Can be very useful in a combo deck. Also, it is the only card to date with this mana cost!
Forgeling
★★☆☆☆ (2.2/5.0)(2 votes)
Shouldn't this be target opponent searches your library?
Scyll
★★★★☆ (4.2/5.0)(2 votes)
In a combo deck, you're bound to have cards with redundant effects to make sure not to draw a blank. In that case, Guided Passage makes it so you'll have cards you want, regardless of the game state. I prefer it to other "draw three" spells in that you're sure to not hit three lands or two copies of the same card. Worldly Tutor is great, yes, but in the end you only get one card, then have to wait to draw said card, whereas this allows you more control on what you'll get (by using redundant creatures, for example) and nets you two more cards in hand to boot.
Mightyass
★★★★☆ (4.4/5.0)(9 votes)
"Shouldn't this be target opponent searches your library?"
No, because once a player is asked to search for a card with certain characteristics, he is allowed not to find the card. That would make this card completely useless.
I am pretty sure this card is broken somehow, but so far, I dont know how. I will try to figure it out :)
Gezus82
★★★★☆ (4.4/5.0)(5 votes)
This card is good in a straight agro deck. my opponent is forced to give me a land, a creature (and without legends none of them are redundant) and either a lightning bolt, a giant growth, or sarkhan vol for 3 manna
majinara
★★★★☆ (4.8/5.0)(13 votes)
Uses it has: a) it draws 3 cards for 3 mana, among them some land and nonlands which is nice b) in a multiplayer FFA game, if player A is about to win, play guided passage targeting player B. Player B will give you the cards needed to stop player c) in a multiplayer game, if you are the dominating player, play this card targeting an opponent and say "give me good cards OR ELSE!!" d) Have a deck with many 4-ofs. Have guided passage as only non-land non-creature card, and each guided passage will force your opponent to give you another guided passage, which you can then play to get another and another. Then just find a way to shuffle your library and repeat. That way you get tons of lands and creatures. e) win condition. Play this card, force your opponent to look at your deck, and he will concede if your deck is good enough. :P
Cyberium
★★★★☆ (4.4/5.0)(5 votes)
A Guided Passage deck focuses on as little creatures as possible, in most cases 4 copies of the same creature. The deck is almost always a control deck, which makes creatures like Mystic Snake and Eternal Witness very popular, ensures that not only you get three cards, the creature your opponent fetch would dreadfully prolong your control scheme.
markarmor
☆☆☆☆☆ (0.0/5.0)
I use this in a five color deck. 3 cards for 3 mana is pretty good. As stated above, having only non-land, non-creature spells your opponent will hate forces them to give you something you will want. Also, in multiplayer the ability to have an opponent give you something that'll help you both is very useful.
Oh my god, I have seen decks with over 2000 cards with Invincible Hymn as centerpiece.. If you're playing in a tournament, there's a restiction on your maximum deck size, you have to be able to shuffle it without any help: What could be the number of cards in your deck, 200 or 300 or 400? And how much time would your opponent have to choose the cards?
Anyway, one of the most popular red/blue/green archetypes creates card-advantage with Ceta Sanctuary and other cards and then discards them to enchantments like Stormbind + Meteor Storm that also happen to activate Ceta Sanctuary, and this card would probably fit into there, if there weren't better options! :)
Rykaan
★★★★★ (5.0/5.0)(4 votes)
I've been playing a 5 colour domain deck in a casual environment using Tribal flame and exploding borders as finishing cards. This is gonna screw with the heads of some opponents as i can force them to give me bloodbraid elf everytime i cast it (as it's the only creature) plus i can flip over this with the bloodbraid elf and double them up :P.
MacBizzle
★★★★★ (5.0/5.0)(3 votes)
Mr. leomistico is not a Johnny.
This tutors for 3 ENTIRELY separate cards. Sure, they're of an opponent's choice, but at least it's not like "i give u 2 islinds and forrest lol". All you need to do is ensure that all the creatures in your deck can function with the combo (like bringing an instant or sorcery out of the graveyard, like Mnemonic Wall, Anarchist, Scrivener, Izzet Chonarch), non-creature non-land cards can work with them (Rite of Replication (late game when you have a graveyard) or a Followed Footsteps (early game) on one of said creatures), and THEN another land for three mana?! Not to mention, if you run four of these in an Intet deck, everyone's going to be giving you cheap stuff, as opposed to that Darksteel Colossus or whatever the hell you want to play for free with Intet the Dreamer anyways.
leomistico
★★☆☆☆ (2.0/5.0)(2 votes)
How this card has this incredible rating? It's almost useless, in fact your opponent can choose cards completely irrilevant for the game. On the other hand, if you have only a single creature in your deck this card can tutor it with 2 other cards, but you have to show your deck to the opponent... But at this point I would play Wordly Tutor or any other tutor card...
2/5
Edit, @MacBizzle: Ahahahahahah! Really? I thought that this card should be more Spike than Johnny! However, no, probably I'm not a Johnny... Now I see your point and understood this card better, so I change my vote: 4/5...
I find a little funny how some cards that give an opponent choises (Gifts Ungiven, Intuition, this card...) are valued high, but other cards (one for all: Dash Hopes) are valued very low... I think that maybe it's all in the execution...
supershawn
★★★★☆ (4.5/5.0)(3 votes)
ok I don't know about the rest of you chumps but I dont have cards in my deck that I wouldn't be happy to get with this card!
what are they going to pick that would be so useless to you in your deck? why do you have cards that are so easily invalidated?
if you have cards in your deck that are often useless you really need to rethink your deck.
the only problem I have with this card is it's color, I don't feel any desire to make a 3 or more colored deck.
Sutebe
★★★★★ (5.0/5.0)(2 votes)
A URG wedge would be really interesting to see in the future.
scumbling1
★★★★★ (5.0/5.0)(2 votes)
"I find a little funny how some cards that give an opponent choises (Gifts Ungiven, Intuition, this card...) are valued high, but other cards (one for all: Dash Hopes) are valued very low... I think that maybe it's all in the execution..."
Cards like Inuition and Gifts Ungiven can be used to force the opponent into giving you a desired result. With Intuition, just grab three of the same card and you have a blue Demonic Tutor. There are ways to get precisely what you want with Gifts Ungiven as well (Regrowth,Recoup, Yawgmoth's Will, ect). There is little choice for your opponent if you play the cards well. The same can't be said for Dash Hopes and it's kind. These cards give the opponent complete control over what happens, unless their life total is so low that they can't pay. There are no such conditions to be met to get Intuition and Gifts Ungiven to produce the desired effect.
Paladin85
★★★★★ (5.0/5.0)(2 votes)
If you are rating this card low: You have no idea how to build your deck around this
The trick is to limit either your creatures or nonland noncreature spells, thereby forcing your opponent to always give you your choice selection. Playing against this many times makes me tremble when I see the choices I have for creatures are Intet, the Dreamer, Niv-Mizzet, the Firemind or Blitz Hellion. All which will pummel me when they come out the next turn
4/5
Salient
☆☆☆☆☆ (0.0/5.0)
It's easy to lose sight of this amidst all the choosing, but: this is a draw three spell. Three cards for three mana is great. Knowing what sorts of cards you're going to get is extra great.
It's playable in Legacy. In fact, for a while, the "no rug" Natural Order decks were using a couple of these, forcing the opponent to wonder, "Soooo, do I give my opponent a Vendillion Clique they could cast or pitch to Force of Will, or a green creature they can sacrifice for Natural Order?"
You didn't see more than one or two per deck, and this show up in even the majority of no rug decks, because nailing a three-color casting cost is awfully hard in a format with Wasteland. But it's still a great card; in some cases it's superior to Standstill.
EyeballFrog
☆☆☆☆☆ (0.0/5.0)
Why wasn't this in the Mirror Mastery theme deck? It's cheap enough to double with Riku to get yourself 6 cards for 5 mana, it lends itself to shenanigans in multiplayer, and it's the only other card ever printed in that wedge. Seems perfect to me.
SeiberTross
☆☆☆☆☆ (0.0/5.0)
Don't compare this to browbeat and dash hopes. There are FAR too many good things this can do in multiplayer EDH. If you've formed an alliance this can be a 3 cost tutor 3 amazing cards, or with Riku of the two reflections it can get up to 9 rather easily...
no need to run mind slaver shenanigans or only having a few creatures - in a multiplayer game, just use diplomacy and convince one of your opponents to find you good cards!
Nagoragama
☆☆☆☆☆ (0.0/5.0)
This is great fun in EDH/Commander, although it tends to cause the game to come to a screeching halt as your opponent has a lot of cards to decide from. Especially when I copy it with Riku of Two Reflections.
Hercynian
☆☆☆☆☆ (0.0/5.0)
Even without the shenanigans of only having one creature like blitz hellion or something of that sort, this card is still 3 cards for 3cmc. Generally you want to put cards in your deck that you think are good at all times :p. I can't think of a situation where this would not be good.
The color restriction is kind of a bummer, but for this kind of card advantage it's duly warranted. It makes it have to be built around though.
I like it. 4.5 stars.
LordRandomness
☆☆☆☆☆ (0.0/5.0)
Very solid. The aforementioned trick of running it as your only noncreature, nonland card is easier than ever with all the ETB effects running around, so you can probably find a creature to replace most any function you used noncreatures for in the past. In the right deck, this will just keep coming back for more advantage again and again, and building a deck to tutor specific things is well worth it. The fact that it guarantees your next land drop is just delicious, delicious icing.
SilentOppressor
☆☆☆☆☆ (0.0/5.0)
Go get me a Sliver, a land, and my other Guided Passage. Sounds like I need 8.
imakuni67
☆☆☆☆☆ (0.0/5.0)
Very underrated. Getting three cards for one for 3 mana isn't bad to begin with. This is a great combo tutor, and an excellent choice to be imprinted on Spellweaver Helix
hsciad92
☆☆☆☆☆ (0.0/5.0)
I am speechless at the fact that this is the only noncreature RUG card ever printed
Comments (31)
No, because once a player is asked to search for a card with certain characteristics, he is allowed not to find the card. That would make this card completely useless.
I am pretty sure this card is broken somehow, but so far, I dont know how. I will try to figure it out :)
for 3 manna
a) it draws 3 cards for 3 mana, among them some land and nonlands which is nice
b) in a multiplayer FFA game, if player A is about to win, play guided passage targeting player B. Player B will give you the cards needed to stop player
c) in a multiplayer game, if you are the dominating player, play this card targeting an opponent and say "give me good cards OR ELSE!!"
d) Have a deck with many 4-ofs. Have guided passage as only non-land non-creature card, and each guided passage will force your opponent to give you another guided passage, which you can then play to get another and another. Then just find a way to shuffle your library and repeat. That way you get tons of lands and creatures.
e) win condition. Play this card, force your opponent to look at your deck, and he will concede if your deck is good enough. :P
Anyway, one of the most popular red/blue/green archetypes creates card-advantage with Ceta Sanctuary and other cards and then discards them to enchantments like Stormbind + Meteor Storm that also happen to activate Ceta Sanctuary, and this card would probably fit into there, if there weren't better options! :)
This tutors for 3 ENTIRELY separate cards. Sure, they're of an opponent's choice, but at least it's not like "i give u 2 islinds and forrest lol". All you need to do is ensure that all the creatures in your deck can function with the combo (like bringing an instant or sorcery out of the graveyard, like Mnemonic Wall, Anarchist, Scrivener, Izzet Chonarch), non-creature non-land cards can work with them (Rite of Replication (late game when you have a graveyard) or a Followed Footsteps (early game) on one of said creatures), and THEN another land for three mana?! Not to mention, if you run four of these in an Intet deck, everyone's going to be giving you cheap stuff, as opposed to that Darksteel Colossus or whatever the hell you want to play for free with Intet the Dreamer anyways.
2/5
Edit, @MacBizzle:
Ahahahahahah! Really? I thought that this card should be more Spike than Johnny! However, no, probably I'm not a Johnny...
Now I see your point and understood this card better, so I change my vote: 4/5...
I find a little funny how some cards that give an opponent choises (Gifts Ungiven, Intuition, this card...) are valued high, but other cards (one for all: Dash Hopes) are valued very low... I think that maybe it's all in the execution...
what are they going to pick that would be so useless to you in your deck? why do you have cards that are so easily invalidated?
if you have cards in your deck that are often useless you really need to rethink your deck.
the only problem I have with this card is it's color, I don't feel any desire to make a 3 or more colored deck.
Cards like Inuition and Gifts Ungiven can be used to force the opponent into giving you a desired result. With Intuition, just grab three of the same card and you have a blue Demonic Tutor. There are ways to get precisely what you want with Gifts Ungiven as well (Regrowth,Recoup, Yawgmoth's Will, ect). There is little choice for your opponent if you play the cards well. The same can't be said for Dash Hopes and it's kind. These cards give the opponent complete control over what happens, unless their life total is so low that they can't pay. There are no such conditions to be met to get Intuition and Gifts Ungiven to produce the desired effect.
The trick is to limit either your creatures or nonland noncreature spells, thereby forcing your opponent to always give you your choice selection. Playing against this many times makes me tremble when I see the choices I have for creatures are Intet, the Dreamer, Niv-Mizzet, the Firemind or Blitz Hellion. All which will pummel me when they come out the next turn
4/5
It's playable in Legacy. In fact, for a while, the "no rug" Natural Order
You didn't see more than one or two per deck, and this show up in even the majority of no rug decks, because nailing a three-color casting cost is awfully hard in a format with Wasteland. But it's still a great card; in some cases it's superior to Standstill.
You can have Sorrow's Path, Bog Hoodlums and Celestial Prism.
The color restriction is kind of a bummer, but for this kind of card advantage it's duly warranted. It makes it have to be built around though.
I like it. 4.5 stars.