Travel Preparations

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ultimate Masters (UMA) Uncommon
Innistrad (ISD) Common

Combos Browse all

Travel Preparations

Sorcery

Put a +1/+1 counter on each of up to two creatures.

Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Travel Preparations Discussion

cherl on Heroes, dude

1 year ago

Depending on what your budget range is for this, I recommend a couple things:

Rancor Is always good with these types of decks. Satyr Hoplite with a Rancor stuck on it turn 2 is a 4/2 trample that can swing that turn.

Assault Strobe is good, but this deck probably wants Temur Battle Rage instead.

Since it's a casual deck, Rogue's Passage is always good to get your big guys past some pesky blockers.

As budget removal that will also trigger heroic, you could use Prey Upon or Pounce, or even Savage Stomp if you want that +1/+1 counter.

I think since you have The Crowd Goes Wild, you don't need Thrive.

Travel Preparations is okay, but without the ability to flashback it, it's just not worth it.

Ranger's Guile is a good budget option to protect your creatures at instant speed and trigger heroic.

Hope any of this was helpful!

TheHex2020 on Garruk Beast

1 year ago

If i go the +1/+1 counter theme that means i could use Primeval Bounty. Some cards I found are Bond Beetle, Dragonscale Boon, Travel Preparations, and Timberland Guide

SpiritKing on How to turn modern?

1 year ago

not about to tell you to get another deck or a "modern deck", since you already stated this is more a list of what you have to work with rather than a finished deck. I dont know how much modern matches you could observe until now, but modern is a very fast format that evolves mostly around the first 4-6 turns of a game. With that premise, you should start by cutting most of your mana expensive cards from the finished build, they just wont help you win in time or to stay alive. Things like Soul's Majesty, Hunt the Weak, Quietus Spike or Staff of Nin are far to slow to have an impact on your matches. The same goes for your "big" cats like Raksha, Jedit Ojanen and Taj-Nar Swordsmith. Little critters like Infantry Veteran are cheaply costed, but outclassed very easily and dont have enough of a usefull ability. If i were you i probably would drop the equipment/arifact based cards in the deck completely and go more in the direction of +1/+1 counters.

Try to ask around if someone has some Travel Preparations and/or some more Fleecemane Lion's for trade, or buy some of them at your LGS (they are pretty cheap) and up the number of Ainok Bond-Kin. Try to avoid Dragon Bell Monk and Student of Ojutai and try to get some Seeker of the Way instead. They have a better body for a lower cost, get the Prowess bonus from casting your +1/+1 counter spells and combat tricks as well as getting you some more life. Consider Prey Upon to go with them.

Overall advice: try to lower your mana curve so that you have a reasonable chance to play something every turn from t1 to t5, perhaps even mutiple spells from t3 onward, to get your opponent to 0 life as quickly as possible. If you want to stick with GW as your colors and want to use some of your cats, an aggro strategy (poissibly) with +1/+1 counter interactions would be the first thing you should look at. Also cheap, efficient spot removal in form of Lightning Bolt, Path to Exile and Fatal Push are some of the most played cards in modern. If you can do it, try to add something that protects your creatures, or gives you an advantage if they get removed. Something like Brave the Elements, Emerge Unscathed or Shapers' Sanctuary should be a fine solution.

I hope this is what you were looking for. If you have further questions, feel free to ask away.

PerfektJade on

1 year ago

Not sure if you know, but Shield of the Oversoul, Travel Preparations, Bioshift and Scarscale Ritual cannot legally be used in this deck. Skullbriar's color identity is , and you've included symbols. Even if it's a split cost like , it can't be used. Same for the flashback cost on Travel Preparations - it isn't reminder text, so it counts as identity.

903.4. The Commander variant uses color identity to determine what cards can be in a deck with a certain commander. The color identity of a card is the color or colors of any mana symbols in that cards mana cost or rules text, plus any colors defined by its characteristic-defining abilities (see rule 604.3) or color indicator (see rule 204).

903.4b Reminder text is ignored when determining a cards color identity.

903.5c A card can be included in a Commander deck only if every color in its color identity is also found in the color identity of the decks commander.

Example: Wort, the Raidmother is a legendary creature with mana cost . Worts color identity is red and green. Each card in a Wort Commander deck must be only red, only green, both red and green, or have no color. Each mana symbol in the mana cost or rules text of a card in this deck must be only red, only green, both red and green, or have no color.

Gattison on Selesnya Token Lords

1 year ago

Mutagenic Growth & Apostle's Blessing could help you get your life down to 5 quicker, if you actually want to go that route. =D

I love +1/+1 counters decks, and I've used a lot of these cards before, so it's almost like looking down memory lane here, lol.

The only thing I really want to say here is that some Flashback in the deck would be nice. something like Thrill of the Hunt or Travel Preparations would be cool, but maybe also Acorn Harvest, Battle Screech, Folk Medicine, Gaze of Justice, Sylvan Might, etc. etc. You could probably remove 2 and 2 of Scatter the Seeds and Gather the Townsfolk to make room if you wanted (or just drop Scatter altogether).

what needs improving? Speed? Protection against removal?

DroThaShow on

2 years ago

May want to consider some instants with the Rebound mechanic. Can trip Heroic twice with once card!Center SoulEmerge UnscathedDistortion Strike to name a few?

Artful Dodge and Travel Preparations have some good utility too, although they have flashback.

Just some thoughts! Love the heroic mechanic!

Freezingfist on W/G Heroic

2 years ago

Interesting deck, Aespinoza10. I've always liked the Heroic mechanic, even though it doesn't hold up very well in the Modern meta.

As it is, you have more spells than creatures... which means you're more likely to have a handful of spells, and nothing to cast them on.

My personal take on cuts? Sunblade Elfx4, Common Bondx2, Hardened Scalesx2, Gods Willingx2, Mutagenic Growthx2, Path to Exilex1, Seeds of Strengthx1, Sigil Blessingx4, Rancorx2, Forestx1, Giant Growthx4

Just these cuts should put you at 60.

Some things to add/think about?

Spells with Flashback Thrill of the Hunt, Travel Preparations. These give you repeat-targetting spells to keep the buffs coming.

Spells with Rebound. Emerge Unscathed, Prey's Vengeance... same reason.

Brave the Elements would give your line of weenies protection all at once... Won't stop edicts or Damnation, but it's a decent sideboard option.

This is just from a cursory glance, but what do you think?

Elijia on Naya Heroic

2 years ago

zephyr_chang Those are really great suggestions. The rampant removal is why I have 4xBlossoming Defense and 4xGods Willing. But I really like Travel Preparations and Emerge Unscathed, the latter of which I think I'll give a shot in the Gods Willing slot once I acquire them.

Thank you very much!

Load more

No data for this card yet.