Not nearly as powerful as it was back when damage went on the stack, and the new lower rarity reflects that. Still, a pseudo-Cloudshift that gives a +1/+1 counter is very good.
A_Real_Travesty
★★★☆☆ (3.0/5.0)(2 votes)
Me: "I exile your blocking creature." Opponent: "Alright, it comes back bigger anyway." Me: "True.. true.. I pass to my end step." Opponent: "So I get my-" Me: "Oops."
DarthParallax
★★★☆☆ (3.0/5.0)(2 votes)
I find it hilarious that this card came out so many years before Avatar: the Last Airbender >.<
And also it's a beast with Skullbriar, who I think is an excellent card and a terrible Commander, because he RRREEALLY wants access to White or Blue. :)
HotHit
★★★★★ (5.0/5.0)(1 vote)
A more powerful and more flexible cloudshift. Oh don't think so? There are niche cases where cloudshift is better (Aurelia, the Warleader can't give you a third combat step for example), but things otherworldly journey can do that cloudshift can't include:
+1/+1 counters. Allow key creatures to dodge board sweepers. Temporarily remove enemy threats to potentially crush them that turn. Trade enchantments for a +1/+1 counter. Makes undying creatures vulnerable. Be an arcane spell. Remove enemy tokens. Release your creatures from being the puppets of blue or black mages.
Damn... The more I think about it the more I want a playset.
Continue
★★★★★ (5.0/5.0)(1 vote)
Fun times in draft with Mulldrifter. ": Target player tells you to go fuck yourself."
jonrds
☆☆☆☆☆ (0.0/5.0)
Now that damage doesnt go on the stack, I think Wizards should somehow try to bring that feature back in a new card. Maybe a r/w flicker with "deals damage equal to its power to another target creature" tacked on to the end. Or possibly a g/w card like "otherworldly fight" that exiles 2 creatures and returns the one with higher power.
Now that I think about it, undying evil is pretty much exactlyotherworldly journey before the combat change (with a few changes, including needing a sac outlet and the oh so amazing change of triggering dying abilities).
Comments (7)
Opponent: "Alright, it comes back bigger anyway."
Me: "True.. true.. I pass to my end step."
Opponent: "So I get my-"
Me: "Oops."
And also it's a beast with Skullbriar, who I think is an excellent card and a terrible Commander, because he RRREEALLY wants access to White or Blue. :)
+1/+1 counters.
Allow key creatures to dodge board sweepers.
Temporarily remove enemy threats to potentially crush them that turn.
Trade enchantments for a +1/+1 counter.
Makes undying creatures vulnerable.
Be an arcane spell.
Remove enemy tokens.
Release your creatures from being the puppets of blue or black mages.
Damn... The more I think about it the more I want a playset.
Then there's graceful reprieve, grim return, undying evil, reincarnation, faith's reward, second sunrise, rescue from the underworld, antler skulkin, cauldron of souls, cauldron haze and even saffi eriksdotter for returning creature cards from the graveyard to play. Those are kindof like a blink with the combat stack still there.
Now that I think about it, undying evil is pretty much exactly otherworldly journey before the combat change (with a few changes, including needing a sac outlet and the oh so amazing change of triggering dying abilities).