Expedition Map

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Expedition Map

Artifact

, , Sacrifice Expedition Map: Search your library for a land card, reveal it, put it into your hand, then shuffle your library.

Profet93 on Karn? No, Voltron!

3 weeks ago

I think it's a great first start jake1511. Nice avg cmc of 3.52. You might want to increase the speed a tad but given it's a colorless deck that's easier said than done.

Howling Mine - Without a way to untap, it provides opponents more advantage. I understand you need draw, but IMO, this isn't the way to do it

Lithoform Engine - Winmore

Mirror Shield - IMO hexproof redundancy is not needed, other ability is not typically useful. Really depends on how much redundancy you need

Pariah's Shield - I don't see a synergy. Put it on your commander and hope it tanks the damage? 8 mana total is steep

Portal to Phyrexia - Way too costly for what it does.

Ratchet Bomb - Depends on how often you actually can find it useful. Usually charging it for a few turns hoping to get the right amount of counters is difficult.

Shield of Kaldra - Without other Kalrdra, this isn't helpful enough

Sword of Hours - This is not a 1/1 counter deck

The Immortal Sun - Anti-synergy with 3 of your walkers, potentially swap for Staff of Nin for similar effect without anti-synergy

Trading Post - I like the saccing artifacts to draw, making tokens in a pinch. Just doesn't feel like it does enough

Vexing Puzzlebox - Mana rock for 3cmc with a unlikely ability to reliably use

Vorrac Battlehorns - Unimpactful

Aladdin's Lamp - WAY too costly

Anduril, Flame of the West - No benefit to use tokens, aside from skullclamp maybe

Azor's Gateway - Hoping this goes 5 turns uninterrupted is a big ask

Brass Knuckles - Kind of cool but not good on it's own. I do sort of like it, plus the art

Golem-Skin Gauntlets - Kind of cool, but not good on it's own.

Basalt Monolith - Ramp + Combo with Forsaken Monument for

Cloud Key/Semblance Anvil - Ramp

Sensei's Divining Top - Dig

Cloud Key/Anvil/Artifact cost Reducer + Mystic Forge + Top = Draw your entire deck

Expedition Map - Find the land you need, ensure you get your land drop.

Might want to add 1-2 more lands depends on your ending avg cmc and amount of rocks + personal playstyle.

Gerrard's Hourglass Pendant - Recover from a boardwipe

Darksteel Citadel - Artifact land for Karn

Mycosynth Lattice - Lots of shenanigans, super double edged sword.

Lattice + Karn, the Great Creator = Hard lock. Karn has a lot of useful abilities on his own, ignoring lattice.

SufferFromEDHD on Petulant Petitioners

2 months ago

Urza's Saga & Mox Opal if possible.

Expedition Map you are running quality utility lands.

Ipnu Rivulet on theme.

leon_bulminot on We're All Friends Here

3 months ago

Okay so couple cards to consider, specifically for planeswalkers.

First off, activating MULTIPLE planeswalker abilities of a single planeswalker in a single turn: The Chain Veil. And if you have Teferi, Temporal Archmage out with Chain Veil, and a few mana producing artifacts and a Proliferate effect from say Viral Drake or something, infinite counters on your walkers. I usually did it with Gilded Lotus, Thran Dynamo and a Sol Ring, with Chain Veil being the fourth untapped artifact. Proliferate with Viral Drake and you negate Temporal Archmage losing counters.

Next up is additional Counters. Vorinclex, Monstrous Raider and Doubling Season. Enough said right? Contagion Engine is a tad expensive to get online but, double proliferate. And if you had a Tekuthal, Inquiry Dominus on board, quadruple proliferate for 4 mana. So starting out, with everything on the field, Ugin, the Spirit Dragon enters the battlefield with 28 counters from just from Vorinclex and Doubling season. Add in the quadruple proliferate and it just gets dumb. Generally once Doubling Season hits, you can ult your planeswalkers THAT turn. Also, Nesting Grounds pairs well with Tekuthal to move indestructible counters onto other permanents.

Best five color mana searcher ever that is expensive but at one extra above Migration path, especially since planeswalker decks are more mid game, Shard Convergence is like a mega Expedition Map but in green.

A walker that’s good for searching anything, Liliana Vess.

If you want solid searching combo that also lets you untap artifacts as well as hunt for whatever you want is Tezzeret the Seeker and Mycosynth Lattice. And if you want to shut the game down for a win, so long as you have enough creatures to protect him, Karn, the Great Creator and Mycosynth shuts down ALL opponents mana flow. Wanna blow it up? Urborg, Tomb of Yawgmoth, Kormus Bell, and then some blanket -1 toughness effect.

There are so many ways you can go with walker decks. But those are some things I use and still use.

nuperokaso on Help me Man the Lux Cannons!

5 months ago

The big question is - what format is this deck trying to be and what is your budget? Obviously this will never be competitive, but if cards from any edition are allowed, you have hundreds of choices:

If you REALLY want to go all in on counters and play older cards:

- Hickory Woodlot, Saprazzan Skerry, Peat Bog, Sandstone Needle, Remote Farm are lands that produce two mana as long as you are able to proliferate each turn. Pentad Prism is an artifact that effectively produces mana when you proliferate.

king-saproling on cEDH Zirda

5 months ago

What do you think of Sunforger? It gives you full access to your control suite and perhaps more importantly, Enlightened Tutor. Also since you have Angel's Grace you could include Final Fortune or Chance for Glory to safely take an extra turn using Sunforger.

This is probably too clunky for a streamlined build like yours, but you could go spice level midnight and take infinite turns using Sunforger and the previously-mentioned cards along with Tithe tutoring for Mistveil Plains, Enlightened Tutor for Expedition Map, Map for Deserted Temple, then use Temple and Plains to recycle Final Fortune and Angel's Grace each turn. Again this is more wacky than strategic but I had to bring it up because infinite turns in Boros!?!

Andramalech on The Iron Giant

6 months ago

Profet93 for each response!

  • Expedition Map was already in the list and likely to return.

  • Howling Mine will stay out of the list, it was just a colorless draw I could remember.

  • The Kozilek suggestions are bomb dot com and I hadn't used them in favor of more artifact-specific body presence. However, pretending to be blue is a great comparison and both of those variants have a spot here.

  • Land Fetching is great and all, and surprisingly Field of the Dead... might be useful. I mean you're right on the regard of Myriad Landscape and it's intention, but Environmental Sciences had a spot in the list. I think maybe I just need to trim the list.. somehow.

Feedback was super helpful and I think I'll need to shed some flavor from the list in favor of more function. Thanks again!

Profet93 on The Iron Giant

6 months ago

I don't recall even after searching through your EDH decks. Nevertheless, that makes me happy, I hope I can provide you with some meaningful suggestions and input.

Personally, I don't run lower than 37 lands in most of my lists, but I am super cautious about not having lands in my opening hands. Others are less inclined and are more aggressive with their openers to establish early board presence/value. In this artifact build, I suggest 34 lands lands or so. Not only will this ensure easier opening hands, but also assists you for when someone inevitably wipes the board with a vandablast, oblivion stone, etc... I would up the land count a little bit to playtest it and see if it works for you.

Why run 11 wastes without more land fetching ramp? I understand myriad landscape but without any more effects, I believe you can substitute some wastes for other non-basics that provide you additional utility, which is one of greatest strengths of colorless. Additionally, adding more nonbasics can fuel Field of the Dead. While it's not an entirely serious suggestion given the theme of the deck, it can definitely help (given that you said you wanted more bodies in your most recent update).

You beat me to it, this deck needs more draw. Given you are running Eldrazi, I'm surprised you're not running the best ones, Kozilek, the Great Distortion and Kozilek, Butcher of Truth. The former is my favorite given it allows you to pretend to be blue, bluff and provides a full hand guaranteed. The latter is more aggressive and 4 cards is nothing to scoff at.

Personally, I would avoid symmetrical effects like howling mine as you have no way to break parity and you are only getting one while each opponent (usually 3) gets one, for a ratio of 1:3 which isn't optimal. Chromatic star is less draw and more cantrips. While they are nice at times, they aren't often included unless you can utilize them for a greater purpose.

Sensei's divining top + Mystic Forge + Artifact cost reducer (you have several) = Draw your entire deck. Additionally, top helps smooth out your draws. Moreover, it synergizes with Kozilek Distortion to draw 3 cards deeper.

Expedition Map - Find Urza lands, buried ruin for recursion or just smooth our early game/ensure land drops.

Warping Wail - Having a colorless counterspell and the ability to bluff is strong. It can even give you a blocker in a pinch. I like having interaction in colorless given that it's hard to interact without paying 7+ mana (usually).

Let me know what you think of each suggestion. Looking forward to your response.

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