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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Enter the Unknown
Sorcery
Target creature you control explores.
You may play an additional land this turn.



![Forced Fruition feature for Ivy, Gleeful Spellthief [EDH]](http://static.tappedout.net/mtg-cards-2/lorwyn/forced-fruition/forced-fruition-cropped.jpg)



Andramalech on
Aesi, Tyrant of Gyre Strait EDH
2 months ago
Anything with Aesi is worthy of an upvote. Personally, I like Koma- but for actual recommendations I think you've hit the standard deck construction parameters. Maybe an Uro, Titan of Nature's Wrath would be nice to see, and I'd also mention Kodama of the West Tree purely because you need more concrete ways to simply put the lands down onto the field. Enter the Unknown, Thirsting Roots, Evolution Witness, just so many different cards i think to mention here for you, but i understand not all of them (or any of them) may be precisely what you're looking for. I myself am a long time fan of Vorinclex Flip and his associated cards, so if you were waiting for someone to rip on you/ support you in that choice, I'd say go for it. I believe the new god from Aetherdrift would be helpful. There's a mention for Fastbond and Manabond, and plenty of room to discuss stuff like Growth Spiral, Farseek, etc. Best of luck building Aesi, the one bit of advice that helped me while I was constructing was you could never have too many lands. Cheers! +1
GregariousG on
You Wouldn't Download A Spell | *Primer*
8 months ago
To Lastline77,
I’ve never liked the look of tags in my posted lists. I just use a separate Word document to making categories for ramp, draw, interaction, etc. That’s just easier for me. For me, deckbuilding is just as entertaining as playing. I really enjoy making a concept, playing it, and moving pieces around. I started a long time ago so I’ve gotten better, hopefully. After building , playing, and tweeking, I can just know what each piece is supposed to do and whether it is effective or not. I can walk you through my thought process for this Ivy build. When I saw Ivy, I knew off the jump that she would make a good tempo commander because of her low cost and copying ability. Because this was going to be Simic Tempo, I need a low curve. Thus, most of my cards should sit between and and very few high cost cards. If you look through my editing history, you can see the few amount of high end creatures and spells were continuously cut. As well, tempo decks want to draw a lot of cards. Because of that, I stacked the deck with Combat Research-effects and looked for new ones with each set. The ETB draw enchants are also good, which is why there are so many. At first, I had the stereotypical ramp package, with mana dorks and land fetches like Cultivate. However, I noticed that drawing cards is just as good as some of the classic ramp spells. For example, Enter the Unknown is probably one of the best ramp pieces in this deck. The ability to have an extra land drop per target for just . is busted. Thus, there is no point to have Three Visits when I can drop two or more additional lands. As well, ramp that copies, like Migratory Greathorn is just better than Three Visits because it can be copied. Besides card draw, this deck needs all of the interactions, aka counterspells and protection. This is one of the reasons why there is so much draw; this deck needs interaction. I always want a counter or protection in my hand. Two reasons. First, a tempo deck that gets interacted with early generally doesn’t do anything for the rest of the game. You want to control the pace as much as possible. Second, Ivy tempo is a major problem once it gets going and people will notice. That’s when the removal and the board wipes start to fly. However, this is Ivy tempo. With overwhelming card draw and interaction, you probably won’t care what the opponent is doing. Opponent going to Farewell the board. That’s great because you have Slip Out the Back to phase out or just a counter. However, you need that card advantage. As for switching out cards, this comes best through playing testing. For example, Double Major is in 50% of the 8,378 Ivy decks recorded by EDHREC. As of a few days ago, my deck was included in that number. However, Double Major has always been on the chopping block. Great on paper, awkward in play. This might not be true for others, but Double Major was rarely worth it. There are easier and more curve-friendly ways to get copies of Ivy. This was a long rant but I hope it kinda helped.
Niko9 on What's your favorite mechanic, and …
2 years ago
I like explore because it's so versatile but nothing crazy on the power scale. Enter the Unknown is one of my favorite cards as a cantrip-ey value card for creature decks. But just that explore is like scry, but you get to put it in your graveyard for recursion decks, and it pumps a creature, and it just draws if it's a land...I really love explore : )
Licecolony on
NayaDinos
2 years ago
I'd add 6 or so lands. There's just not near enough there. It also seems you're expecting a really long game with cards to reshuffle stuff into your library and gain life. You start at 40 health. If you're taking that much damage, the extra 5 here or there aren't saving you. And reshuffling cards from the graveyard into the library is only going to be useful if you're playing against a mill deck or you somehow draw your entire deck. Both somewhat uncommon situations.
Cards under $3 that you might consider:
Nature's Lore
Rishkar's Expertise
Cultivate
Rampant Growth
Farseek
Kodama's Reach
Colossal Majesty
Return of the Wildspeaker
Beast Within
Nature's Claim
Thunderfoot Baloth
Rootweaver Druid
Reclamation Sage
Cathar Commando
Knight of Autumn
Qasali Pridemage
Thrashing Brontodon
Ranging Raptors
Regisaur Alpha
Shifting Ceratops
Territorial Hammerskull
Territorial Allosaurus
Topiary Stomper
Atzocan Seer
Tribal Forcemage
Naya Charm
Road of Return
Boros Charm
Cards that I would call easily expendable:
Suncleanser
Cacophodon
Looming Altisaur
Imperial Ceratops
Wilderness Reclamation
Verdant Haven
Gift of Paradise
Fertile Ground
Oketra's Last Mercy
Rolling Thunder
Serene Remembrance
Elixir of Immortality
Oketra's Monument
Alhammarret's Archive
Sanguine Sacrament
Slice in Twain
Enter the Unknown
Boros Signet
Gruul Signet
Selesnya Signet
Niko9 on None
2 years ago
Awesome topic : )
I think that part of it is the deck that things go in and how they play out, but I've definitely had a few pleasant surprises.
Enter the Unknown in my dino creatures ramp deck is actually so good. It's extra lands that I feed into Lotus Vale and untappers synergy and it also can give card selection, pump creatures, or even dig for a land that you then play. I get the big downside of having ramp that's usually not turn 1, but one mana doing three things is exactly what I want sometimes : )
Half-Elf Monk is super deceptive. I just really liked the card, and thought it was no good, but then I put it in my neo-samurai deck to try it out, and it's always an amazing play. Vigilance with the tap ability is surprising. The monk can attack, block, and tap, and that's a lot for one turn cycle.
And in general, my Willbreaker and explore the dungeons deck turned out way, way stronger than I imagined. I thought to make a jank deck out of running through Dungeon of the Mad Mage or Lost Mine of Phandelver and using the dungeon's target abilities to steal creatures with Willbreaker and well, it's viscous in practice. It sounds so terrible, but it became by far my most evil deck. I have trouble playing it a lot of the time because it can just run over most creature decks. And that's a pretty good problem to have for what I built to be straight jank : )
Niko9 on Calling all Graveyard lovers
2 years ago
I always really like Enter the Unknown because it can put something in your yard, give a little pump, and ramp you all for one mana. Even at it's worst, it's a to shape your next draw a little, and that's not bad at all.
Niko9 on
A Landslide of Creatures [Landfall]
2 years ago
I'm not sure how useful it is, but I've always loved Enter the Unknown for creature and lands together decks. It's an extra land with the benefit of allowing you to modify your next draw, and it would play nice with Steppe Lynx It could possibly give lynx +5/5 on turn 2 if you have enough lands in hand.
Nothing revolutionary maybe, but I do love the card : )
lhetrick13 on
G/W Token Healing
2 years ago
TheStoneRaptor - I noticed you are running some ramp, likely to help with the pretty high mana curve. I would encourage you to try out Enter the Unknown. Unlike the ramp you are running, you can play this pretty quick and it either pumps or ramps. A good card to replace with this would be Vastwood Surge as it is kinda lackluster for 4 CMC and for 8 CMC you get to add some counters...Drop this card for something you will actually play every game instead of something you may play once in every twenty games.