Journey to Nowhere

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Journey to Nowhere

Enchantment

When Journey to Nowhere enters the battlefield, exile target creature.

When Journey to Nowhere leaves the battlefield, return the exiled card to the battlefield under its owner's control.

LunchBox1211 on Aces in Exile

3 weeks ago

After some more pauper experience, I'm going to take Grubbernaut's advice regarding Journey to Nowhere. Banishing Light is going in side board just in case I do need them, and I'm removing Oblivion Ring because it's more expensive IRL.

Balaam__ on Legacy White

2 months ago

Why Stasis Snare over the cheaper to cast Journey to Nowhere? Is it the ability to Flash it in?

kamarupa on Return from Exile

3 months ago

I like the concept, but I think this concept could be honed a bit more... A few spells to consider:

Hour of Revelation/Devastating Mastery/Planar Cleansing/Perilous Vault - these works on everything, not just creatures. So they're a good bit broader and effective against more decks. And they also opens to the door to use spells like Journey to Nowhere or Chained to the Rocks.

Since you plan on using wraths to wipe the board, spells like Path to Exile don't seem quite a useful as normal. Perhaps protection spells like Brave the Elements might be more useful - instead of removing early threats, you could block without your creatures dying. And later in the game, you can use it to evade any blockers an opponent might muster after your wrath.

I'm a little concerned there aren't many creatures in this deck and many of them have rather high MV. I wonder if something like Holy Day might also be more useful than Path to Exile in keeping you in the game long enough for your plan to work.

leovolt884_ on Pauper Selesnya Tokens

9 months ago

Re-reading your deck description, if youre having trouble against your mono black deck you'll likely have trouble against other direct damage and control decks. Lunarch Veteran  Flip is used in a lot of decks and will greatly increase your longevity. Journey to Nowhere type effects find a place in most white decks of the format to get rid of big threats

Dabsolux on Pauper and PDH combos

11 months ago

I would like to create a list of all Pauper and PDH deck combos. Most of them are created by NateDiggity7 (Moxfield) and PenguinPete (MTG Salvation). Here some:

BG - Golgari

BR - Rakdos

C - Colorless

G - Green

RG - Gruul

UBG - Sultai

UB - Dimir

UG - Simic

URG - Temur

U - Blue

WB - Orzhov

WG - Selesnya

WR - Boros

WUB - Esper

WU - Azorius

ONLY PDH

BR - Rakdos

BG - Golgari

U - Blue

UR - Izzet

G - Green

UG - Simic

W - White

WG - Selesnya

kamarupa on

1 year ago

Like wallisface said, this looks very susceptible to removal spells. 3x Loran's Escape is probably not sufficient. Invisible Stalker is a great creature for a deck such as this. If you can find creatures that have built in durability/protection, those tend to be favored in aura decks like this. To that end, if not creatures, there are def auras that can help give your creatures more staying power - Hyena Umbra being high on that list.

I don't think All That Glitters is worth it. It's half an Ethereal Armor at double the MV.

1xHall of Heliod's Generosity seems pretty valuable here. I also think 4 more dual lands would help, especially given how many spells you have that require either or WW or BB to cast. (something many people try to avoid in non-monocolored decks) And personally, when I play with black, I usually include 1xBojuka Bog and often 1xCastle Locthwain.

I also suggest limiting instants like Fracture to the sideboard as much as possible. You want/need as many enchantments down as possible. Use spells like On Thin Ice as much as you can. Classics like Journey to Nowhere and Oblivion Ring aren't the lowest MV or as fast as instants, but the bump to the enchantments that care is worth it.

The thing I really like about Kor Spiritdancer is the draw card. Almost every deck needs a way to draw extra cards, and repeatable effects are among the most powerful. That also makes your 'dancer even more of a target. It may well be easier to use different creatures and add a draw card spell than it is to protect and draw cards from your 'dancer. It's a tantalizing, but difficult creature to successfully build around.

When it comes to the sideboard, it doesn't make a lot of sense to me to include spells duplicate mainboard spells. IE, Fatal Push isn't doing anything Path to Exile doesn't already do well. Kaya's Guile, on the other hand, using the sacrifice mechanic, does do something Path doesn't - it get's around hexproof AND indestructible. You might find Extirpate useful. Fracture should be in the sideboard. That eliminates the need for Mortify.

K4nkato on Journey to Nowhere and The …

1 year ago

If my opponent flips The Modern Age  Flip and I exile the creature with Journey to Nowhere, then Journey to Nowhere leaves the battlefield, does The Modern Age  Flip come back as an enchantment or an enchantment creature?

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