Rescue a card and gain 4 life for three mana. Not gamebreaking, but a decent self-bounce.
ninetailedfox
☆☆☆☆☆ (0.0/5.0)
great for saving planeswalkers :D
FatCorgi
★★★★☆ (4.4/5.0)(8 votes)
Not only that but this synergizes well with any ally deck. Self-bounce, gain life, double up on an ally effect. Now we're talking combos.
herbomatic
★★★★★ (5.0/5.0)(1 vote)
Works nicely with Journey to Nowhere - it basically becomes "{3}{W}{W} - Exile target creature. You gain 4 life."
rubber
☆☆☆☆☆ (0.7/5.0)(3 votes)
If you bounce a Journey to Nowhere, their card comes back. I've seen this played painfully in limited, though - I ended up sacrificing 4 creatures to 1 Gatekeeper of Malakir!
theelk801
★★★★☆ (4.8/5.0)(8 votes)
Not true, rubber. If you bounce a Journey while its entering ability is still on the stack, it permanently exiles the creature. Let me break it down for you:
The ability fizzles as the creature hasn't been exiled yet.
Journey's first ability resolves, permanently exiling the creature.
It's an awesome combo, works with any instant-speed bounce and either a Journey or an Oblivion Ring. The best part is that you get your Journey or O-Ring back in your hand. Good times.
Alpha-Black
★★★★★ (5.0/5.0)(1 vote)
Especially fun on Glimmervoid Basin. Return all permanents you control to your hand. You gain absurd amounts of life. Doing this against Burn or Red Deck Wins will ruin their day.
PaladinOfSunhome
☆☆☆☆☆ (0.0/5.0)
Handy bounce card.
3.5
Laguz
★★★★★ (5.0/5.0)(1 vote)
I love this card on paper. Its an answer to removal, protects your planewalkers, saves you from being two-for-oned, retriggers comes-into-play abilities and more, all while giving you life. It would be almost impossible to find room for it in a competitive deck, but it's not a bad card at all.
Faildini
★★★★★ (5.0/5.0)(1 vote)
@theelk801: that is some disgusting stack manipulation. kudos to you lol
IronPriest47
☆☆☆☆☆ (0.0/5.0)
@rubber: You must be new. If you stack things right, you get to exile their permanent forever. It worked 10 years ago with Faceless Butcher, and it still works.
Comments (12)
Cast Journey to Nowhere.
Journey to Nowhere goes on the stack.
Journey to Nowhere resolves, entering the battlefield.
Journey's first ability triggers and goes on the stack, targeting a creature.
Cast Narrow Escape.
Narrow Escape goes on the stack.
Narrow Escape resolves, bouncing the Journey.
The Journey's second ability goes on the stack.
The ability fizzles as the creature hasn't been exiled yet.
Journey's first ability resolves, permanently exiling the creature.
It's an awesome combo, works with any instant-speed bounce and either a Journey or an Oblivion Ring. The best part is that you get your Journey or O-Ring back in your hand. Good times.
3.5