good to rebuy some of the unmorph effects.

Interaction: This is one you could use some more work on. Most of your interaction will come from creatures but you still need to have some. For artifact and enchantment destruction you should be running a few of these: Acidic Slime, Nantuko Vigilante And a few ways to interact with creatures: Thousand Winds And maybe some spell removal: Beast Within, Primal Command, Shatterstorm.

Cards I dont think are pulling their weight: Recurring Insight is bad imo, if you want Fact or Fiction is better I'd say. Ashcloud Phoenix really slow and probably not going to recur. Broodhatch Nantuko interesting if you block a big creature and unmoroh it but even then I dont think its that good. Dawntreader Elk unless you are returning it from the graveyard I like other ramp more. Desolation Twin only good when you are ahead and even then questionable. Fathom Seer good card, but may not always have two islands, or just needs to be a consideration when you are ramping. Protean Hulk really good for combos and sometimes ok for value. In your deck of high cmc creatures though not as good. Unless he's a combo piece I'd say you can cut him. Thelonite Hermit dont think its worth it. Thought Harvester good if you are comboing it with Ancestral Statue or the like for a game winning combo, so probably fine, doesn't do much if you are not comboing though. Tishana, Voice of Thunder probably only good if you are already winning, may be fine but also cuttable for budget reasons. Flash really doesnt need to be here. Swan Song is a great card but can also probably be cut.

On other notes, your curve is looking pretty good, and overall it looks like a good deck. You can move a few cards around for budget reasons, but really your almost as low as you can go. Cards you can probably cut for budget reasons: Solemn Simulacrum, Voidmage Prodigy, Shaman of Forgotten Ways, Rootbound Crag, Protean Hulk, Cinder Glade, and Swan Song. Other than that it gets iffy I'd say. Let me know if you have any further questions.

thom-le on Jimmy's Animar-Morph l Game Knights #16

6 months ago

Acutally also have an Animar-deck and Thran Turbine, Trail of Mystery or Skirk Alarmist works very well.

Look here for my alternative EDH Animar decklist: Morph Hysteria EDH

Kul4s on maya midrange

1 year ago

Hey, thanks for upvoting my deck Everflowing Harmony!

So, I can see you have a prototype here, and I really don't know what are your focus. I could say from the start that is turning things face-up because of the Mastery of the Unseen or should it be the gaining life? And I can see that you have that big creatures theme somewhere either.

My first advice is trying to improve the focus of your strategy. If you want to focus the Manifest and Morph techs, than I would say you should think of cards that benefits from it like Trail of Mystery to fix your mana issue; Horde Ambusher if you want to bring some action to your early game; one Ashcloud Phoenix on the place of your Thunderbreak Regent as they both have high cost, but the dragon doesn't interact with your tech, the phoenix has more sinery and keep coming back; Deathmist Raptor seen kinda core to the tech to me.

While I couldn't bring any white ideas, the color is the paragon of gaining life, so I say you could start searching for stuff like Authority of the Consuls or the always good Lightning Helix.

xyr0s on Which deck should I take ...

1 year ago

Those clever girls aren't clever enough for modern. Sry to say, but if the local meta you play in is 30% tier 1 decks, 50 % well-tuned budget and 20% durdley-homebrew, you are going to win very little with this. Counterspells that cost 3 mana has no place in modern. Cards that do nothing, like Secret Plans and Trail of Mystery are a real liability - you have to spend way too much mana before pay-off (enchantment -> play a morphed creature -> flip morph), and a strategically placed Lightning Bolt just makes you waste most of the mana.

Overall, speed is the problem here. Perhaps the flip-morph tricks are powerful enough for modern, but it's hard to keep up, when you can't play morphs until turn 3, and if you do that, you got nothing else that turn (so: Fatal Push... goodbye, little morph).

The atarka deck has Sylvan Caryatids, which really should be exchanged for something else (Birds of Paradise f.ex.). Then you could also add a Kessig Wolf Run - now the parrots are dangerous even if you draw them lategame.

Dragonlord's Servant could be exchanged for Search for Tomorrow: both make you have 1 more mana than you otherwise would from turn 3 (assuming they are in your opening hand), but Search for Tomorrow plays already in turn 1, affects all your spells (not just dragons), is less vulnerable to removal, and can shuffle your deck to make more from the Courser of Kruphix. I'm assuming that one extra land is as good as a cost reduction of 1 mana on all dragon spells, since I don't think you get to play 2 big, fat dragons in a single turn anyway. You could call the Search for Tomorrow "added hunting territories" maybe...

Werewolves is a bit too fair. Yes, yes, there is a bunch of coco in there, but you still easily end up as an aggressive deck that has to pause from playing spells to flip your creatures, or with opponents who drop 2 spells in a single turn, and flips the whole team back. Too many games are over, before you are done with the set-up.

So, with a bit of tweaking, the atarka deck is the better of these 3.

RedmundR2 on Looking for cards that synergize ...

1 year ago

TMBRLZ dude Trail of Mystery and Cloudform are exactly what im looking for. My decks creature base already looks kind of similar to yours, which is cool because that tells me im on the right track. I didnt even think of Megamorph tho. My deck is modern so i should have some more options as well.

Snydog17 those could synergize, but i dont think lifegain is something my deck really needs. The removal could be useful but Path to Exile is always going to be a good card in any deck for removal

landofMordor on Flicker Morph Modern

1 year ago

Hey there, cool deck!

You should also check out the manifest mechanic. Blue has plenty of scry and reordering the top cards of your library effects that can help you cheat out permanents (you can even Cloudshift a planeswalker/enchantment/artifact that's been manifested, and it'll return face-up. There's also several effects from the Tarkir block that say things like "face-down creatures you control get +1/+1" or whatever. Trail of Mystery, Temur War Shaman, etc.

In general, I think you might be spreading yourself a bit too thin with cards like Venser, Shaper Savant, 4 Knight of the White Orchid, and Reveillark...also, flickering doesn't let you use abilities that trigger only when a card is turned face up, like Stratus Dancer.

Good luck, and good brewing!

piebandit on Ezuri's Morph Surprise

1 year ago

Teferi, Mage of Zhalfir seems like a non-bo with morphs, as it gives it to the front face side. Other than that, looks like a cool deck. Definitely saw some cards I need to add into Morphzuri, notably Ruins of Oran-Rief & Temple of the False God. Mine is more all in morph than yours, but a few cards I strongly recommend:

Jeskai Infiltrator: he comes in, triggers Ezuri, you swing him at someone who will let him get in for two, then you manifest him and your top card, getting two more Ezuri triggers and possibly 2 Trail of Mystery triggers.Kheru Spellsnatcher: Not exactly a hard lock with Vesuvan Shapeshifter, but damn near close. Ainok Survivalist: almost an exact copy of Nantuko Vigilante. I run both. you should run this one because it comes with a +1 counter automatically if you only want 1.

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