Pointed Discussion

Magic: The Gathering Card Comments Archive

Endless Horizons

Multiverse ID: 157975

Endless Horizons

Comments (27)

Treima
★★★★☆ (4.2/5.0) (3 votes)
Holy crap. This card is bloody good if you're running mostly plains. It's also a big time gamble: if it gets destroyed and you removed too many plains, you won't have many more to topdeck. At the same time, the risk might be worth it if you're running a deck around big Timmy monsters.
Mobenator
★★★★☆ (4.7/5.0) (5 votes)
Great card if your playing a multicolour deck with the dual lands from Ravnica block. It allows you to remove cards like Hallowed Fountain and Sacred Foundry because they have the Plains subtype so can help with mana issues if your not running green for fixing.

It also provides a means to thin your deck of those not so useful lands you don't want to draw late game, as long as you have 2-3 sources of white mana you can probably remove all the plains from your deck as long as your playing other basic lands to draw into.

And IF your opponent is playing land destruction AND enchantment hate, slide them out second game, not big deal.
Arachibutyrophobia
★★★★☆ (4.5/5.0) (6 votes)
Retrace...like Cenn's Enlistment...
A3Kitsune
★★★★★ (5.0/5.0) (3 votes)
Draw two cards per turn, where one card is always a land. Great for Maro-type cards and spellshapers, high cost cards and kicker cards, and Landbind Ritual/Armored Ascension-type cards. Also thins your library, helpful if you stocked extra lands to prevent mana screw in the early game.
.....
☆☆☆☆☆ (0.5/5.0) (1 vote)
great card you don't even have to take any plains if you just combine it with scrabbling claws a bit later in the game:P
Selez
★★★★☆ (4.4/5.0) (4 votes)
Tried this with Goblin Charbelcher... it was FUN...
And don't forget, this was made for Retrace, but its sets up Landfall too
achilleselbow
★★★★★ (5.0/5.0) (2 votes)
Pretty good way to guarantee Landfall every turn...
Zulp
★★★★☆ (4.8/5.0) (4 votes)
It guarantees a land and a nonland every turn if you run an all-Plains deck and remove them all with this. The kind of advantage this generates is incredible, and I win practically every time I play this card.
izzet_guild_mage
★★★☆☆ (3.5/5.0) (3 votes)
Just make sure it doesn't die :P
Graphec
★★★☆☆ (3.5/5.0) (3 votes)
Cool card, make sure to shuffle very well after using it :P
Ace8792
★★★★☆ (4.4/5.0) (4 votes)
If this dies and your oppent plays a armageddon after you exile all your lands . . .
Chronotix
★★★★★ (5.0/5.0) (2 votes)
Play this card, and then drop Greater Auramancy to protect it. great combo, good for EDH, when you need the few land that are in your deck.
Japicx
★★★★★ (5.0/5.0) (2 votes)
Given this card's riskiness, it's probably best to keep a few Plains in your library. As with Parallel Thoughts, you're putting the future of your game in a very delicate position, but it can definitely pay off. This is probably the best white option for mana-fixing short of Land Tax.
endersblade
★★☆☆☆ (2.8/5.0) (2 votes)
Tranquility
Tranquil Domain
Tempest of Light
Cleansing Meditation
Spring Cleaning
Back to Nature
Austere Command
Cleanfall
Primeval Light
Patrician's Scorn

And about ten others, but I think you get the point. If you are stupid enough to remove ALL of your lands with this card, you deserve the loss. There is just way too much enchantment hate that doesn't care about shroud, or just about anything else you'd try to use to protect it. I know an EDH player that consistantly removes at least half of his lands with this card, and it ends up getting blown up before his next turn. Every single time. Then he's land screwed for the whole game. I can't imagine watching someone actually do something like that, or worse, in a 60 card deck...
BastianQoU
☆☆☆☆☆ (0.0/5.0)
The only way i could see of making your enchantment indestructible was by using Elspeth, Knight-Errant's final. This card can still easily be worth the risk, and can often times be just what you need when you've gotten all the land you need. Guaranteeing that you'll be drawing a non-land card every turn is a huge advantage.
Voriki
☆☆☆☆☆ (0.0/5.0)
I love using this in my angel deck after geting two Admonition Angels out on the feild. After that my friend just conceded the match. :)

Hands-down my favorite landfall combo.
RunedServitor
☆☆☆☆☆ (0.0/5.0)
Not actually all that good in a landfall deck. Sure, it guarantees you'll get 1 landfall trigger per turn, but it also guarantees that you won't get any more than that, because land-fetching lands won't find any. Also, if it gets blown up, it guarantees you'll be manascrewed.
ThePieManOfDeath
☆☆☆☆☆ (0.0/5.0)
Excellent card. Just removing all the land cards from my weenie deck after a few turns is extremely helpful, and being able to play them if I need to is icing on the cake.
TheWrathofShane
☆☆☆☆☆ (0.0/5.0)
Wow!!! What a fantastic card!! Not only will it thin your deck of all your plains, it will give you one (without eating up your draw) every-turn!

Most decks don't maindeck enchantment removal, unless its in the form of Oblivion Ring or Acidic Slime, or things like that. You could always just pull 5 or so out if your worried about that.

This should be a green card, and pull forests. White is just ridiculous sometimes.
anonymous1burger
☆☆☆☆☆ (0.0/5.0)
This actually seems fairly similar to a phyrexian arena type effect to me in a mono-white deck. If you remove all your lands with it (assuming it doesn't die), you will draw one land and one spell per turn, which will make you never mana flooded or starved, and considering most decks have around 24 lands anyways, 1 land per one spell is fairly close to what a draw step + arena would draw you anyways.
DarkonCrack
☆☆☆☆☆ (0.0/5.0)
You all are so stuck on Landfall and Retrace, which both benefit greatly from this card, but I have it in a Modern Knight deck and it works PERFECTLY. Nothing in the deck is above a 4 tap and with knights, there aren't many activated abilities I need to be spamming (only one I can think of is Stillmoon Cavalier) so I hate toping late-game lands. With this, the only dead card I can draw are the other 2 copies of it in the deck. If it doesn't get destroyed, Stillmoon gets major buffs and if it does, I get to shrug my shoulders and go "Oh well, you still have to top lands and all my stuff is indestructible (thank you Knight Exemplar)." :D
Unseto
☆☆☆☆☆ (0.0/5.0)
well... if you're afraid of getting this thing distroyed, remove just 3 o 4 plains... i mean, getting 3 lands AND drawing 2 cards per turn because of one card is still pretty good...
Talas_Merchant
☆☆☆☆☆ (0.0/5.0)
It's solid if you want to hit your land drops or recover after a land sweeper. Most of the time, you'll want about 4 or 5 plains exiled, because if you get too greedy, this becomes a juicy target for your opponents' destruction spells. Exile a small number and you'll probably slip under the radar, while still getting the advantage. Obviously, Land Tax is far superior, but you won't be disappointed with this budget option here.
AMpostata
☆☆☆☆☆ (0.0/5.0)
Hi!

Currently I am using an Angels deck (http://tappedout.net/mtg-decks/modern-angels-29-05-13-)

Currently I am using 2x Extraplanar Lens but recently I have discovered Endless Horizons , so I am wondering if use one, the other, or both.
Volvary
☆☆☆☆☆ (0.0/5.0)
This card combined with something like Trait Doctoring or Mind Bend can help a lot in a deck to pull the mana you need/have too much of out of your deck.
EGarrett01
☆☆☆☆☆ (0.0/5.0)
I actually wish they could've called this Gerrymandering, since political manipulation is one of white's subthemes (Land Tax etc) and seems to be the only fitting way to include the risky concept of losing all your land if your backroom political scheming falls apart.
syntheticbiology232
☆☆☆☆☆ (0.0/5.0)
pretty good in late game to you get rid of all your land cards while still getting them so you have a higher chance of drawing something good