Journey to Nowhere

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.

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Printings View all

Set Rarity
MTG: Commander (CMD) Common
Duel Decks: Elspeth vs. Tezzeret (DDF) Common
Zendikar (ZEN) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Journey to Nowhere occurrence in decks from the last year

Modern:

All decks: 0.04%

Commander / EDH:

All decks: 0.01%

Journey to Nowhere Discussion

5dollarMTG on $5 Kor Equipment

3 days ago

Hey whatqwerty. The main thing this deck is missing is some decent removal. Path to Exile is still too expensive, so I'd probably add a playset of Journey to Nowhere - or even something super-cheap like Temporal Isolation. Take out two Stoneforge Acolyte and two Short Sword. Replace the other two Short Swords with two more copies of Bonesplitter. You should be good to go!

Azeworai on Enchantment is the oldest medicine

4 weeks ago

Ah, yes. Enchantress decks are a consistent favourite of mine, much in part due to their potency and resilience.

I've tested well with Ajani Unyielding. It oft draws quite a few cards.

Mesa Enchantress, Setessan Champion, Argothian Enchantress, Commune with the Gods, and Satyr Enchanter are all wonderful.

The newly printed Destiny Spinner is horrendously strong by her own accord.

As for removal: Cast Out, Journey to Nowhere, Kenrith's Transformation, and Stasis Snare are fantastic.

I reckon this to be all from me.

Here is my decklist if you so wish to peruse: Karametra, Enchanting Goddess

May fortune be with you.

Crow-Umbra on Grand Wizard Zur

1 month ago

Ah fuck. Looks good dude.

You have 2 Journey to Nowhere in your list.

Also you should check out Diplomatic Immunity and Archon of Sun's Grace. I switched Ajani's Chosen out of my Tuvasa list for the Archon.

If you want some more control/pillow enchantments, check out Equipoise and Kismet

If you really want to be a dick, you can mass land destruction with Enchanted Evening + Opalescence. I've considered it as a win-con in my Tuvasa list, but also wanted to avoid all the salt that could come with it. Enchanted Evening also goes infinite with Archon of Sun's Grace and/or Ajani's Chosen.

HARDsofty on

1 month ago

A cheap rare I use in Modern is Path of Bravery. If you want to be creative focused, then use that card. Some other enchantments to consider are Oblivion Ring and Journey to Nowhere for creature removal.

I would also recommend getting instants for buff support as well.

Whirlwind_2100 on Avacyn: Hope Eternal

1 month ago

so, after rigorous playtesting, I have come up with some cards to cut and add that will hopefully msk the deck better:

cuttables

  • Alabaster Kirin This does absolutely nothing, has no prison effects, and is kinda useless here

  • Baird, Steward of Argive His prison effect is okay, but you can definitely slot in better options for not too much more money

  • Knight of Sursi Once again, just a vanilla card that doesn't do anything except get a small body on the battlefield, which isnt very good in commander, even if it is indestructible

  • Misthoof Kirin Only really okay in a morph deck, this is kinda useless here

  • Oreskos Explorer just a worse Land Tax

  • Segovian Angel a 1/1 with vigilance has to swing 120 times to win. just a terrible card all around.

  • Silver Knight Kinda bad, doesn't really do much .

  • Shepherd of the Lost this would be good if it have every other creature it's abilities, but alas, it's kinda terrible, especially because I'm smelling a voltron sub-theme around Avacyn

  • White Knight Unless your in a very black heavy meta, this is just bad, and is barley passable even if you have said meta

  • Journey to Nowhere a worse Pacifism

  • All your lands except basic plains. You need more utility lands, not just non-basics that do nothing

  • Wing Shards This one is debatable, although I don't see you casting a bunch of spells and having the mana to cast this, due to the lack of ramp you have.

  • Armillary Sphere bad ramp

  • Traveler's Amulet bad ramp

  • Orazca Relic have fun waiting 5 turns to get blessing and then only drawing one card

  • Take Vengeance crappy removal

  • Bishop of Wings I don't see this deck supporting an angel tribal

Potential Add-Ins

Thanks so much for reading my list, and I hope this has been some help to you. My main problem with this deck was it ran too much inefficient removal and bad creatures, but once these are added in, I think the deck should be a lot for mean. Have a great day! =)

ZendikariWol on Card creation challenge

1 month ago

Dispatch is nuts. Path to Exile is nuts. Journey to Nowhere is pretty damn good. Banishing Light or O-Ring can deal with A N Y T H I N G. WotC did give White the best removal.

Silverdrake on Jeskai monks

2 months ago

This is a cute concept, I like it!

I think you're going in the right direction to optimize this, but I'm questioning the Pacifism, Pariah, and Deflecting Palm. Pacifism should probably be replaced with Path to Exile if it's in your budget, or if not you could look at Condemn. If you're more concerned about getting rid of blockers, you could replace it with Journey to Nowhere. The point being, there's lots of better cards you can look at that do the same job. I'm not sure what your idea with Pariah is - if you're trying to protect your 'important' creatures, there's a million better ways to do it - you could try Apostle's Blessing or Brave the Elements. I think you can actually do better than both of those though if you opt for Boros Charm - it does everything this deck could want on any given turn, I'm surprised you don't have it in already. As for Delfecting Palm, I like it as a card and it's fun to "Gotcha!" people with, but it's a strictly defensive card that you've put in a very aggressive deck. I'd consider swapping it with something like Azorius Charm, which can be defensive if you need it to be (either floating an attacker or giving your team lifelink), or it can be more aggressive (floating a blocker or using the draw card mode to act as a "free" prowess trigger).

Lastly and most importantly, you have WAY too many lands for this deck. Hard control decks that plan on having 10+ lands on the field at once only usually run a maximum of 26, and you're here in an aggro list with your most expensive card at THREE mana running 27 lands. You're going to flood FREQUENTLY if you keep it this way. A list like this one generally runs between 20 and 22 lands - if I were you, I'd go down to 22 and replace the 5 lands you cut with some mix of more creatures (12 is a little low), the spells I mentioned, and the planeswalkers you're looking at.

All of this is just my (well informed) opinion though - if you don't like the changes I suggest then feel free to ignore them! Whatever you decide to do, be sure to have fun with it!

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