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Otherworldly Journey

Otherworldly Journey

Instant — Arcane

common

Exile target creature. At the beginning of the next end step, return that card to the battlefield under its owner's control with a +1/+1 counter on it.

$0.17 ✦ $0.40View on Scryfall →

Semantic Tags

Exiles a permanent and returns it to the battlefield — re-triggers ETB effects.

Cares about +1/+1 counters — places, moves, doubles, or benefits from counters on creatures.

Specifically removes creatures — destroy, exile, damage, or -X/-X.

Removes threats by exiling rather than destroying — bypasses indestructible and death triggers.

Removes threats by exiling rather than destroying — bypasses indestructible and death triggers.

Flickermechanical

Exiles and returns permanents for ETB reuse — distinct from blink by sometimes including end step return.

Flickervector

Exiles and returns permanents for ETB reuse — distinct from blink by sometimes including end step return.

Removalmechanical

Answers an opponent's threat by destroying, exiling, bouncing, or otherwise removing a permanent or spell.

Suspendvector

A keyword ability that provides an alternative way to play a card. See rule 702.62, “Suspend.” A card is “suspended” if it’s in the exile zone, has suspend, and has a time counter on it.

Format Legality

commanderlegal
oathbreakerlegal
modernlegal
pioneernot legal
standardnot legal
legacylegal
vintagelegal
pauperlegal
historicnot legal
explorernot legal
alchemynot legal

Price history

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Printings (6)

SetRarityTCGplayerCard KingdomCardmarket
The List#DDC-16uncommon···
Modern Masters 2015#30common···
Duel Decks Anthology: Divine vs. Demonic#16uncommon···
Modern Masters#23common···
Duel Decks: Divine vs. Demonic#16uncommon···
Champions of Kamigawa#37uncommon···

Related Rules

107.3d

If a cost associated with a special action, such as a suspend cost or a morph cost, has an {X} or an X in it, the value of X is chosen by the player taking the special action immediately before they pay that cost.

116.2f

A player who has a card with suspend in their hand may exile that card. This is a special action. A player can take this action any time they have priority, but only if they could begin to cast that card by putting it onto the stack. See rule 702.62, “Suspend.”

702.62

Suspend

701.56a

To time travel means to choose any number of permanents you control with one or more time counters on them and/or suspended cards you own in exile with one or more time counters on them and, for each of those objects, put a time counter on it or remove a time counter from it. See rule 702.62, “Suspend.”

702.62a

Suspend is a keyword that represents three abilities. The first is a static ability that functions while the card with suspend is in a player’s hand. The second and third are triggered abilities that function in the exile zone. “Suspend N—[cost]” means “If you could begin to cast this card by putting it onto the stack from your hand, you may pay [cost] and exile it with N time counters on it. This action doesn’t use the stack,” and “At the beginning of your upkeep, if this card is suspended, remove a time counter from it,” and “When the last time counter is removed from this card, if it’s exiled, you may play it without paying its mana cost if able. If you don’t, it remains exiled. If you cast a creature spell this way, it gains haste until you lose control of the spell or the permanent it becomes.”

702.62b

A card is “suspended” if it’s in the exile zone, has suspend, and has a time counter on it.

702.62c

While determining if you could begin to cast a card with suspend, take into consideration any effects that would prohibit that card from being cast.

702.62d

Casting a spell as an effect of its suspend ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.

Rulings

2004-12-01

The creature comes back onto the battlefield as a new creature, with one +1/+1 counter on it (plus any other counters that it would normally enter with).

2005-08-01

If Otherworldly Journey is cast during an end step, the creature won't return until the beginning of the next end step.

2005-08-01

Any Aura attached to the creature is put into its owner's graveyard as a state-based action. Equipment attached to the creature become unattached but remain on the battlefield.