Join Forces — Starting with you, each player may pay any amount of mana. Each player searches his or her library for up to X basic land cards, where X is the total amount of mana paid this way, puts them onto the battlefield tapped, then shuffles his or her library.
|Want (2)||typicalmail , Vector_Logic|
Printings View all
|Commander 2016 (C16)||Rare|
|MTG: Commander (CMD)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Collective Voyage occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Collective Voyage Discussion
1 week ago
With this kind of deck, you need to first ask yourself what strategy you're actually going for. Are you
Trying to use politics to slowly gain advantages before suddenly taking over and dominating?
Trying to make yourself such a valuable ally that everyone leaves you alone and then you go one-on-one after two people die?
Trying to make games last as long as possible?
I'd likely recommend the second. This is because it is easy for each opponent to justify letting you live. If you win too often, your playgroup will either opt to team up on you and crush you early, or they will(each on their own accord) attempt to take you out at the end of the game by playing their cards right.
For this deck to work, you really need to be able to guarantee that you can incentivise certain actions at your discretion. For instance, with Kenrith you can say "Hey, I'll let you draw a card if you attack player B" do the player with a solid board state but an empty hand. Every card should give you as much choice as possible and with powerful enough effects that you can give people treats for following your orders, and bring down hellfire if they disobey.
Here's my personal list:
4 months ago
i think that the cards would have to work significantly differently. because they are usually effects that really help accelerate people. they are reasonable because everyone benefits from them and they are symmetric. being behind a few draws isn't the end of the world but lets take an example using Collective Voyage. it's a 4 man game of edh and it's T3, and someone casts CV and pays 1 into the effect. the next person pays 2 into it. the third person happens to be tapped out and the last guy pays 3 into it. now every but the third player is going to be on turn 9 while they sit at turn 4. it'll be very hard for that third play to catch up to everyone else. taking it a step further if i had CV i would probably see if i could wait will all of my opponents were tapped out and keep the benefits all to myself. 4 mana out 3 lands from library into play? sounds amazing to me. i'm not saying the effect can't be done, just that the effects would have to be structured so that if a player is left out that they aren't left out of the game, and try and find a way to encourage players to work together to pay mana instead of making it stronger to try and go solo on the cards.
4 months ago
I am planning to build an EDH deck with Kynaios and Tiro of Meletis as the general, so I would be very interested to hear any ideas for such a deck that anyone here can offer to me.
The purpose of the deck will be to ostensibly assist the other players and influence them into attacking each other while avoiding attacking me, until I have sufficient resources to defeat everyone, or, more ideally, for the other players to eliminate each other until I have only one opponent, whom I can then defeat.
Cards such as Edric, Spymaster of Trest, Gahiji, Honored One, or Gisela, Blade of Goldnight shall encourage my opponents to attack each other and discourage them from attacking me. Cards such as Propaganda, Ghostly Prison, Sphere of Safety, Kazuul, Tyrant of the Cliffs, and Windborn Muse will make it unprofitable to attack me. Cards such as Collective Voyage, Minds Aglow, or Tempt with Discovery will make other players wish to keep me alive for as possible, so that they can continue to benefit from my presence.
What does everyone else say about this? What are some ideas or suggestions for an EDH deck with Kynaios and Tiro of Meletis as its general?
4 months ago
Selvala, Explorer Returned Ghostly Prison Propaganda Arcane Denial Mikokoro, Center of the Sea Geier Reach Sanitarium Norn's Annex Sphere of Safety Collective Voyage Supreme Verdict Wrath of God Venser's Journal Edric, Spymaster of Trest Windborn Muse Collective Restraint War Tax Temple Bell Khorvath's Fury Horn of Greed Pendant of Prosperity Rites of Flourishing
5 months ago
I think you have a strong base for a Selesnya token deck but, I am not sure if Emmara, Soul of the Accord is the best choice for your commander. Emmara wants you to tap her and I don't see a lot of ways to tap her in this deck. Maybe consider switching your commander to Trostani, Selesnya's Voice which might work better to get out tokens.
If you want to use Emmara maybe you could look to add a few vehicles to this deck. Personally I think a card like Smuggler's Copter would be a great addition to this deck because, it gives you card filtering and a tap outlet for Emmara. Citanul Hierophants could also help you ramp and will give an additional tap source for Emmara. Nature's Chosen is an older card but would work really well with Emmara. I see you have some cards with the convoke ability which I think is strong in this deck. Maybe consider adding some more convoke cards like, March of the Multitudes , Chord of Calling , Scatter the Seeds and, Conclave Tribunal ?
This deck seems really light on card draw / card advantage, consider using some of these cards to help you draw. Skullclamp which will draw you an insane amount of cards off Emmara alone and, is almost an auto include in a token deck. Idol of Oblivion , Freyalise, Llanowar's Fury , Huatli, Radiant Champion , Season of Growth and, Ohran Frostfang are all really good cards that will give you card advantage and synergies with your token theme. One last card you might consider is Well of Lost Dreams especially if you find yourself gaining a lot of life off the Emmara tokens.
Lastly, I would consider removing these cards, Eidolon of Blossoms , Evangel of Heliod , Oakhame Ranger , Worldsoul Colossus , Banishing Light and, Collective Voyage . While I don't think these cards are bad I don't they they are impactful enough in this deck.
I would consider adding these cards, Parallel Lives , Doubling Season (if you can afford it), Castle Ardenvale , Beastmaster Ascension , Collective Blessing (maybe consider removing some of your smaller anthem effect like, Honor of the Pure for bigger anthem effect like these), Eladamri's Call , Eternal Witness , Champion of Lambholt , Generous Gift and, Beast Within .
Hopefully some of these suggestions helped but, I think you are off to a really good start with your deck!
5 months ago
Very cool! What do you think of these? Sporemound , Seed the Land , Lotus Cobra , Amulet of Vigor , Animist's Awakening , Genesis Wave , Collective Voyage , New Frontiers , Traverse the Outlands , Farhaven Elf , Wood Elves , Yavimaya Dryad , Helm of the Host , Fierce Empath , Woodland Bellower
6 months ago
Hey, cool deck! I loke so much the group hug decks, but I loved this one when I saw the ice-cream machine ( Timesifter ), and also I have here some suggestions:
Curse of Verbosity , Curse of Disturbance and Curse of Opulence : I can't imagine any group hug without these cards. The idea is simple: you attach this to the most advantaged player to help the others, and also you get advantage. Also I saw that you play Curiosity , Keen Sense and Ophidian Eye ; and Curse of Verbosity seems a better option than Ophidian Eye .
I hope this helped you!
6 months ago
Cool idea! You might like these: Sheltering Ancient , Wall of Shards , Happily Ever After , Clear the Land , Seed the Land , Genesis Chamber , Akroan Horse , Forgotten Ancient , Awakening , New Frontiers , Collective Voyage , Fecundity , Null Chamber , Magus of the Vineyard , Pendant of Prosperity