Not quite time walk, but amazing nonetheless. I expect this to see heavy play.
DonRoyale
★★★☆☆ (3.0/5.0)(3 votes)
It is not the green Time Walk. That being said, it's a first pick in limited and will see play just about everywhere. Probably.
dudecow
★★★★☆ (4.2/5.0)(20 votes)
Most of the time, this is better than the obvious comparison, Rampant Growth. If it's early game, Explore doesn't put the land into play tapped, so you can gain the benefit of the extra land immediately. Plus, Explore replaces itself, unlike Rampant Growth. Lategame, getting a land won't be as important, and Explore gives you a better chance of getting something you want. The only situation where I can imagine Rampant Growth being better is in Valakut decks, where players will probably want the consistency of getting a Mountain with Valakut, the Molten Pinnacle in play. In general, Rampant Growth is preferable if you need a specific basic land. 90% of the time though, Explore is simply a better card.
P.S.: Explore is extremely flavorful, and the artwork is amazing.
i have seen cards like this in the past, they never really got my goat, but i do think i will enjoy it in limited ^_^
MTGFreak
☆☆☆☆☆ (0.7/5.0)(3 votes)
This is a underpowered version of Summer Bloom, but fore Standard.
mdakw576
★★★★☆ (4.2/5.0)(6 votes)
The cantrip seals it.
Mata_Hari
★☆☆☆☆ (1.8/5.0)(3 votes)
"An Excellent Card"
-Chef Excellence
Styny
☆☆☆☆☆ (0.8/5.0)(2 votes)
this is officially my favorite card in the entire universe.
True_Mumin
★★★☆☆ (3.4/5.0)(7 votes)
This card requires luck to work properly. Rampant Growth guarantees you acceleration. And regarding the "replacing itself" thing: Rampant Growth does pretty much the exact same thing, and always works. Thus, I don't like Explore at all.
The_Legionary
★★★★☆ (4.0/5.0)(1 vote)
This won me several games at the prerelease.
majinara
★★★☆☆ (3.6/5.0)(31 votes)
I'm creating a new deck. And I look at the deck so far and think "it needs mana fixing, and mana acceleration". I turn to my cards, each one to join and show their prowess.
And I shout: "guys, I need something for mana fixing and mana acceleration! Who's with me?!".
Most dudes go back a bit, and the normal crew steps forward. I poke a sneaky twitchy one and ask: "you there, what can you do?!" and it shouts: "I'm harrow sir! Instant speed mana accel and double effective mana fixing! Filling your graveyard for threshold and other effects! Allowing to sac unwanted lands! Twice the filtering power!".
I walk on and poke another. It replies: "Rampant growth sir! Delivering mana acceleration, fixing and deck filtering! Getting the job done rock solid since 1996 sir! For just two mana!"
Then I notice the new recruit. "Explore sir!" it shouts. "Giving you mana acceleration! (sometimes if you have a land on hand) And fixing your colors! (sometimes if the land on hand happens to be of the right color). And drawing you a card!" And I ask "so you don't always accel my mana?" and it shouts in panic "no sir! sorry sir!" And I ask "And you don't filter lands from my deck either right?" and it squeals "no sir, sorry sir!".
I pat explore on it's whimpy shoulders, and shout "rampant growth old buddy? Come with me, we have a glorious battle to fight! Oh, and wear that old army uniform of yours, from tempest times. I like that one."
2/5
re4leonkennedy
☆☆☆☆☆ (0.0/5.0)
Very nice card. It is very useful for mana acceleration. I drafted 4 of them at the release party yesterday. Thanks to arbor elf and 2 explores I had 4 lands out on my second turn in the final round.
True_Smog
★★★☆☆ (3.5/5.0)(4 votes)
Even Rampant Growth is better than this, not to mention good old Sakura-Tribe Elder or Harrow.
Shell_shockkun
☆☆☆☆☆ (0.0/5.0)
What's nice is that you'll be able to tap the extra land if you've got a one drop or something... really good synergy with ponder and Oracle of Mul Daya again... Blue/Green mill FTW!!!
HERET1C
☆☆☆☆☆ (0.0/5.0)
Good card, offers an extra draw like Elvish Visionary and an extra land like Oracle of Mul Dya.
I run it in my Green-White Ally deck and I would never cut it. It works out great each time I play it, especially when it allows me to activate Stirring Wildwood on turn 3.
Cheza
★★☆☆☆ (2.1/5.0)(5 votes)
First of all @ R&D: You should have changed the order of these two effects, making it obvious for new players that you can play the drawn card if it's a land card and that this card effect isn't the same as 'put a land card from your hand into play'. Many players seem to misread this and play a land simultaniously!
>>> P.S.: Explore is extremely flavorful, and the artwork is amazing.<<< Hell, does he stand on top of a mountain enjoying the view?? I mean A MOUNTAIN !!!
The reason why some people like it AND some people hate it is quite simple. The people who love it are green-red mages and those who hate it are green-white. Red players prefer acceleration even if unstable and like it, because this isn't a useless card if you already have enough land card. White player tend to be rational and enjoy well-defined results. They don't like it, because it might not create the effect that they have assumed and what was the reason why they have put a mana acceleration card into their deck. They would prefer the combo, if there is any basic land with a "sacrifice: draw a card" effect (see Horizon Canopy).
And now we get to the point where it aches. Explore (and any Exploration-like card) should be red cards.
1) Green natural predators are usually territorial. They have their preserve and defend it. Green mages would rather stay in a known place that is wild but beautiful. Red mages try to prove themself, so they climb the highest mountains or travel thousands of miles just because it's their chosen mission.
2) In game terms, red mages like to use their cards as a resource to accelerate into a fast result. Red cards have a discard or sacrifice drawback. Seething Song for example creates an instantaneous result, but in general an Overgrowth or Kodama's Reach and 3 forests in play would create the same result one turn later and would last indefinitely.
But even if you have a perfect red start with Mountain, Lotus Pedal, Rite of Flame, Desperate Ritual, Seething Song, Empty the Warrens and Goblin Bushwhacker... for a total of 20 Goblin Damage on the first turn , your land cards in your hand are usually a drawback or an offense. A way around this was the Mox Diamond... and this leads me to the third point:
3) Explore is quite well balanced. If you look at the Mox Diamond, you could rather say "Exile this card: Put a land card from your hand into play" assuming that the land could produce the mana you want without any drawback. Even without the option to produce any color, it would still be a good card for cmc 0. Explore adds the "draw a card" option.
So as a red Mage, I would enjoy an option to accelerate in a bit more permanent way, emptying my hand, using it as a resource, ignoring any restrictions (1 land per turn). For 1 red mana, I would like to have an Explore with a 'choose between both effects' version. And I would enjoy to see cards like a red Summer Bloom, a red Rogue Elephant, a red Scythe Tiger with haste, a Krosan Wayfarer, a Loam Dweller or a Fallow Wurm.
Awesome, it gives the same card advantage as Ramant Growth (2 cards from and + draw vs 1 card from hand) but it comes into play untapped and you can use it to thin throgh your deck (basically cycling 1G), use with cards like Harmonize (to fill your hand for more land drops) or Oracle of Mul-Daya (for when you get 3 lands in a row) for more effect. Replaces itself when played with Lotus Cobra.
Amnatto
☆☆☆☆☆ (0.0/5.0)
Excellent artwork and very handy effect as well. Excellent in my landfall deck.
MDStrawHat
☆☆☆☆☆ (0.0/5.0)
IMHO this card is good only as long as you have another land to play next turn. That means having 4 lands available by the time you've picked up 10 cards(that includes the seven to start with). For a deck with no fewer than 24 lands I'd say. I love having as little land as possible so not for me. I like the nest invader.
shocker300
★★★☆☆ (3.5/5.0)(2 votes)
This card is GREAT for reducing your mulligans. T2 if youve played all your lands, go ahead and cast this card, draw a card and if its a land, play it!
Rhunic_32
★★★☆☆ (3.2/5.0)(2 votes)
use in turbo land or titan ramp. it can also combo very well with lotus cobra
keikun332
★★★★☆ (4.6/5.0)(8 votes)
I don't think the proper word is "better" or "worse" than any other card.
keep in mind: with 2 mana available, you are able to either:
rampant growth to get a land from your deck tapped
or
explore, draw a card, forest, tap the forest for birds...
sure, you need to have 3 mana opening hand to solidify this opening move which isn't too hard, and it COULD screw your next turn over for a land drop, but think of long term mathematics: if a land card was 3 cards away, it's now 2 cards away. One can also argue that the shuffle of rampant growth will make the previous idea of pulling your land draws closer if you have gaps, but either way, your fishing a card out of the deck.
So, you can trade the stability of rampant growth for the additional open mana turn 2 thanks to explore leaving your mana untapped... neither are better. I'd shoot for the moon imo and go for the bonus mana ramp that explore can provide. and if I don't get mana to drop next turn, so be it. There will be games where I do get t1 elves, t2 explore -> Overgrown Battlement/Nest Invader and have a 6 mana ready to go turn 3...
plus: we don't have access to rampant growth for standard friends :)
non1337
★★★☆☆ (3.8/5.0)(4 votes)
It is a useful card in almost any situation if you think about it. At worst, it cycles for . Because of this it won't be a dead card late game unlike most mana accelerators.
A0602
★★★☆☆ (3.8/5.0)(2 votes)
I think this has good synergy with the bounce lands from Ravnica like Golgari Rot Farm. It helps reduce the uncertainty that you will get the land drop and at the same time produces some level of mana fixing.
jetzine
★★★★☆ (4.2/5.0)(5 votes)
This is an overrated card, in my experience. Decent, mind you, but overrated. I think it's great in the current format, particularly in the right decks, such as Turbo Land and Eldrazi Ramp. My friends and I like to play with cards from every available expansion, and this just doesn't stand up to something like Rampant Growth.
DacenOctavio
★★★☆☆ (3.2/5.0)(3 votes)
What a fun card for RUG Control. It's beautiful.
land_comment
★☆☆☆☆ (1.0/5.0)(3 votes)
All right, fine, rampant growth is good. It may be one of the few cards that actually equal a worldwake card. However, I am biased, so...
I haven't played this card, yet, but it seems that it would have a welcome place in a deck with solid draw ability - like with blue or with Harmonize.
I agree with non1337 ("It is a useful card in almost any situation if you think about it. At worst, it cycles for 1Green. Because of this it won't be a dead card late game unlike most mana accelerators.") and with mdakw576 ("The cantrip seals it.").
infernox10
☆☆☆☆☆ (0.0/5.0)
This is one of those cards you're sad to see leave the Standard scene, that wasn't explosively powerful. While Rampant Growth is guarunteed land, the card draw and ability to play an untapped land was just so efficient and fun. (If you've played DotP2012, then you know how great this card can be.)
lorendorky
★★★★☆ (4.1/5.0)(16 votes)
"What turn is it?"
"Two Explores."
SweetoothTKC
★★★☆☆ (3.9/5.0)(8 votes)
Needs an Oracle update:
You may play an additional land this turn. If you cheated this turn, sacrifice $10,000. Draw a card.
MagnaLynx21
☆☆☆☆☆ (0.0/5.0)
Will always be a good card, even in Kiora's DoTP Deck...heck, in there it's essentially a Green Time Walk!
marcotf10
☆☆☆☆☆ (0.0/5.0)
It's better than Rampant Growth. This lets you play any kind of land while Rampant Growth can only fetch basic lands. I use this to play an extra Cloudpost in my eldrazi deck. Remember most of the serious deck nowaday use few basic and would rather play an extra fetch to search for a dual land than to play an extra basic.
Shadoflaam
★★★☆☆ (3.7/5.0)(3 votes)
2 Explores...
ZEvilMustache
☆☆☆☆☆ (0.0/5.0)
Please reprint this soon! I want, like, 12 more copies! This is a card you need to play to appreciate.
Axelle
☆☆☆☆☆ (0.0/5.0)
This world is yours, for you to explore...
Totema
☆☆☆☆☆ (0.0/5.0)
There's no greater feeling than Exploring right into a land you really needed.
wholelottalove
☆☆☆☆☆ (0.0/5.0)
Only better than Rampant Growth if you have more lands in your hand.
Haziad
☆☆☆☆☆ (0.0/5.0)
The point of this card is not to fix mana, at least not from what I can see. If however you need to thin your deck then you might as well do it while getting yourself an extra mana to boot.
The_Trendkill
☆☆☆☆☆ (0.0/5.0)
Oh, memories of Zendikar Standard...
T1: Forest, Birds of Paradise T2: Explore, Mountain, Forest, Explore, Forest, Birds of Paradise T3: "Does Primeval Titan resolve?" "Would you like to concede?"
Lash_of_Dragonbreath
☆☆☆☆☆ (0.0/5.0)
When you don't really need ramp anymore, you can just cycle it for 2 (already putting it above Edge of Autumn). If you have an Oracle of Mul Daya, they stack together and let you dig deeper into the top of your deck. And the built-in draw is very nice for dredging a Life from the Loam or dodging Mindlock Orb effects. If you're not into those interactions, Rampant Growth (in multicolor) or Nature's Lore (in monogreen or with shocks) should be higher up on your list, for being more consistent and fetching the land you want at the right time (nothing sucks more than missing two land drops on the same turn).
RedAtrocitus
☆☆☆☆☆ (0.0/5.0)
One of my favorite cards ever printed, a fair, green Time Walk. There are also few better feelings than Land, Explore with no more lands in hand, rip land, slam land.
SAUS3
☆☆☆☆☆ (0.0/5.0)
One of the biggest things about this card is that it lets you play additional nonbasic lands. Look at it a little bit like sylvan scrying compared to rampant growth. Rather than tutoring for specific colour fixing or for a specific land that forwards your combo, you can use this in a deck that just has a lot of nonbasic lands that you want in play.
Me? I use this in a peasant cloudpost deck. The goal is not to get another forest or island, it is to get more cloudposts/glimmerposts into play on a turn. That way, the following turn is extremely powerful.
Another card in that deck is expedition map. It goes great with cloudpost because I can tutor up more of them, and I can also use the map with all the colourless mana I can generate (or mana fix myself in an emergency off of 0 coloured mana).
Another point for explore is that if you run cards like expedition map in combination with it, you WILL have a ton of lands to play. That's why this card rocks in that deck.
Explore is also WAY better as a top deck in the late game since it cycles itself out of the way instead of doing nothing (getting a land in the late game is kind of pointless).
T1 Forest birds of paradise T2 Explore Forest Forest Explore Forest Bids of Paradise T3 Forest Garruk Caller of Beasts Play any green ceature(Worldspine wurm or Craterhoof perhaps)
Petertracy
★☆☆☆☆ (1.0/5.0)(1 vote)
Kiora's -1 ability :') Sadly, the only good ability on what could have otherwise been the coolest planeswalker of all time
Comments (50)
P.S.: Explore is extremely flavorful, and the artwork is amazing.
-Chef Excellence
And I shout: "guys, I need something for mana fixing and mana acceleration! Who's with me?!".
Most dudes go back a bit, and the normal crew steps forward. I poke a sneaky twitchy one and ask: "you there, what can you do?!" and it shouts: "I'm harrow sir! Instant speed mana accel and double effective mana fixing! Filling your graveyard for threshold and other effects! Allowing to sac unwanted lands! Twice the filtering power!".
I walk on and poke another. It replies: "Rampant growth sir! Delivering mana acceleration, fixing and deck filtering! Getting the job done rock solid since 1996 sir! For just two mana!"
Then I notice the new recruit. "Explore sir!" it shouts. "Giving you mana acceleration! (sometimes if you have a land on hand) And fixing your colors! (sometimes if the land on hand happens to be of the right color). And drawing you a card!" And I ask "so you don't always accel my mana?" and it shouts in panic "no sir! sorry sir!" And I ask "And you don't filter lands from my deck either right?" and it squeals "no sir, sorry sir!".
I pat explore on it's whimpy shoulders, and shout "rampant growth old buddy? Come with me, we have a glorious battle to fight! Oh, and wear that old army uniform of yours, from tempest times. I like that one."
2/5
really good synergy with ponder and Oracle of Mul Daya
again... Blue/Green mill FTW!!!
I run it in my Green-White Ally deck and I would never cut it. It works out great each time I play it, especially when it allows me to activate Stirring Wildwood on turn 3.
>>> P.S.: Explore is extremely flavorful, and the artwork is amazing.<<<
Hell, does he stand on top of a mountain enjoying the view?? I mean A MOUNTAIN !!!
The reason why some people like it AND some people hate it is quite simple. The people who love it are green-red mages and those who hate it are green-white. Red players prefer acceleration even if unstable and like it, because this isn't a useless card if you already have enough land card. White player tend to be rational and enjoy well-defined results. They don't like it, because it might not create the effect that they have assumed and what was the reason why they have put a mana acceleration card into their deck. They would prefer the combo, if there is any basic land with a "sacrifice: draw a card" effect (see Horizon Canopy).
And now we get to the point where it aches. Explore (and any Exploration-like card) should be red cards.
1) Green natural predators are usually territorial. They have their preserve and defend it. Green mages would rather stay in a known place that is wild but beautiful. Red mages try to prove themself, so they climb the highest mountains or travel thousands of miles just because it's their chosen mission.
2) In game terms, red mages like to use their cards as a resource to accelerate into a fast result. Red cards have a discard or sacrifice drawback. Seething Song for example creates an instantaneous result, but in general an Overgrowth or Kodama's Reach and 3 forests in play would create the same result one turn later and would last indefinitely.
But even if you have a perfect red start with Mountain, Lotus Pedal, Rite of Flame, Desperate Ritual, Seething Song, Empty the Warrens and Goblin Bushwhacker... for a total of 20 Goblin Damage on the first turn , your land cards in your hand are usually a drawback or an offense. A way around this was the Mox Diamond... and this leads me to the third point:
3) Explore is quite well balanced. If you look at the Mox Diamond, you could rather say "Exile this card: Put a land card from your hand into play" assuming that the land could produce the mana you want without any drawback. Even without the option to produce any color, it would still be a good card for cmc 0. Explore adds the "draw a card" option.
So as a red Mage, I would enjoy an option to accelerate in a bit more permanent way, emptying my hand, using it as a resource, ignoring any restrictions (1 land per turn). For 1 red mana, I would like to have an Explore with a 'choose between both effects' version. And I would enjoy to see cards like a red Summer Bloom, a red Rogue Elephant, a red Scythe Tiger with haste, a Krosan Wayfarer, a Loam Dweller or a Fallow Wurm.
And a good side effect: It would give the opposite color to white the opposite effect to Gift of Estates, Weathered Wayfarer or Knight of the White Orchid.
keep in mind: with 2 mana available, you are able to either:
rampant growth to get a land from your deck tapped
or
explore, draw a card, forest, tap the forest for birds...
sure, you need to have 3 mana opening hand to solidify this opening move which isn't too hard, and it COULD screw your next turn over for a land drop, but think of long term mathematics: if a land card was 3 cards away, it's now 2 cards away. One can also argue that the shuffle of rampant growth will make the previous idea of pulling your land draws closer if you have gaps, but either way, your fishing a card out of the deck.
So, you can trade the stability of rampant growth for the additional open mana turn 2 thanks to explore leaving your mana untapped... neither are better. I'd shoot for the moon imo and go for the bonus mana ramp that explore can provide. and if I don't get mana to drop next turn, so be it. There will be games where I do get t1 elves, t2 explore -> Overgrown Battlement/Nest Invader and have a 6 mana ready to go turn 3...
plus: we don't have access to rampant growth for standard friends :)
CAN'T FIGHT THE WORLDWAKE POWER!!!!!!
I c wut u did thar.
I agree with non1337 ("It is a useful card in almost any situation if you think about it. At worst, it cycles for 1Green. Because of this it won't be a dead card late game unlike most mana accelerators.") and with mdakw576 ("The cantrip seals it.").
While Rampant Growth is guarunteed land, the card draw and ability to play an untapped land was just so efficient and fun.
(If you've played DotP2012, then you know how great this card can be.)
"Two Explores."
You may play an additional land this turn.
If you cheated this turn, sacrifice $10,000. Draw a card.
T1: Forest, Birds of Paradise
T2: Explore, Mountain, Forest, Explore, Forest, Birds of Paradise
T3: "Does Primeval Titan resolve?" "Would you like to concede?"
If you're not into those interactions, Rampant Growth (in multicolor) or Nature's Lore (in monogreen or with shocks) should be higher up on your list, for being more consistent and fetching the land you want at the right time (nothing sucks more than missing two land drops on the same turn).
Me? I use this in a peasant cloudpost deck. The goal is not to get another forest or island, it is to get more cloudposts/glimmerposts into play on a turn. That way, the following turn is extremely powerful.
Another card in that deck is expedition map. It goes great with cloudpost because I can tutor up more of them, and I can also use the map with all the colourless mana I can generate (or mana fix myself in an emergency off of 0 coloured mana).
Another point for explore is that if you run cards like expedition map in combination with it, you WILL have a ton of lands to play. That's why this card rocks in that deck.
Explore is also WAY better as a top deck in the late game since it cycles itself out of the way instead of doing nothing (getting a land in the late game is kind of pointless).
15 Black Lotus
20 Forest
24 Explores
1 Selesnya Guildmage
AW YEH.
T2 Explore Forest Forest Explore Forest Bids of Paradise
T3 Forest Garruk Caller of Beasts Play any green ceature(Worldspine wurm or Craterhoof perhaps)
Sadly, the only good ability on what could have otherwise been the coolest planeswalker of all time