Journeyer's Kite

Legality

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

Printings View all

Set Rarity
Duel Decks: Venser vs. Koth (DDI) Rare
Champions of Kamigawa (CHK) Rare

Combos Browse all

Journeyer's Kite

Artifact

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

Journeyer's Kite Discussion

Tzefick on Protean Palace

1 week ago

Post-scriptum: I just noticed this doesn't say basic land in the search clause. So it is indeed a recurable fetchland... Kinda wish it did say basic land in the search clause. /PS

Cards that basically does the same but don't "pause" (not untap):

Frontier Guide , Journeyer's Kite (not onto the field), Perilous Forays , Sword of the Animist , Thaumatic Compass  Flip (not onto the field).

While most of these are more vulnerable than say a nonbasic land (depends on the format though) and may or may not require some additional hoop (the Sword and Perilious) or straight out costs more mana or the same amount of mana to output the first land - the pause on this makes it worse than most of these alternatives - even those that don't put them on the field.

You also lock this into just finding one specific type of basic lands. I really think you could buff the card in a few various ways without causing much of an issue.

Either reducing the activation cost, removing the pause-clause (no pun intended) or enabling a way to circumvent the pause-clause.

For instance;

"Protean Palace enters the battlefield tapped.

As Protean Palace enters the battlefield, choose a basic land type. Protean Palace has the chosen type in addition to its other types.

, : search your library for a basic land card of the chosen type, put it onto the battlefield tapped, then shuffle your library. Put a rest counter on Protean Palace, it doesn't untap during your untap step while it has a rest counter on it.

: Remove all rest counters from Protean Palace.

At the beginning of your upkeep, remove all rest counters from Protean Palace."

Functionally much the same but with an ability to sink more mana into it, to basically become a Journeyer's Kite . The difference is slightly more mana investment in the long run, it being a land, and that it only searches for one type of basic lands - but dumps them onto the field.

Hi_diddly_ho_neighbor on Mono black good stuff/ comments suggested

2 months ago

FYI, Griselbrand is banned in commander. You might want to replace him with Vilis, Broker of Blood if you are looking for a big value demon.

I think your ramp package could be improved to deal with the high mana curve of this deck:

I'd swap out Journeyer's Kite for Thaumatic Compass  Flip which is a strictly better version.

Bontu's Monument lowers casting costs and can buffer your life total.

Expedition Map is a must as it will help you find either Cabal Coffers or Urborg.

Myriad Landscape is ramp in land form

Burnished Hart and Solemn Simulacrum are always great ramp in mono-black that serve as sacrifice fodder and early blockers.

Then I think you could do well to include any of Mind Stone , Fellwar Stone , Commander's Sphere , Thran Dynamo , Charcoal Diamond , Hedron Archive , or Thought Vessel . Basically you want to have enough low CMC ramp to power yourself to the late game.

Also you could consider Font of Agonies as you will inevitably be paying life to Erebos. Bolas's Citadel could be another option to get around casting your high CMC cards. Just make sure you have enough life.

One last suggestion I have is to maybe narrow the focus of the deck a bit. 'Mono-black Good Stuff' is a fine idea, but I see elements from multiple strategies throughout the deck. You might want to pick one or two ideas and focus in on those. For example, you have a decent amount of lifegain cards so you could lean more into that strategy and include Exquisite Blood (to pair with Sanguine Bond ) and Exsanguinate as win-cons. Just some food-for-thought.

Happy deck building!

RileyJP300 on Sacraficial religion (Advice would be nice)

2 months ago

It would be good to remove Temple of the False God , thats not a very good card for your opening hand, its pretty much only good once you already have plenty of mana, and in an Orzhov sacrifice deck you'll want cheap creatures that may or may not even use colorless mana to summon. Evolving Wilds and Terramorphic Expanse are similarly not good for much, you dont have a very big mana fixing issue to put up with in a two color deck so I'd replace those with some basics or some two color lands if your budget allows for some of the better ones. Field of Ruin , Ghost Quarter , and Tectonic Edge are also some cards to consider to help you deal with problem lands. The lack of a need to fix your mana would also lead me to replace Armillary Sphere , Journeyer's Kite , and Wayfarer's Bauble with some actual artifact ramp. Fellwar Stone , Mind Stone , and Commander's Sphere would be great for you. Now that mana is out of the way, Lets talk sacrificing; How are you going to do it and why? As for how, Right now your only way to sac creatures is your commander. that will make it hard to do if your commander gets taken, killed, or otherwise stuck in the command zone. you also want a little more variety as to the effects you get from sacrificing critters. Bloodsoaked Altar just came out with 2020 and it can very quickly make an army of demons out of low cost creatures or even spirit tokens. Ashnod's Altar and Phyrexian Altar also just fill up your mana pool for sacrificing creatures, which will help you cast even more spells. Of course, Yahenni, Undying Partisan can sacrifice creatures like there's no tomorrow and make for a very effective blocker. As for why you would want to sac a creature, you hit that pretty well with Grave Pact and Butcher of Malakir , you can force death triggers to proc for doing something that was already benefiting you. Pawn of Ulamog is a really nice death trigger and so is Black Market , and both of those will net you some serious mana if you let them. The best way I've found is to find cards with "when a creature dies" in the rules text, and there's too many of them for me to list here so I'll direct you to Scryfall.com to find more. Victimize is just one of many ways for sacrificing creatures to help your cause because it lets you get creatures back from the graveyard, and graveyard recursion is something I'd put a lot of thought into here. Eternal Taskmaster is pretty okay with it, and any effect that puts the card into your hand rather than onto the battlefield will dodge Graveyard hate like Ashes of the Abhorrent and Rest in Peace . Phyrexian Delver , Phyrexian Reclamation , Exhume , Animate Dead , and Reanimate are all very good ways to "recycle" your creatures. And of course, as long as you're putting graveyard recursion into your deck, cards like Final Parting , Entomb and Buried Alive are all much better tutors than they otherwise would be. On the whole, if you need to swap cards for new ones, start by cutting the cards in your deck that are CMC 4 or more. Cheap creatures hurt a lot less to sacrifice, and they make Heartless Summoning a much better card. any creatures with Enter the Battlefield effects would be my go to cards to sac and recur.

Strike_Rouge on KOTH FLING (Oathbreaker wins)

4 months ago

rocksteady No problem! It's an interesting concept for sure.

One thing I spaced on was draw power and tutors. Mono-Red burn decks always have an issue here. The best I could suggest are:

Draws/Tutors:

Faithless Looting ; If you have Crucible of Worlds in play, you can discard a mountain or two after drawing your cards and then play it from the greaveyard.

Gamble ; the card name could not be more direct to the point, but given what we have to work with, it's one of the best tutors in this color.

Cathartic Reunion ; more Crucible shenanigans to be had here. Still good even without it in play.

Magus of the Wheel ; a slower Wheel of Fortune , but a more affordable one, too.

Wheel of Fate ; a slower Magus of the Wheel , and not my personal favorite due to its speed, but it's an option nonetheless.

Reforge the Soul ; a higher CMC Wheel of Fortune .

Wheel of Fortune ; The OG. Only recommended if you have the cash to blow on this thing.

Illuminated Folio ; I'm iffy here, but I'll throw it out, anyway. The only concern with this card is its initial investment and the odds of having mostly land and not enough Red cards in your hand.

Molten Psyche ; more of a hand refresher, but useful nonetheless, as that kind of effect is a burn deck's best friend.

Teferi's Puzzle Box ; not necesserily draw power, but definitely a hand refresher every turn. It keeps opponents frequently mixed up while giving you greater odds of finding anything that isn't a Mountain.

Browbeat ; almost a guaranteed draw because nobody wants to take 5 damage in this format (unless they have lifegain)

Dragon Mage ; a pricer card in terms of CMC, but getting a wheel effect every time you swing successfully is great.

Knollspine Dragon ; another mana-demanding creature initially, but it has a wheel ETB trigger and high p/t to boot.

Skullclamp ; make a Mountain a creature, equip Skullclamp, sac it, draw, repeat.

Scrying Sheets ; only do this if you're up to replacing all of your normal Mountains with Snow-Covered versions.

Chandra Ablaze ; her -2 is Windfall . This Chandra is sorta mana-intensive, but a lot of others seem to like her a lot.

Mind's Eye ; a higher initial investment, but it has a solid effect.

Seer's Sundial ; great for a deck dependent on always playing land.

Journeyer's Kite ; Repeatable land search. Perfect for the deck.

Planar Portal ; CMC-intensive af, but otherwise, it's a repeatable Demonic Tutor .

Mikokoro, Center of the Sea ; gives everyone draw power, but still produces mana when you need it.

Crystal Ball ; a cheaper (money-wise) Sensei's Divining Top .

Misc:

Extraplanar Lens ; if you change your Mountains to the snow-covered versions, you will want this. You're going to be sacrificing your lands a lot, so the further those can go in mana production, the better.

Kher Keep ; mostly for defense.

Side Notes:

  • I don't recommend necessarily all of these, rather, browse through them and see which ones you like.

  • Try not to add too many utility lands. I only suggested the two I did because chances are, you could get away with 2-3 non-Mountain lands, but I wouldn't push your luck.

  • Your duplication spells can also be used to either counter Counterspell effects and/or duplicate opponent's draw/tutor spells. Try to keep that in mind in your games.

hejtmane on Aurelia's Jitte and Helm

6 months ago

While a 2 for 1 swap idea Journeyer's Kite and then you cam remove Expedition Map and Wayfarer's Bauble maybe that will help keep something else you like

radio414 on Sasaya, Orochi Ascendant Combo (EDH)

9 months ago

You would think so, wouldn't you? In fact, both of those cards have seen play in this list even but a few revisions ago. Let me go through my deckbuilding philosophy a little bit (hopefully I'm not repeating myself from other comments too much!) and hopefully be able to explain why those cards got cut.

What is the biggest problem with Sasaya as a commander? Well, to be brutally honest, she's frequently prone to just, you know, not doing anything. Playing Sasaya in a non-competitive EDH setting (competitive has both the cheap interaction and the speed to make Sasaya a non-issue) is like a Shahrazad /Archenemy subgame, where three or so other players need to successfully both deal with you, the combo player, while also hamstringing each other just enough to go on to win afterwards (it's for this reason, I've found, that aggressive decks see their win rates rise massively in games where Sasaya is eliminated) This isn't helped by the deck's lack of interaction or the fact that almost every creature in the deck either sacrifices itself or is more optimal (perhaps even only playable!) during the combo turn. A single discard spell can set you back years as you struggle to find action or the necessary lands to turn on that action in the first place.

To that end, effects like Seek the Horizon look appealing, don't they? Three lands for one card? That's basically Harmonize right there. But the problem with that thinking, as appealing as it may be, is it kind of lives in this fear-ridden headspace that can actively hamper the deck. If there isn't a discard spell, a Seek the Horizon without Reliquary Tower in play generally stops being Harmonize and becomes a bad Sift , or sometimes even worse. But Reliquary Tower, despite how good that sounds, actually kills the deck's consistency for the simple reason of not being named Forest (or Snow-Covered Forest , as the case may be). Instead, I've moved towards grindier, instant-speed engines like Thaumatic Compass  Flip and Journeyer's Kite to make up the difference. Is it worse? Maybe, but again, only in scenarios that, while they do exist, are much less frequent than one might think, at least in my meta.

Rites of Spring has that same "Reliquary Tower" problem. For Rite to be good, you need nine cards in hand total: Rites, seven lands-to-be, and a payoff spell. And that's just not feasible, to be honest. In the scenarios that it is, the draw engines this deck has mean that it's very likely those "lands-to-be" are just "lands". And in those scenarios, Rites is just a dead card.

Turn Six has always been the goal for this deck. Three lands to cast Sasaya, and eighteen initial mana to go off with. The rest of the deck is built with that goal in mind. And hey, if your local meta has a lot of discard, then of course Seek the Horizon (and, similarly, Gaea's Blessing ) probably deserves a slot. If you think 53 lands is absurd and could easily be slimmed down, maybe with some more activated ability-based interaction, then Rites of Spring is probably a must-add. But this list has always been aiming for speed first, so they both got cut.

Thanks,

-r

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Journeyer's Kite occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%