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Journey of Discovery

Journey of Discovery

Sorcery

common

Choose one — • Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle. • You may play up to two additional lands this turn. Entwine (Choose both if you pay the entwine cost.)

$0.27 ✦ $6.04View on Scryfall →

Semantic Tags

Card Drawmechanical

Puts additional cards into your hand. Includes direct draw, 'look/reveal and put into hand' effects, and conditional draw triggers.

Land Rampmechanical

Puts additional lands onto the battlefield or searches for lands. Cultivate, Kodama's Reach, fetchlands.

Rampmechanical

Accelerates mana production beyond the one-land-per-turn baseline. Umbrella tag — see ramp subtypes for land ramp, mana dorks, mana rocks, and rituals.

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 (1)

SetRarityTCGplayerCard KingdomCardmarket
Mirrodin#123common···

Related Concepts

Entwine

A keyword ability that lets a player choose all modes for a spell rather than just the number specified. See rule 702.42, “Entwine.”

Related Rules

702.42b

If the entwine cost was paid, follow the text of each of the modes in the order written on the card when the spell resolves.

702.42

Entwine

702.42a

Entwine is a static ability of modal spells (see rule 700.2) that functions while the spell is on the stack. “Entwine [cost]” means “You may choose all modes of this spell instead of just the number specified. If you do, you pay an additional [cost].” Using the entwine ability follows the rules for choosing modes and paying additional costs in rules 601.2b and 601.2f–h.

Rulings

2004-12-01

If you cast an entwined Journey of Discovery using Vedalken Orrery during an opponent’s turn, you can’t play two lands during that turn.