It's like Oblivion Ring, but restricted to creatures, therefore it costs less.
I like that card. And especially the artwork. Reminds me of AWOL! Coincidence? :D
JosirisDavid
★★★☆☆ (3.8/5.0)(5 votes)
Yeah it does look a little like the card AWOL. Haha.
But this card ability is irritating. =X
ZEvilMustache
★★☆☆☆ (2.8/5.0)(6 votes)
It's better than pacifism, at least. Still, killing planeswalkers is what ORing is for.
True_Mumin
★★★☆☆ (3.8/5.0)(11 votes)
White is the color of creature removal now, NOT black. This stinks.
dgregory
★★★☆☆ (3.8/5.0)(7 votes)
now that white can virtually run 8 o-rings in a deck, I think the game could really benefit from some enchantment removal outside of green and white. Don't ask me how I reconcile this with the color wheel, I just want some blue ammo against white's rising dominance as the control color.
Volcre
☆☆☆☆☆ (0.0/5.0)
Is it me or is that Lorwyn in the background? At least it looks like lorwyn...
Oleander
★★★☆☆ (3.2/5.0)(8 votes)
I love how Wizard's way of fixing the slight underpowered presence of white was to keep printing overpowered white cards and shafting blue in the process. This card further makes a strong case that white is getting a little too ahead of the other colors, what with the insane soldiers in M10 and the crazy amount of good stuff in Zendikar.
Omniance
★★★★☆ (4.2/5.0)(8 votes)
If they keep printing Enchantments this powerful Black and Blue are going to have to have some way of dealing with them. It's annoying to play black or blue, and just have to sit there and watch your creatures and permanents vanish to a color that's somehow gained more creature removal then black over the last two years.
Designer_Genes
☆☆☆☆☆ (0.5/5.0)(4 votes)
This actually kinda sucks. If they can get rid of it, you get card equality, tempo loss, and you trigger their EtBs. Those reasons are what keep Oblivion Ring under control.
Dingo777
☆☆☆☆☆ (0.0/5.0)
blue does have some anti white removal ammo, it is called boomerang, but you are right, enchant removal needs to be spread out
and black has better removal, white just has more, black kills it, while white, if the enchantment goes boom, the permanent comes back
as for how to spread it
Blue: you get to disenchant, meaning blue ends the spell, since blue has(had, darn you WotC, shafting blue) the counter spells, this makes sense
Red: you blow it up, probally with some dmg or by causeing an explosion of sorts to disrupt the magic, that is what red does, makes things go BOOM
Black: well, sacrafice a creature to destroy something else, if you think of the battle field as a field, an enchantment would be a layer of magic on that field doing something to the field, sac a creature to destroy another thing on the field feels black
Vinifera7
☆☆☆☆☆ (0.0/5.0)
Excellent removal in limited. Good removal in general.
You can also bounce Journey to Nowhere back to your hand while it's on the stack with Narrow Escape or Into the Roil to exile the creature indefinitely and reuse Journey.
KrosanGardener
☆☆☆☆☆ (0.0/5.0)
Black has a way to beat enchantments. It's called Duress.
Blue has a way to beat enchantments. It's called counterspells.
Not as reliable as Naturalize! But they work decently. And that's how it's supposed to be.
PaladinOfSunhome
☆☆☆☆☆ (0.0/5.0)
Awesome. Good for use on any side.
4.0
Nickkom
☆☆☆☆☆ (0.0/5.0)
what happens if you cast this and there are no legal targets? i.e. there are no creatures in play? Does it just sit out on the battlefield? Does it fizzle?
jhimbob
☆☆☆☆☆ (0.0/5.0)
How does this work with tokens? Does it exile them?
will_dice
☆☆☆☆☆ (0.0/5.0)
Q&A:
@Volcre Is it me or is that Lorwyn in the background? At least it looks like lorwyn...
YES, it is Lorwyn - compare it with a Plains or Island from the same artist. It was subtly confirmed in an Arcana article some time ago.
---
@Nickkom what happens if you cast this and there are no legal targets? i.e. there are no creatures in play? Does it just sit out on the battlefield? Does it fizzle?
Short: It just remains in the battlefield, doing nothing.
Long: Journey to Nowhere is not a targeted spell, it is a permanent spell with a triggered "enters the battlefield" ability. A non-targeted spell never fizzles.
When Journey to Nowhere resolves and enters the battlefield, its ability triggers. The the ability goes to the stack, and you choose a valid target to it. Ops, this is impossible, so the ability is simply removed from the stack. The enchantment remains in the 'field, doing nothing.
---
@jhimbob How does this work with tokens? Does it exile them?
Yes, it can exile token creatures.
And the token will be exiled, and after this will cease to exist due to state-based actions. So the player will not gain it back if/when the Journey is destroyed.
VirtueVsVice
☆☆☆☆☆ (0.0/5.0)
Cool idea to have cheaper anti-creature O Ring, but I'm starting to worry that Type 2 white may be getting a little TOO powerful with cards like Silence, Honor of the Pure, Path to Exile, Brave the Elements, Baneslayer Angel, this card, etc. We'll have to see I suppose.
AbyssalManZero
☆☆☆☆☆ (0.0/5.0)
Oleander (9/28/2009 8:48:44 AM);
I agree with that...
Was just saying basicly the same thing in my comment about Baneslayer Angel...
Though some do say white hasn't been powerful for a while-- but is there a color that has been
powerful?? Well, aside from maybe black, but now lol White and black are the two top colors, that can/will just dominate.... Black with it's vampires (also being the only other color other than white with creature removal) and white with the insane soldier creature-mania, Baneslayer and rediculous amount of creature removal...
Dingo777 (10/19/2009 10:43:10 PM);
Don't forget about Path to exile, white still has that which is type two legal and is being played-- or rather spammed, it's good they made this and O-ring and enchantment instead of an instant cause the enchantment factor leaves some sort of weakness to it aside from counter spell which only blue has... Also right now in type two White has 'Day of Judgement' and black no longer has 'damnation' or any really good removal (doom blade can't target black creautes which leaves something to be desired cause it's useless against strait black decks... So, in my book aint 'decent' removal just alright...)
And in free play, white now has an insane arsinal of removal cards... Lets not forget one card both white and black share 'Unmake', but white now has wraith of god, day of judgment AND Mass Calcify (though it may cost seven, still when playing strait white with the destroy all non-white creatures, it has serious possibilities for evil!)... And that's only a few of white removal collection that it still has even when not playing type two style...
aka_freddo
☆☆☆☆☆ (0.0/5.0)
If an Artifact is equipped to exiled creature...What is the artifacts posistion at that point...Exiled with creature or sitting in play still?
thezanet
☆☆☆☆☆ (0.0/5.0)
Doing creature control the white way....with enchantments.
reapersaurus
★☆☆☆☆ (1.2/5.0)(6 votes)
What a bull$hit Oracle ruling, allowing this card to contradict its own words. *rolleyes*
dishwater63
☆☆☆☆☆ (0.0/5.0)
@reapersaurus
i know we're gonna get a lot of hate with this, but i agree with you. i know how the rules work and i know that's how they're suppose to work, but it just doesn't add up at first glance, or even second glance.
console_gamer
☆☆☆☆☆ (0.0/5.0)
Does anyone know what the hell the second part of the ruling means? I thought the wording was very clear cut.
blindthrall
☆☆☆☆☆ (0.0/5.0)
Somebody tried to tell me that a Wizards article said that this card can get around shroud and protection from white since its a triggered ability and not targeted(yes, I know it says target on the card). Can anyone confirm this?
Vishlord
☆☆☆☆☆ (0.0/5.0)
I don't get the ruling either...
10/1/2009 If Journey to Nowhere leaves the battlefield before its first ability has resolved, its second ability will trigger and do nothing. Then its first ability will resolve and exile the targeted creature forever.
If you use counterspell does that mean JtN has entered the battle field and left before it resolved? If not what circumstances are there in which JtN could enter the field of play and not resolve?
MrBarrelRoll
★★★★★ (5.0/5.0)(4 votes)
In response to the first ability being activated, you could do something like Naturalize your own Journey. That resolves like this:
1. Naturalize resolves first, while the Journey's first ability is on the stack 2. Journey's second ability goes onto the stack, which also resolves before the first ability. Nothing is returned to the battlefield, as nothing has been removed yet. 3. The first ability will finally resolve, removing the creature from the game forever.
This is what the oracle text is trying to say, albeit in its commonly thick-languaged sort of way.
Cool trick and all, but there are a lot more efficient ways to do it. Path to Exile = herp derp derp.
The way I see it, it cannot be successfully countered. Haha, nice job Wizards.
NatasAlmighty
★★★★★ (5.0/5.0)(3 votes)
@xrockfan
Of course it can be countered, it hasn't entered the battlefield when you play your counterspell so it goes directly to graveyard, does not pass go, does not collect its triggered ability.
Paleopaladin
★★★★★ (5.0/5.0)(1 vote)
@blindthrall:
That is absolutely positively FALSE.
What is TRUE, however, is that it can get around the particular protection ability of Emrakul because he's protected from spells, but Journey to Nowhere and O-Ring aren't doing their funny business while they're spells, but rather while they're permanents.
Nessachan91
☆☆☆☆☆ (0.8/5.0)(2 votes)
Tell me this, Isn't this card a spell when it comes on to the stack? If it is then it wouldn't effect Emrakul, the Aeons Torn till it became a permant, then it would cancel out because he is protected by colored spells meaning everything that is cast not just instants/soceries?
wxnbvq1
★★★★★ (5.0/5.0)(1 vote)
Holy shit, gets rid of Emrakul. nuf said
thaviel
★★★★★ (5.0/5.0)(2 votes)
combo with temporal adept to make a 5mana remove target creature from the game once a turn engine :)
Capo
★☆☆☆☆ (1.0/5.0)(1 vote)
They should just call this Journey to Jersey...
Sasky
☆☆☆☆☆ (0.5/5.0)(1 vote)
I don't like how this card can exile a creature buffed with a bunch of totem armors.
dberry02
★★☆☆☆ (2.8/5.0)(2 votes)
I don't know why people are complaining about the power level of this card...
PROS/CONS: -This is strong against Black and Red. They have trouble dealing with enchantments. -This is weak against Green, White and Blue. They all have removal of some kind. -Removing creatures with 'Entering/Leaving the Battlefield' abilities are risky... (I wouldn't want to cast this on a titan in fear of it being disenchanted) -Unlike Pacifism, if this is disenchanted by your opponent on their turn, their creature comes back with summoning sickness and can't attack. -This prevents creatures from activating abilities.
If you are getting beat by this card, then you are not protecting your creatures enough. This card is just a little bit better than a pacifism. If you can't protect your threats/bombs/win conditions from removal and you have no way of destroying this enchantment, then frankly, you deserve to get your ass kicked.
DacenOctavio
★★★★★ (5.0/5.0)(3 votes)
Emrakul's just a small-town girl.
divine_exodus
★★★★★ (5.0/5.0)(1 vote)
Talking about going nowhere fast.
jfre81
☆☆☆☆☆ (0.0/5.0)
You win if you hit someone's Phage The Untouchable with this and then remove it from the field.
bay_falconer
☆☆☆☆☆ (0.0/5.0)
It's a good alternative to Oblivion Ring in EDH when you really need removal. In other formats, it can stop Emmy.
It can also be a kill spell in two ways:
1) If your opponent plays Phage, play this, then get rid of it somehow.
2) Blisterstick Shaman, this, and Worldfire
Comments (41)
I like that card. And especially the artwork. Reminds me of AWOL! Coincidence? :D
But this card ability is irritating. =X
and black has better removal, white just has more, black kills it, while white, if the enchantment goes boom, the permanent comes back
as for how to spread it
Blue: you get to disenchant, meaning blue ends the spell, since blue has(had, darn you WotC, shafting blue) the counter spells, this makes sense
Red: you blow it up, probally with some dmg or by causeing an explosion of sorts to disrupt the magic, that is what red does, makes things go BOOM
Black: well, sacrafice a creature to destroy something else, if you think of the battle field as a field, an enchantment would be a layer of magic on that field doing something to the field, sac a creature to destroy another thing on the field feels black
You can also bounce Journey to Nowhere back to your hand while it's on the stack with Narrow Escape or Into the Roil to exile the creature indefinitely and reuse Journey.
Blue has a way to beat enchantments. It's called counterspells.
Not as reliable as Naturalize! But they work decently. And that's how it's supposed to be.
4.0
@Volcre
Is it me or is that Lorwyn in the background? At least it looks like lorwyn...
YES, it is Lorwyn - compare it with a Plains or Island from the same artist. It was subtly confirmed in an Arcana article some time ago.
---
@Nickkom
what happens if you cast this and there are no legal targets? i.e. there are no creatures in play? Does it just sit out on the battlefield? Does it fizzle?
Short: It just remains in the battlefield, doing nothing.
Long: Journey to Nowhere is not a targeted spell, it is a permanent spell with a triggered "enters the battlefield" ability. A non-targeted spell never fizzles.
When Journey to Nowhere resolves and enters the battlefield, its ability triggers. The the ability goes to the stack, and you choose a valid target to it. Ops, this is impossible, so the ability is simply removed from the stack. The enchantment remains in the 'field, doing nothing.
---
@jhimbob
How does this work with tokens? Does it exile them?
Yes, it can exile token creatures.
And the token will be exiled, and after this will cease to exist due to state-based actions. So the player will not gain it back if/when the Journey is destroyed.
I agree with that...
Was just saying basicly the same thing in my comment about Baneslayer Angel...
Though some do say white hasn't been powerful for a while-- but is there a color that has been
powerful?? Well, aside from maybe black, but now lol White and black are the two top colors, that can/will just dominate.... Black with it's vampires (also being the only other color other than white with creature removal) and white with the insane soldier creature-mania, Baneslayer and rediculous amount of creature removal...
Dingo777 (10/19/2009 10:43:10 PM);
Don't forget about Path to exile, white still has that which is type two legal and is being played-- or rather spammed, it's good they made this and O-ring and enchantment instead of an instant cause the enchantment factor leaves some sort of weakness to it aside from counter spell which only blue has... Also right now in type two White has 'Day of Judgement' and black no longer has 'damnation' or any really good removal (doom blade can't target black creautes which leaves something to be desired cause it's useless against strait black decks... So, in my book aint 'decent' removal just alright...)
And in free play, white now has an insane arsinal of removal cards... Lets not forget one card both white and black share 'Unmake', but white now has wraith of god, day of judgment AND Mass Calcify (though it may cost seven, still when playing strait white with the destroy all non-white creatures, it has serious possibilities for evil!)... And that's only a few of white removal collection that it still has even when not playing type two style...
i know we're gonna get a lot of hate with this, but i agree with you. i know how the rules work and i know that's how they're suppose to work, but it just doesn't add up at first glance, or even second glance.
10/1/2009 If Journey to Nowhere leaves the battlefield before its first ability has resolved, its second ability will trigger and do nothing. Then its first ability will resolve and exile the targeted creature forever.
If you use counterspell does that mean JtN has entered the battle field and left before it resolved? If not what circumstances are there in which JtN could enter the field of play and not resolve?
1. Naturalize resolves first, while the Journey's first ability is on the stack
2. Journey's second ability goes onto the stack, which also resolves before the first ability. Nothing is returned to the battlefield, as nothing has been removed yet.
3. The first ability will finally resolve, removing the creature from the game forever.
This is what the oracle text is trying to say, albeit in its commonly thick-languaged sort of way.
Cool trick and all, but there are a lot more efficient ways to do it. Path to Exile = herp derp derp.
Of course it can be countered, it hasn't entered the battlefield when you play your counterspell so it goes directly to graveyard, does not pass go, does not collect its triggered ability.
That is absolutely positively FALSE.
What is TRUE, however, is that it can get around the particular protection ability of Emrakul because he's protected from spells, but Journey to Nowhere and O-Ring aren't doing their funny business while they're spells, but rather while they're permanents.
PROS/CONS:
-This is strong against Black and Red. They have trouble dealing with enchantments.
-This is weak against Green, White and Blue. They all have removal of some kind.
-Removing creatures with 'Entering/Leaving the Battlefield' abilities are risky... (I wouldn't want to cast this on a titan in fear of it being disenchanted)
-Unlike Pacifism, if this is disenchanted by your opponent on their turn, their creature comes back with summoning sickness and can't attack.
-This prevents creatures from activating abilities.
If you are getting beat by this card, then you are not protecting your creatures enough. This card is just a little bit better than a pacifism. If you can't protect your threats/bombs/win conditions from removal and you have no way of destroying this enchantment, then frankly, you deserve to get your ass kicked.
It can also be a kill spell in two ways:
1) If your opponent plays Phage, play this, then get rid of it somehow.
2) Blisterstick Shaman, this, and Worldfire