Traverse the Outlands

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2017 (C17) Rare

Combos Browse all

Traverse the Outlands

Sorcery

Search your library for up to X basic land cards, where X is the greatest power among creatures you control. Put those lands onto the battlefield tapped, then shuffle your library.

Price & Acquistion Set Price Alerts

C17

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Traverse the Outlands Discussion

triproberts12 on

1 week ago

You could probably cut a lot of the weak dinosaurs for some bigger ramp. You're better off playing Traverse the Outlands, Mirari's Wake, and Zendikar Resurgent than stuff like Nest Robber. I'd also try to find copies of Ghalta, Primal Hunger, Rampaging Brontodon, Regal Behemoth, Runic Armasaur, Thrashing Brontodon, Trapjaw Tyrant, and Wayward Swordtooth. Check out EDHREC for more suggestions.

snown on Trostani, Selesnya's Voice

4 weeks ago

This is a great start. Here are some suggestions from a Trostani deck that I use, organized by pricing tiers to help keep this deck budget:

< $1

Vitu-Ghazi Guildmage
3/3 Tokens and another way to populate

Felidar Sovereign
Alternate Win Condition. Probably works better with Trostani as commander due to the increased life gain, but there's quite a bit of life gain in this deck regardless, so it may work.

Rampaging Baloths
Consistent way to get som big tokens on the battlefield for free. (Works well with Traverse the Outlands)

Emmara Tandris
Some token protection

Trostani's Summoner
Get a variety of tokens out quick

Advent of the Wurm
Just a decent token to populate later

Druid's Deliverance
Fog with populate. Optional, but not too bad

Cultivate
More mana!

White Sun's Zenith
Utilize that mana and go wide

Second Harvest
Speaking of going wide, mega populate

Increasing Devotion
Just get some dudes on the board

Phyrexian Rebirth
Board wipe with a token upside

Intangible Virtue
Go wide with a little extra damage, and still have some blockers left

Angelic Accord
Like your Resplendent Angel, but harder to remove, and only requires you to gain 4 life.

Tamiyo's Journal A slow tutor, but might draw you some cards if you can't get to the tutor

$1 - $5

Devout Invocation
Potentially double your board, with 4/4 fliers!

Storm Herd
Another mass token maker, but with 1/1 fliers (evasion is nice)

Aetherflux Reservoir
Alternate win condition. Probably better with Trostani as commander as you need to be able to absorb a loss of 50 life, but even in commander, most other people won't be able to say the same.

Beastmaster Ascension
Win condition. With a wide board, +5/+5 is huge. Also creatures enter the battlefield with the +5/+5, so with Trostani out that's some good extra life gain.

Sandwurm Convergence
Consistent way to get some decent tokens. Also protection from flying

Primal Command
Life gain, removal, mill protection, and tutor? This card just has value.

> $5

Panharmonicon
Again, designed for Trostani to double up on life gain, but helps with any ETB effects you have, of which there are a couple

Anointed Procession
Should be in any white token deck

Elspeth, Sun's Champion
Create creatures, get rid of big threats, maybe get your team in the air

Ezuri's Predation
Often a one-sided boardwipe, makes a ton ot tokens, and will sometime just win the game

Traverse the Outlands
Mana! This is only really good if you have a larger creature out, but like I said above, works really well with Rampaging Baloths

Test of Endurance
Basically another Felidar Sovereign, harder to remove, but requires 50 life instead of 40

Chord of Calling
Green tutor with convoke. You have a bunch of tokens, why not?

Green Sun's Zenith
Potentially reusable creature tutor. have to have the mana available, but it will find answers for you.

Bonus

Parallel Lives
Not exactly budget, but valuable in a token deck

Enlightened Tutor
Artifact and Enchantment Tutor. Again, not really budget, but likely worth it in your deck

Kogarashi on When does a spell without ...

1 month ago

Correct. In this case X will be determined upon the spell's resolution, since it's not defined in the casting cost.

You'll put Traverse the Outlands on the stack and pay its cost, at which point Manaplasm triggers because you cast a spell. The trigger goes on the stack and resolves, giving Manaplasm +5/+5, making it a 6/6. Then when Traverse the Outlands resolves, it sees that the greatest power among your creatures is 6, so you get up to 6 basic lands.

Because it checks on resolution, if your Manaplasm is destroyed before Traverse the Outlands resolves, you get no lands (unless Manaplasm was destroyed by something like Beast Within).

rolfMTG on When does a spell without ...

1 month ago

I'm pretty sure cards like Traverse the Outlands and, for example, Arahbo, Roar of the World's second trigger, check power upon resolution.

So, in your case, you can get up to 6 basic lands.

This is because X isn't set upon casting the spell (like with Fireball for example.)

CrazedGinger on When does a spell without ...

1 month ago

So if my only creature on the field is a Manaplasm and I cast Traverse the Outlands my question is basically when does the cast spell check what X is? A part of my says is checks when cast so a creature destroyed afterword doesn't change the effect. Another part of me says it would allow a triggered ability to resolve before the check happens.

SargeWhiskeyJack on Top o' the Food Chain

1 month ago

@shyachi33: No worries about the length, I appreciate your thoughts. Doubling Cube is actually great with all the doubler's I'm running. Plus, with Mana Reflection it becomes a tripler. Shapers' Sanctuary actually usually nets me an average of 3-6 draws. And no one really messes with it too much because of the other threats. Most of the time, I'm not dropping my doublers until I get the most out of them (on my turn), they also eat some hate from people that know what my deck does. Otherwise, it's a way for me to sneak my commander out without them realizing what happened until it's too late. I've been looking at Traverse the Outlands, and Seasons Past. I have an Eternal Witness on the way.

Depending on the game, I will typically use Plea for Guidance to go get Food Chain + Mana Reflection unless I have enough doublers out, then I'll grab Myth Unbound. Food Chain is great. I was running Abundance, but found I don't really need it now.

I like the lands that give haste, and Whitemane Lion.

I hadn't thought about Aurelia's Fury over Rolling Thunder. Thanks for that!

I'm also waiting on a Tooth and Nail.

Thanks for the ideas!

Shyachi33 on Top o' the Food Chain

1 month ago

wall of text warning, sorry i got a little carried away, i love Zacama, and been playing a lot of it so i couldn't resist trying to help another player out.

My thoughts on your artifacts:

Doubling Cube it's not very good in a zacama deck as it's not really recur-able like the other mana doublers.

Lightning Greaves switch it out for Swiftfoot Boots the shroud hurts you more often than it helps, specially when you're trying to target Zacama or something to save them with temur not on your turn.

Sunforger it's essentially 8 mana to tutor for an instant, that's mana better spend just drawing cards, or better tutors.

Whispersilk Cloak same reason as lightning greaves. if you want redundancy, Champion's Helm

The Immortal Sun if you're trying to stop a lot of planeswalker in your meta, keep it, otherwise it's too expensive of a cast.

after you cut those artifacts add in Stony Silence and/or Null Rod which adds more stuff for your enlightned tutor to fetch. this will not really stop you other than your equipments, sol ring, and mana vault (which I MIGHT cut, up to you though on that one) which is waaay less important than everyone else's rocks that they're probably relying on more than you.

thoughts on Enchantments:

Aura Shards you're not running enough creatures to really benefit you, and Zacama IS aura shards.

Aggravated Assault + Bear Umbra is cute at best, but outside of that just a straight double strike is just better than wasting your time with this combo, other than Etali you don't really benefit from additional combat steps.

Dictate of Karametra, Heartbeat of Spring, Zhur-Taa Ancient don't help other players, unless your deck is fast enough to win on the turn these come out, you're helping 3 other players that's NOT you. that's a strict 3 to 1 disadvantage no matter how much more lands you have. if you really want another doubler, Zendikar Resurgent.

Sunbird's Invocation is another cute card, and in a zacama deck i feel like it's just more a "win-more" card than actually helping you advance your board state, specially for it's mana cost.

please let me know how successful you've been with Food Chain + Myth Unbound combo works out for you, i thought about it, but didn't pull the trigger for it yet. Also how is Shapers' Sanctuary working out for you? i like 1 drops, and ones that can draw you cards is even better. On average how many cards do you think you draw from that card per play?

Sorceries/instants:

Banefire is that to remove planeswalkers? if so that's actually pretty smart, i didn't think of using it that way, but it's good to have.

Plea for Guidance this is to get your aggravated assault/bear umbra or food chain/myth unbound combo i assume, any other combos i'm missing? it's pretty expensive to play, 6 mana to search, then another 6-14 mana to get those other combos going. If you decide to keep it, i recommend adding Abundance to combo with Sylvan Library pick up lands or non lands to your liking and not pay life.

Rolling Thunder switch it out for Aurelia's Fury it's just a straight upgrade, it's at instant speed, and so much more utility, this card can win you games.

other than that, i'd recommend more ramp spells and tutors:

Rampant Growth, Hunting Wilds (don't ever pay the kicker), and Traverse the Outlands gets crazy as soon as Zacama drops, Kodama's Reach and Cultivate wouldn't hurt. Hour of Promise ramps AND searches for ANY land.

Green Sun's Zenith and Chord of Calling are great to find your combo pieces.

Uncage the Menagerie can play well too, but you'll have to actually build your deck around it a bit more to actually be effective.

As far as creatures go, i recommend the mana dork squad, having a consistent turn 1 play every game will really affect your board state advantage, having 3 mana on turn 2 is a big difference, specially for all the ramp spells you want to be casting.

Chameleon Colossus is a great creature for mana sink, pump it up, then you can Soul's Majesty it, or similar effect with it.

Goreclaw, Terror of Qal Sisma and Spellbreaker Behemoth this is hit and miss. you only really have 7-10 creatures they actually affect, if you feel like you're running enough green, Emerald Medallion can be better value than goreclaw, and Vexing Shusher and Prowling Serpopard would affect more of your deck than spellbreaker.

Whitemane Lion combo's with Panharmonicon to infinitly bounce zacama for the same mana cost as Temur, if temur ever gets exiled. also having flash, can save a creature in case of a removal or something.

Garruk, Primal Hunter is pretty much another Soul's Majesty. it's worth the slot even for just a 1 time use draw card when your fatties are out.

Recursion, your deck is lacking pretty much every basic form of it. Eternal Witness and Regrowth are just green staples. and personally, i would cut Praetor's Counsel for Seasons Past it's cheaper to cast, and will get back most of what you need anyways.

also i would up your land count to 36-38 your deck's average CMC is too high to be greedy on lands.

adding Slayers' Stronghold combos with Sunhome, Fortress of the Legion (remember Hour of Promise?) to get Zacama up to 22 commander damage to get a sneaky kill on someone without a blocker.

Kessig Wolf Run is just another quality land.

Hanweir Battlements and Flamekin Village along with slayers' can give creatures haste for some other sneaky plays.

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