It's a good card, but it requires a very specific deck build. 3,5/5
Lestat13
★★★☆☆ (3.5/5.0)(1 vote)
It's worth running both this and Harrow just from the point of it's one more card to have ready to "fire" rather than trumping Harrow.
Zulp
★★☆☆☆ (2.5/5.0)(2 votes)
I have more than a few places for this. I want several.
Nighthawk42
★★★☆☆ (3.8/5.0)(2 votes)
Good for a landfall boost, but generally by the time you have had 5+ lands hit the table you don't need more that much. Fetch lands help it a bit though.
evenblackerlotus
★☆☆☆☆ (1.0/5.0)(3 votes)
it doesnt say your battlefeild can you cive the lands to your opponent? (for landwalk or lavaball trap)
GoGo26
☆☆☆☆☆ (0.0/5.0)
If you have multiple on the battlefield, and one gets its effect, the others will automatically trigger too.
And those rare lands (Marsh Flats) and harrow instantly activate this card.
jeff-heikkinen
☆☆☆☆☆ (0.0/5.0)
Would be overkill in most environments, giving two more lands when you typically already have five. But with Landfall everywhere, it's an amazing enabler in the context of Zendikar; and for the same reason there are tons of ways to "cheat" and finish the Quest well before turn five.
@EBL: No, you control anything you are instructed to put on the battlefield unless the effect that tells you to do this specifically says otherwise. (Also, there is no "your battlefield"; there is exactly one, shared, battlefield.)
lightwired
☆☆☆☆☆ (0.0/5.0)
I see this card only good in the context of cards that require you to "return permanent to owners hand" like Kor Skyfisher, or cards that "return a land to owners hand" .. so specific decks.. Yes, if you run this card you want to run Harrow too.
ToidiDiPuts
★★★★☆ (4.2/5.0)(27 votes)
Today I gave one of these to the girl I love.
I told her I was "giving her my heart." She thought it was a sweet gesture.
FatCorgi
☆☆☆☆☆ (0.0/5.0)
With harrow in your deck, it's not a turn five payoff. With harrow in your deck, a turn five payoff would be: Turn 2-3: Play a khalni (or two). Turn 4: Play a windrider eel. Turn 5: Play harrow. Play another khalni hearts. Play a land. Sac your first (or second) khalni. Sac your last khalni. You just earned 7-9 lands this turn. Swing with your 16-20 strength windrider.
This is pretty ideal, but the number of combos possible with even slightly less ideal situations (a little later in the game, a Woodcrasher Baloth with Landfall*5 would be a pretty nice swing) make for some pretty things. Khalni is beautiful because it is a beneficiary of landfall strategies and a benefactor.
JacksJokeShop
☆☆☆☆☆ (0.0/5.0)
Nice in green, I like to cook one of these up to 2 and let it sit, should hit that around turn 4-5 (depending on if you have Harrows or not)and have 5 land on field. next turn land-Rampaging Baloths-Pop this.
Fun to play, more fun to win with.
BrilliantIdiot
☆☆☆☆☆ (0.0/5.0)
I always liked Enchantments, and needed land acceleration, aside from its obvious Zendikar strengths, I'm happy to run this little guy in my main deck just for it being interesting, even if it is a little slow.
Donovan_Fabian
☆☆☆☆☆ (0.0/5.0)
I generally have to agree with some of the other posters here, its great for landfall, but for mana ramp/accel its pretty terrible. It costs 2 mana to start with, and you then you don't get to use it for a few turns, and by the time you can use it you can already play the majority of cards you need paired with that it only searches for basic lands when many players don't play with that many basic lands. It's still a useful addition to a landfall deck that wants to make use of cards like baloth woodcrasher. Yes, it is possible to play multiple harrows or etc. to get more use out of it, but it would require getting those exact cards and your opponent not just terminating whatever landfall creature your trying to pump up on the spot.
Ajani_is_da_man
☆☆☆☆☆ (0.8/5.0)(18 votes)
horrible .5
Gaussgoat
☆☆☆☆☆ (0.0/5.0)
Awesome card, as it extends to all basic lands, not just forests. I'd run this in any deck which featured green and another color, as it triggers on any land played and can go get any basic type.
Demonic_Angel13
☆☆☆☆☆ (0.0/5.0)
I have a deck with this, Baloth Woodcrasher,Oracle of Mul-Daya and some more mana excelerators. Turn 4, you can hit for 10-20 with trample. Amulet of Vigor will help get past the pesky "enter the battlefield tapped problem.
11 mana on turn four. Mind you, it's rather far-fetched, but awesome all the same.
majinara
★★★★☆ (4.9/5.0)(5 votes)
It got somehow no synergy with itself. I mean: when do you need lands most? When you don't draw them. But when you don't draw them, this card won't give you any lands either. Also, late game it does pretty much nothing.
Early game it's not bad, but it's a bit unreliable.
BlackAlbino
☆☆☆☆☆ (0.0/5.0)
Khalni then, explore, 2 fetch lands, fetch 2 lands, fetch 2 more. 6 easy landfalls even though it's only 2 of them...
Guntz1092
☆☆☆☆☆ (0.0/5.0)
get as much of these things out as u can, without sacing them...then have something with an epic landfall ability, like Avenger of Zendikar or Baloth Woodcrasher attack as u activate them all xD
ExaltedPlayer
☆☆☆☆☆ (0.0/5.0)
Is the the ability to remove counters instant speed or sorcery speed?
frommerman
☆☆☆☆☆ (0.0/5.0)
Play with a prototype portal with an amulet of vigor imprinted. When you sac it, have several amulet tokens already in play, and you get lotsa mana that turn.
Sasky
☆☆☆☆☆ (0.0/5.0)
Not really meant to be a mana accelerator imo. Strictly useful for landfall decks, such as creating fatties for rampaging baloths.
pedrodyl
☆☆☆☆☆ (0.0/5.0)
I run it with terramorphics and harrows and I usually get like 7 or 8 lands by t5
DarthParallax
★★★★☆ (4.1/5.0)(5 votes)
It's a really, really poor man's Primeval Titan.
MindAblaze
☆☆☆☆☆ (0.0/5.0)
I run this with knight of the reliquary and emeria angels, if I never run into a ratchet bomb I'll be a happy camper.
Lord_of_Tresserhorn
☆☆☆☆☆ (0.0/5.0)
Good card, albeit useless if you're not drawing any lands anyway (or have cards to tutor them).
Yeah, that's a two card combo. If you want more lands, you could go for Primeval Titan on your 4th, or, assuming that you get your 4th land drop, you can cast Howl of the Night Pack for seven tokens. If you're into landfall, you should notice that you've got two untapped lands to spare on your 3rd turn (after casting Harrow). If you can land a second Expedition before cracking the first, you'll be able to add a nice pair of counters to the new Expedition. Then on turn 4, you could cast Rampaging Baloths, play your 4th land drop, get a 4/4 token, and then crack the expedition for two more lands and tokens. Or you could cast a Howl of the Night Pack for nine tokens. Or cast two 9/9 Dungrove Elders. If your deck is built around this card, it's actually surprising how many times the above scenarios occur. Needless to say, more often that not, you won't have that second Expedition on your third turn, however getting the 4th land drop and landing seven Wolf tokens on your 4th turn isn't all that uncommon.
Totema
☆☆☆☆☆ (0.0/5.0)
One of my favorite aspects of this card is that a "loaded" one can help feed an "unloaded" one. I've occasionally done this: 1. Have two expeditions out, one with 2 counters and another with none 2. Bring a Forest out from my hand, giving a counter to each 3. Sac one of them, bring out 2 more Forests and giving 2 counters to the remaining expedition 4. Sac the other and give myself another 2 Forests Five Forests in one turn. That's Green, my friends.
Dr.Pingas
☆☆☆☆☆ (0.0/5.0)
Totema, I really think you hit on the true purpose of this card; it's not Kodama's Reach or Cultivate, it's a landfall machine - you use one to pop another, letting you mass-landfall in one turn.
@Ajani_is_da_man: your average rating per comment is lower than MasterOfEtherium. Lower than MasterOfEtherium! You oughta be proud of that, son, thats a hard feat to accomplish.
The card isnt bad and really good in landfall decks. It can make landfall abilities trigger thrice. That's 3 4/4 green beast tokens for Rampaging Baloths, 3 more creatures on your side of the field with Roil Elemental, 9 life gone from an opponent and 9 +1/+1 counters withOb Nixilis, The fallen, and three more exiled creatures with Admonition Angel. No, not a "bad" card. Not a bad card at all.
Infernaldarkness
☆☆☆☆☆ (0.0/5.0)
5/5 becoz it's for poor ppl like Me TT^TT
and for Ajani_is_da_man I think he meant his comment "horrible .5"
chiknstu
☆☆☆☆☆ (0.0/5.0)
Oops, I made an error in my last statement, but can't find an Edit button! I forgot Twilight Shepherd, autocarding it correctly, and what it actually does :P... MY BAD haha.
blurrymadness
☆☆☆☆☆ (0.0/5.0)
Do remember that you can get this activated on turn 3 with little trouble, then you can realize that you don't use this to get lands 6 and 7, but rather 4 and 5.
T1: Forest, Mana Dork T2: Khalni, Fetchland T3: Forest
now you can get lands 4 and 5.
Additionally, this helps you get your tempo back up with ravnica bounce lands. Replace the fetchland in the above for a bounceland and possibly explore. This helps with mana-fixing, mana-ramping, etc, but not in the same way (or quite as eaily) as with other cards that get lands.
It's card advantage you have to work for but if you have 7 mana fatties this helps you have a gap in your mana curve. Fill out your 1,2, and 3 drops. Then move straight to 7 drops.
Keep in mind it thins your deck by 2 as well.
Even with all of that, I'll say it's a 3 or 3.5
Gruffaloes
☆☆☆☆☆ (0.0/5.0)
@Azazyel
Turn 5: Draw land ;)
Slyfox7777777
☆☆☆☆☆ (0.0/5.0)
I absolutely love this card!
I use this in my 50 land Azusa EDH eldrazi deck. It is just about the most efficient mana ramp ever. Because it drops a turn before Azusa, I can play Azusa the next turn, play two more lands, pop the Expedition, and now on turn 3 I have seven lands. Absolutely insane! I am talking of course about a format where it actually pays off to have to have large amounts of mana available, so I am not speaking in the interest of 60 card constructed formats, where I am sure it would actually be fairly poor outside of casual builds. All in all though, the jump from 5 to 7 mana, or just the mass accumulation of lands, can be very critical in certain decks, and this card is great at getting you there. I much prefer it to Explosive Vegetation, since it has such a small initial commitment, costing only two mana. That is fantastic in EDH, which is not known for its wealth of critical two drops, which would otherwise be played that turn.
All in all, excellent in EDH, possibly good in constructed (depending on how competitive the deck is supposed to be.)
Comments (38)
And those rare lands (Marsh Flats) and harrow instantly activate this card.
@EBL: No, you control anything you are instructed to put on the battlefield unless the effect that tells you to do this specifically says otherwise. (Also, there is no "your battlefield"; there is exactly one, shared, battlefield.)
I told her I was "giving her my heart." She thought it was a sweet gesture.
Turn 2-3: Play a khalni (or two).
Turn 4: Play a windrider eel.
Turn 5: Play harrow. Play another khalni hearts. Play a land. Sac your first (or second) khalni. Sac your last khalni. You just earned 7-9 lands this turn. Swing with your 16-20 strength windrider.
This is pretty ideal, but the number of combos possible with even slightly less ideal situations (a little later in the game, a Woodcrasher Baloth with Landfall*5 would be a pretty nice swing) make for some pretty things. Khalni is beautiful because it is a beneficiary of landfall strategies and a benefactor.
Fun to play, more fun to win with.
Turn 2: Forest + Walking Atlas
Turn 3: Khalni Heart Expedition + Forest + Khalni Heart Expedition (using the mana of the elves) + Terramorphic Expanse (using the atlas). Sac Terramorphic and the khalnis and you will have 8 lands in the 3rd turn.
Forest, Llanowar Elves #2, Khalni Heart Expedition (4 mana)
Forest, Harrow, Nature's Lore, pop Expedition, Llanowar Elves #3. (10 mana)
11 mana on turn four. Mind you, it's rather far-fetched, but awesome all the same.
I mean: when do you need lands most? When you don't draw them. But when you don't draw them, this card won't give you any lands either. Also, late game it does pretty much nothing.
Early game it's not bad, but it's a bit unreliable.
then, explore, 2 fetch lands, fetch 2 lands, fetch 2 more.
6 easy landfalls even though it's only 2 of them...
The artwork is fantastic.
1st turn: Forest (1 land)
2nd turn: Forest (2 lands), Khalni Heart Expedition
3rd turn: Forest (3 lands), Harrow (4 lands), crack the Expedition (6 lands)
Yeah, that's a two card combo. If you want more lands, you could go for Primeval Titan on your 4th, or, assuming that you get your 4th land drop, you can cast Howl of the Night Pack for seven tokens. If you're into landfall, you should notice that you've got two untapped lands to spare on your 3rd turn (after casting Harrow). If you can land a second Expedition before cracking the first, you'll be able to add a nice pair of counters to the new Expedition. Then on turn 4, you could cast Rampaging Baloths, play your 4th land drop, get a 4/4 token, and then crack the expedition for two more lands and tokens. Or you could cast a Howl of the Night Pack for nine tokens. Or cast two 9/9 Dungrove Elders.
If your deck is built around this card, it's actually surprising how many times the above scenarios occur. Needless to say, more often that not, you won't have that second Expedition on your third turn, however getting the 4th land drop and landing seven Wolf tokens on your 4th turn isn't all that uncommon.
1. Have two expeditions out, one with 2 counters and another with none
2. Bring a Forest out from my hand, giving a counter to each
3. Sac one of them, bring out 2 more Forests and giving 2 counters to the remaining expedition
4. Sac the other and give myself another 2 Forests
Five Forests in one turn. That's Green, my friends.
2. Lotus Cobra / Forest / Lotus Cobra
3. Khalni Heart Expedition / Misty Rainforest / Primeval Titan / Forest
Forest / Sac Khalni / Forest / Forest / Vorinclex, Voice of Hunger
Seems pretty legit.
The card isnt bad and really good in landfall decks. It can make landfall abilities trigger thrice. That's 3 4/4 green beast tokens for Rampaging Baloths, 3 more creatures on your side of the field with Roil Elemental, 9 life gone from an opponent and 9 +1/+1 counters withOb Nixilis, The fallen, and three more exiled creatures with Admonition Angel. No, not a "bad" card. Not a bad card at all.
and for Ajani_is_da_man
I think he meant his comment "horrible .5"
T1: Forest, Mana Dork
T2: Khalni, Fetchland
T3: Forest
now you can get lands 4 and 5.
Additionally, this helps you get your tempo back up with ravnica bounce lands. Replace the fetchland in the above for a bounceland and possibly explore. This helps with mana-fixing, mana-ramping, etc, but not in the same way (or quite as eaily) as with other cards that get lands.
It's card advantage you have to work for but if you have 7 mana fatties this helps you have a gap in your mana curve. Fill out your 1,2, and 3 drops. Then move straight to 7 drops.
Keep in mind it thins your deck by 2 as well.
Even with all of that, I'll say it's a 3 or 3.5
Turn 5: Draw land ;)
I use this in my 50 land Azusa EDH eldrazi deck. It is just about the most efficient mana ramp ever. Because it drops a turn before Azusa, I can play Azusa the next turn, play two more lands, pop the Expedition, and now on turn 3 I have seven lands. Absolutely insane! I am talking of course about a format where it actually pays off to have to have large amounts of mana available, so I am not speaking in the interest of 60 card constructed formats, where I am sure it would actually be fairly poor outside of casual builds. All in all though, the jump from 5 to 7 mana, or just the mass accumulation of lands, can be very critical in certain decks, and this card is great at getting you there. I much prefer it to Explosive Vegetation, since it has such a small initial commitment, costing only two mana. That is fantastic in EDH, which is not known for its wealth of critical two drops, which would otherwise be played that turn.
All in all, excellent in EDH, possibly good in constructed (depending on how competitive the deck is supposed to be.)
4/5 from me.