Exploration

Exploration

Enchantment

You may play an additional land on each of your turns.

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Trade

Have (2) abby315 , Azdranax
Want (5) rykar , Shigure77 , ItsFreyyy , Jrtobbe94 , Capirex9

Printings View all

Set Rarity
Double Masters (2XM) Rare
Conspiracy (CNS) Rare
Urza's Saga (USG) Rare

Combos Browse all

Legality

Format Legality
Commander / EDH Legal
Highlander Legal
Noble Legal
2019-10-04 Legal
Vintage Legal
Casual Legal
Canadian Highlander Legal
Unformat Legal
Duel Commander Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Tiny Leaders Legal
Oathbreaker Legal
Magic Duels Legal

Exploration occurrence in decks from the last year

Commander / EDH:

All decks: 0.07%

Green: 0.35%

Golgari: 0.19%

BUG (Sultai): 0.6%

Exploration Discussion

DemMeowsephs on Crew is Big

2 days ago

Hey there! I'm usually the land and ramp helping guy, and you wrote that is one of your issues, so here, I hope I'll be able to clear that up a little bit. Let's start off with lands.

I see shock lands, fetch lands, and of course horizon lands, along with a few stand alone multicolor lands. Not bad! Keep ALL the shocks, and keep ALL the fetches. Fetches can search for shocks and shocks are really good. Usually I like to recommend filter lands (like Mystic Gate) or fast lands (such as Seachrome Coast). Horizon lands are also some of my all time favorites, but playing four of magics colors can be quite tough. For three, four, and definitely five colors, I usually recommend more multicolor lands. Your average CMC is also quite high, so maybe 1-2 more lands would be pretty good if you think you can. That said, consider some of the following lands.

So basically, consider much more things that can add a color of your choice, they give you much more options! The other lands are very good too, so you have to decide which one would be more beneficial in your opinion, though to me, I would cut Horizons and triomes for the ones I mentioned.

That said, let's move on to some ramp! Arcane Signet, Chromatic Lantern, and Sol Ring are pretty good, but I might have some you find better. Green is amazing for ramp, so by adding amazing green ramp spells, not only are you now getting the best ramp options, but also you are evening out the color pi for your deck! Consider some of the following

Stardragon on One Mana Drop deck

2 days ago

Cmi1103- I thought about Burgeoning and Exploration but in the end with everything being 1 cmc desided i didn't need ramp but my side i filled with ramp in case im wrong

JimboRich- I forgot about the Baubles yeah will have to see if can squeeze them in there're nice as for Mana Crypt not sure if my friend will be making this deck and what his budget is but i'll throw into the maybe section for now

enpc- i though about Helix Pinnacle as an alt win con in fact was on edge on adding it a little while ago so it will most likely end up in it i'd give it a 97% chance

DemMeowsephs on TasiGigan

3 days ago

Necropotence, Birds of Paradise, Exploration, Burgeoning, Bloom Tender, Swan Song and Three Visits are all good to run. Especially the ramp.

DemMeowsephs on Unicorny Power

4 days ago

Ah nice deck! I have a couple of suggestions you might appreciate. The first one revolves around your lands and ramp. Personally, I believe the following should have a spot in your deck.

Anyway, there are many ways to go infinite with Emiel, and I recommend checking them out if your into that sort of thing. Also do consider the land and ramp options, they could help you out a ton! If this does help you out be sure to check out some of my decks, (Double Trouble EDH), upvote them if you like them, and give me feedback if you want! Anyways, I hope this helps you out, good luck on your deck, (unicorns are amazing!) and have a great day!

smilodex on Muldrotha the Value Monster

1 week ago

@ jaymc1130: Thanks for your comment and your recommendations. One of the main issues is, that Mystic Sanctuary needs atleast 3 or more Islands on the battlefield and this deck has only 5 Islands in total. In order to be able to play this combo effectively, you have to build the deck more around landfall. I really like this combo and I'll build a matching decklist, the problem with this is, that it takes up a lot of slots and cards like Exploration, Burgeoning & Summer Bloom are only good with enough lands. If you don't have enough lands, these cards are just dead draws, especially in a cEDH-deck with only 31 lands.

jaymc1130 on Muldrotha the Value Monster

1 week ago

You might consider finding some slots for the Mystic Bloom combo, one of the absolute most powerful competitive concepts available to Sultai lists.

The heart of the combo involves Summer Bloom, Squandered Resources, Ramunap Excavator, Mystic Sanctuary, and Waterlogged Grove (Some of these pieces are interchangeable with others). The combo bypasses the vast majority of meta hate pieces, doesn't require the commander, is relatively easy to assemble, and rewards pilots for playing it's various pieces early for value outside of being a full fledged infinite combo allowing cuts for various cards that would otherwise be completely dead outside of being a combo element (Walking Ballista type pieces) or are extremely risky combo lines in the most competitive settings (Demonic Consultation type lines). Infinite mana and infinite deck looping all in one package allows much greater card slot efficiency and enables cards that would already be run such as Ashiok, Dream Render, Assassin's Trophy, and Swan Song to be utilized as win conditions. Complementary pieces (such as Exploration, Burgeoning, or Dryad of the Ilysian Grove) to the Mystic Bloom combo package also reward pilots with extremely consistent, versatile, and accelerated game play patterns as well as additional control options in deck configurations that make use of Strip Mine to soft lock or hard lock opponents out of developing board states at all.

Certainly a set up worth consideration for competitive Sultai lists in the current meta given the extreme power level of the concept.

DemMeowsephs on Hapatra, The Snake Lady

1 week ago

I would consider much more ramp and a couple more switches for lands. From what I see (I apologize if I'm wrong) but the only reason you need that many basics is due to Cultivate. If cultivate was replaced with something better, you could thus remove some basics (not all of course) and have slots for improved lands. Here are some things that your deck could really benefit from- Ramp wise. I would recommend adding 2-5

As for lands, some of the following might prove to be EXTREMELY useful for you, and I would consider each and every one of them

Having good ramp and lands can be very important in commander, and for the ramp you may lose some other slots in your deck, but in the end, I can guarantee it will be worth it! Anyways, if this does help be sure to check out (and upvote if you like :) some of my decks, Double Trouble EDH, The X Files EDH, etc! Hope this helps, good luck on your deck, and have a great day!

Kaleo42 on Lost and Confused with cEDH Rashmi

1 week ago

Updated list finally, but still a work in progress.

+Tamiyo, Collector of Tales, Shark Typhoon, Spellseeker, Tale's End, Fierce Guardianship, Return to Nature, Arcane Signet, Uro, Titan of Nature's Wrath, and Mystic Sanctuary

-Exploration, Mystic Remora, Back to Basics, Teferi, Mage of Zhalfir, Unwind, Thought Vessel, Seal of Primordium, Walk the Aeons, matched the fetches to the ones I actually physically have in the deck.

Playing less turns spells as they were too large of commitments and brick draws early on and the addition of sharknado means I have another viable and versatile wincon.

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