Expedition Map

Expedition Map

Artifact

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

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Legality

Format Legality
Canadian Highlander Legal
Unformat Legal
Oathbreaker Legal
2019-10-04 Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Duel Commander Legal
Casual Legal
Custom Legal
Tiny Leaders Legal
Limited Legal
Commander / EDH Legal
Legacy Legal
1v1 Commander Legal
Highlander Legal
Pauper EDH Legal
Leviathan Legal
Pauper Legal

Expedition Map occurrence in decks from the last year

Latest Decks as Commander

Expedition Map Discussion

multimedia on Joe Land matter/ stompy gruul [need Help]

1 week ago

Hey, now that you've changed to these partner Commanders instead of Radha consider replacing cards that were good with Radha with cards that are good with Rocks and good with the Bounce land combo?

Radha is a good attacker, Toggo isn't. Now you lack a good attacker from the Command Zone therefore some cards that help Radha attack or get benefits from attacking could be cut.

Exploration and Quicksmith are draw engines with the Bounce land combo to find a win condition. Statuary turns Rocks into mana rocks for ramp.


Omnath, Ashaya, Quartzwood, Ulvenwald, Rampaging, Moraug, Thunderfoot, Multani is a large package of high CMC creatures. You don't really need any more then these because others aren't going to be as good for the mana cost and you also have 6 CMC Kodama. My advice is cut several 5 CMC or higher creatures for lower CMC support cards.

Crop and Map are one drops that can tutor for a Bounce land for the combo. Excavator has interaction with DFC cards that have a land on the backside since you can play them land face up onto the battlefield from your graveyard. Wildborn, a Bounce land or Multani can then bounce the DFC back to your hand to cast the spell again.

Good luck with your deck.

AlistarFiend on The Machine (The Pit of Despair)

3 weeks ago

Dromar39, Karma is risky, but this is a risky deck and I feel it is perfect! Awesome suggestion, thank you! I added Karma and Expedition Map. I removed Isolation Cell and Tainted Field.

Destroyerbirb on Sakashima rough draft (Please Help)

1 month ago

Very nice. Just before I start talking about cuts and edits, I want to say that your land count is WAY too low. I usually play 35-36 lands, with about 5-10 other mana producers. Only CEDH decks run such a low land count, because they need to play fast with cards like Mana Crypt and such. Add more lands to the deck.

I will start with talking about cuts, because there are a few cards that I feel shouldn't be in the deck.

Jace, Wielder of Mysteries is known for being a wincon in CEDH and strategies that want to mill themselves out. However, it's not right here. There is no real upside to adding it to the deck, so this is an obvious cut.

Thirst for Knowledge: I'm not sure why you put this one here. It doesn't work well due to you having such a low artifact count. Also, it's only a one time card draw, which isn't too good in commander. I guess Chemister's Insight goes in this section as well.

Finale of Revelation can be a good card, but it's mainly used as an infinite mana sink. I would not recommend this in a deck that doesn't go infinite and focuses on creatures.

Nyx Weaver is getting worse and worse. It has gotten to the point where it's nigh unplayable. Cut.

Echo Storm has great potential in an artifact based storm deck, but not here. Same argument as with Thirst for Knowledge.

Clone, despite being the original clone, is considered to be one of the worst. I would definitely cut this one out.

I know Nascent Metamorph is a fun card, but people overestimate what this card can do. Don't play it in any non-chaos build.

Expedition Map: Only good if you are running some amazing land cards or land combos, such as Cabal Coffers + Urborg, Tomb of Yawgmoth.

Mirror Shield? Just don't run it.

Ok, so those are the 10 cards I would cut. Now, adding cards is a bit harder. In my suggestions for the forum for this deck, I suggested a reanimator theme, but it looked like you didn't take it, so I won't add too many cards from reanimator strategies. Also, it looks like you are working on a "budget", so I won't suggest anything over ~$20.

Just a quick note; When people are making these clone strategies, they often forget to put enough creatures to copy. This is a common deck building mistake, but something that will cost you games.

Grave Titan is an all-star. It is an army in a can, and when copied, it gets out of hand. I would also like to suggest Sheoldred, the Whispering One because one copy alone can take over games.

Cackling Counterpart is one of the best copy spells ever, right behind Rite of Replication.

As Jimmy showed in the latest "Game Knights" episode, Solemn Simulacrum is crazy in clone decks, and seconds as ramp and card draw.

Finally, speaking about ramp, Rampant Growth is still one of the best ramp cards in the game.

Now, you may have noticed I only suggested 5 cards when I cut 10, and that's because you need to raise your land count. Below are some budget but good lands you should work with. Also, try not to work with too many tap lands, as they slow your game down.

Lumbering Falls and Hissing Quagmire: You already have one man land, so why not work with some more? Cloning these lands is essentially ramp.

Rejuvenating Springs, Morphic Pool and Undergrowth Stadium: If you have the budget for these, they are essentially dual lands.

Temple of Mystery and Temple of Malady: I'm not sure what is with the deck and incomplete cycles, but if you run one temple you should run all three.

Zagoth Triome: A bit pricy but it's fetchable or can be used to dig through your deck.

Hinterland Harbor, Drowned Catacomb and Woodland Cemetery: Check lands are really good, but get them soon because they are slowly rising in price.

Fabled Passage, Evolving Wilds and Terramorphic Expanse: Basic fetchlands. (Did you get my pun?)

The filter lands from Lorwyn, (Flooded Grove, Twilight Mire and Sunken Ruins) are pretty good if you can get them.

Finally, I will recommend my favorite cycle of lands, the pain lands. Llanowar Wastes, Yavimaya Coast, and their more expensive sibling Underground River enter untapped and add any of the two mana you need.

Just cut some basics to add these lands in. But don't cut too many basics! You need about 12 basics at minimum in a casual deck!

If you want to look any further into the clones strategy, take a look at EDHREC's page for clone strategies. (https://edhrec.com/themes/clones)

I like how you chose some interesting cards I have never seen before, and this deck looks fun to play. I hope these suggestions were of some help to you.

MtG-Crash on [PDH] Pets

1 month ago

Expedition Map

Crop Rotation

I feel like we are wasting slots by putting a lot of eggs into it. If we keep hitting landdrops we gonna have artifacts to sacrifice either way. So I feel like it could be the right way to make sure to have as many recursive ways or loops in the deck as possible to keep that engine running, instead of one shot effects.

After Scaretiller, Druid and Cheetah, the next idea that I found is something like Myr Landshaper + Groundskeeper + a sacc outlet for lands, like Akki Avalanchers or Fault Riders, even though that is very convoluted :D But it actually keeps the entire deck running :D And two out of the 3 two-card combinations of the whole combination still does some work. If you only sacc lands to return and play them, its fine. If you only sacc artifact lands for a while its probably fine too :D

RNR_Gaming on Toggo + deathtouch = skull & crossbones

1 month ago

So, unfortunately I do have work today but I did 1 swap. Expedition Map in and Renegade Map out. We really want to start making rocks with our commander so fishing out Rakdos Carnarium is a big priority. Currently, I am mulling over potential combos we can dig to but I'll need more time.

multimedia on Teysa, Peasant Slayer

1 month ago

Hey, nice first build of Teysa.

I see Darkest Hour which means you're going combo. Blasting Station can replace any aristocrat as the win condition in the combo because any creature you sac creates a token which untaps Station.

Reveillark + Karmic Guide + Teysa is a combo to exile all your opponents creatures because Teysa can sac herself and Lark/Guide are white creatures who can reanimate each other and Teysa. Lark + Guide + sac outlet is a combo to reanimate all the 2 or less power creatures in your graveyard which an aristocrat can be the win condition or Ayara or Gray Merchant of Asphodel. Buried Alive is very good at setting up Lark + Guide getting an aristocrat into your graveyard.

Hour is an important card and you're playing many other enchantments which makes Hall of Heliod's Generosity a helpful recursion effect. You're playing many utility lands which gives Expedition Map many choices thus I think it's worth adding. When your Commander is able to create 1/1 tokens it makes Skullclamp excellent repeatable draw.

Cards to consider cutting:

Good luck with your deck.

phsycord on Teysa Karlov's Citadel

1 month ago

Hi valentin74, sorry for the late reply. I moved my deck to moxfield [(https://www.moxfield.com/decks/RGKGxJ83YEOEaD8rYhNBBw)] and rarely check tappedout nowadays. Academy Rector is a nice card, but it's too expensive for me so I didn't want to buy it, but if I had one I would for sure play it like you suggested. Ophiomancer is cool, but Field of Souls is a combo piece and has more potential on those turns helping you go off and deal a ton of damage to your opponents with the drain effects. Expedition Map I would only add if you also play the Urborg+Coffers combo. Ancient Tomb and Caverns are budget excludes for my deck. Play them if you own them, same goes for Agadeem's Awakening  Flip

griffstick on Staples?

1 month ago

Urborg, Tomb of Yawgmoth and Cabal Coffers and Expedition Map goes in every one of my mono black decks.

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