Haunting Voyage

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Vanguard Legal
Vintage Legal

Haunting Voyage

Sorcery

Choose a creature type. Return up to two creature cards of that type from your graveyard to the battlefield. If this spell was foretold, return all creature cards of that type from your graveyard to the battlefield instead.

Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

Quicksilver2785 on Marrow-Gnawer Goes Wide

2 weeks ago

I know you are going more budget with this but figured I could suggest a few Rats or cards that help a chosen creature type: Ashcoat of the Shadow Swarm, Lord Skitter, Sewer King, Ratcatcher, Karumonix, the Rat King, Twisted Sewer-Witch, Skemfar Shadowsage, Kindred Dominance, Haunting Voyage, Crippling Fear, Aphetto Dredging.

ragnil on Swamp Gas

2 months ago

Updated the deck to include some more recent cards from the past sets. Added another mana-fixing card with Dig Up, and traded Seasons Past for Haunting Voyage. For creatures, I removed Cauldron Familiar for more utility like Deathrite Shaman as it wasn't as effective as I thought it might be in the deck. Lands were updated as well for better mana flexibility.

legendofa on infinite rats

6 months ago

Patriarch's Bidding is a riskier card, especially if the Atarka deck is Dragon tribal. It does cost less mana and isn't as telegraphed as a foretold Haunting Voyage. I would leave it in for redundancy, since I expect it will give you more value out of it, having a lot of cheap, fairly expendable Rats in here, as opposed to o expensive, clunky Dragons.

debuf on infinite rats

6 months ago

ok, so I have a question, am I correct in assuming that Patriarch's Bidding is a sorta a step down from Haunting Voyage? or should I keep it in as a second option?

zerowner on Toxic Feminism

9 months ago

Eerie Ultimatum could put in a lot of work. Also, seeing as how almost all creatures in this deck are Phyrexian typed (they've been errata'd, check scryfall), you could probably get good value from Haunting Voyage.

I kind of question your colorless mana sources, with your deck being 4c, most cards being color intensive, and you not really needing to ramp hard, especially with colorless mana. Maybe consider other mana rocks/land ramp.

Pageofheart on Dragons, Mayhem and Reanimation

11 months ago

Haunting Voyage seems a pretty decent reanimation spell to me. Getting two dragons for six mana is a pretty good deal. I think the foretell aspect makes it a bit trickier, I somewhat worry about it being telegraphed. There aren't that many foretell cards in black that fit well into this shell so it's pretty easy for opponents to guess that we're going to cast Haunting Voyage once we've foretold it. That gives them a turn to respond readying a counter spell, or using their graveyard removal that turn. The foretell cost is pretty expensive too.

At the same time, both Living Death and Patriarch's Bidding have their disadvantages and moments that they shouldn't be played due to their symmetrical effects. So, Haunting Voyage probably has a potential place in a Bladewing Build.

Vessiliana on Dragons, Mayhem and Reanimation

1 year ago

What do you think of Haunting Voyage? It can make a nice addition to the Living Death and Patriarch's Bidding group.

multimedia on Necros

1 year ago

Hey, good upgrades to the precon on a semi budget.

Ashnod's Altar + Nim Deathmantle are excellent upgrades. If you add Myr Battlesphere it's an infinite combo to create infinite Myrs and infinite Necrons with Imotekh.

Staff of Domination in your graveyard is a card that breaks Trazyn the Infinite because it allows to repeatedly untap Trazyn for only 1 mana each time. Use this with any mana rock in your graveyard that can tap for more than one mana: Sol Ring, Basalt Monolith, Thran Dynamo, Worn Powerstone to make infinite mana. With infinite mana then use Staff to draw as much of your library as you want. Sceptre of Eternal Glory if you control three basic Swamps allows for infinite black mana + draw from Staff to draw and cast as many cards as you want.

Scarecrone is another excellent upgrade, you can take advantage of it with Imotekh + Wingrattle Scarecrow for repeatable draw + Necrons because Wingrattle is an artifact and a Scarecrow. It has persist, when it dies it returns to the battlefield after first entering the graveyard. A returned persist creature gets a -1/-1 counter, but you can remove the counter with a +1/+1 counter allowing the creature to persist again.

Thran Vigil enablers repeatable persist and it has other uses too because outside of the combo other artifacts are leaving your graveyard to trigger Imotekh. Steel Overseer can remove -1/-1 counter while also putting a +1/+1 on all other artifact creatures you control which can be a helpful repeatable effect with 2/2 Necrons.


Some changes to consider:

Technomancer is subpar for 7 mana, can only return artifact creatures and they all return at the same time only triggering Imotekh once. Plasmancer only gets a basic Swamp and it's only put into your hand not onto the battlefield, thats not very good for 4 mana.

Necron Overlord, for 4 mana and have to tap artifacts you would think it would hit all opponents, but it doesn't only one opponent makes this effect not worth it. Haunting Voyage, there's a lot of nonNecron creatures here making this inconsistent in what it can reanimate for 6 or 7 mana.

Thought Vessel gives you no max hand size, but that effect doesn't help you, you want to be able to discard hand down to 7 cards, that helps to get artifacts into your graveyard for Imotekh. Temple of the False God is a terrible land especially when you have none or very few land ramp effects, you don't need it. A land that can't tap for mana in the early game or even mid game is unplayable.

Good luck with your deck.

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