Journey to Nowhere MTG Card


Card setsReleased in 3 setsSee all
Mana cost
Converted mana cost2
RarityCommon
TypeEnchantment

Key Takeaways

  1. Journey to Nowhere provides card advantage by temporarily removing opponents’ threats with minimal mana investment.
  2. The card is versatile and meta-relevant, fitting well into white decks and various gameplay strategies.
  3. Countering it involves enchantment destruction, or using creatures with hexproof or shroud.

Text of card

When Journey to Nowhere enters the battlefield, exile target creature. When Journey to Nowhere leaves the battlefield, return the exiled card to the battlefield under its owner's control.


Card Pros

Card Advantage: Journey to Nowhere offers a form of card advantage by effectively dealing with one of your opponent’s creatures. By removing a key creature from the battlefield, it can shift the balance of the game in your favor, often neutralizing a threat that could cost you more resources to deal with otherwise.

Resource Acceleration: Although Journey to Nowhere doesn’t directly accelerate your resources in the form of lands or mana, it helps in resource tempo by using minimal mana investment to handle expensive threats. This saves your more substantial removal spells and allows you to continue developing your board.

Instant Speed: While Journey to Nowhere is an enchantment that operates at sorcery speed, its impact on the game can be as pivotal as an instant speed spell. The ability to disrupt your opponent’s play during your turn and before they can mount an offensive can be game-changing, preserving your instant speed responses for other imminent threats.


Card Cons

Specific Mana Cost: Journey to Nowhere requires both colorless and white mana, potentially restricting it to decks that run those colors or have a reliable mana fixing setup.

Comparatively High Mana Cost: Although two mana is not excessive, for removal spells, there are alternatives that may perform a similar function at a lower cost or with additional benefits.

Discard Requirement: While Journey to Nowhere itself does not have a discard requirement, this characteristic is important to consider when evaluating removal options as it could be a downside in spells that compete for a slot in your deck.


Reasons to Include in Your Collection

Versatility: Journey to Nowhere is a staple in many white-based decks for its ability to temporarily remove any troublesome creature off the battlefield. Its flexibility makes it a solid choice in various formats, containing threats and altering the pace of the game.

Combo Potential: This enchantment plays nicely with a variety of bounce and flicker strategies, allowing players to reuse the exile effect or target new threats as the game evolves. Integrating it in decks focused on permanents manipulation can lead to significant board control.

Meta-Relevance: In environments where creatures dominate, Journey to Nowhere shines by providing an early response to aggressive starts or serving as a cost-effective solution to later game bombs. Its relevance ebbs and flows with the creature meta, but it’s consistently a useful tool for keeping adversaries’ boards in check.


How to beat

Journey to Nowhere is an enchantment card that presents a unique challenge on the battlefield. It’s known for its ability to effortlessly exile any troublesome creature until Journey to Nowhere leaves the play area. Such a powerful removal capability often has opponents searching for effective strategies to counteract its influence.

One effective strategy to overcome the obstacle that is Journey to Nowhere involves holding onto targeted removal or enchantment destruction abilities. By using cards like Naturalize or Disenchant, which specifically target artifacts and enchantments, players can release their creature from exile and swing the game back in their favor. It’s decisive to time these cards post the casting of Journey to Nowhere – to ensure your creature’s return.

Another tactic is to deploy creatures with hexproof or shroud, making them immune to Journey to Nowhere’s exiling effect. By incorporating creatures like Slippery Bogle or Invisible Stalker into your deck, Journey to Nowhere becomes a redundant piece on the board, unable to fulfill its removal purpose. It’s about staying one step ahead and neutralizing threats before they materialize.

In essence, knowing how to dismantle powerful control cards such as Journey to Nowhere is key in seizing victory. By having a game plan, keeping answers at the ready, and tweaking your deck to mitigate its impact, you can nullify its presence and maintain the upper hand.


BurnMana Recommendations

Gaining an edge in MTG often comes down to smart card choices and understanding the metagame. Journey to Nowhere exemplifies strategic removal, allowing players to outmaneuver opponents by exiling significant threats. Decks designed with tempo in mind can greatly benefit from this low-cost, high-impact spell. Regardless of fluctuations in the meta, having Journey to Nowhere in your collection offers adaptability to emerging threats. For players interested in refining control strategies or enhancing their creature management toolkit, further exploration and understanding of cards like this is crucial. Dive deeper into the strategy – enhance your MTG gameplay with insights and recommendations tailored to elevate your deck’s potential.


Cards like Journey to Nowhere

Journey to Nowhere is a standout removal spell in MTG, slotting neatly into the category of non-destructive exile effects. Its closest relative in function is Oblivion Ring, which can remove any nonland permanent at the cost of three mana. While Journey to Nowhere is more restrictive, only targeting creatures, it compensates with a lower cost of just two mana, making it an efficient early-game play.

Another parallel is seen with Banishing Light, which shares the same mana cost as Oblivion Ring but with a more modern design that directly references the card being exiled. This slight tweak can have implications for interaction with other cards. Then there’s Fiend Hunter, which is creature-based and offers a body on the battlefield in addition to the exile effect. Unlike Journey to Nowhere, Fiend Hunter’s effect is tied to its presence on the field, which can be a boon or a liability depending on the state of the game.

All things considered, Journey to Nowhere holds a firm place among its peers for players seeking a swift and cost-effective answer to problematic creatures in MTG. Its straightforward exile mechanic and low cost are what give it an edge in decks that prioritize tempo and efficiency.

Oblivion Ring - MTG Card versions
Banishing Light - MTG Card versions
Fiend Hunter - MTG Card versions
Oblivion Ring - MTG Card versions
Banishing Light - MTG Card versions
Fiend Hunter - MTG Card versions

Cards similar to Journey to Nowhere by color, type and mana cost

Blessing - MTG Card versions
Circle of Protection: Red - MTG Card versions
Island Sanctuary - MTG Card versions
Circle of Protection: White - MTG Card versions
Crusade - MTG Card versions
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I'm Rubber, You're Glue - MTG Card versions
Absolute Grace - MTG Card versions
Serenity - MTG Card versions
Mageta's Boon - MTG Card versions
Seal of Cleansing - MTG Card versions
Absolute Law - MTG Card versions
Sacred Ground - MTG Card versions
Pacifism - MTG Card versions
Blessing - MTG Card versions
Circle of Protection: Red - MTG Card versions
Island Sanctuary - MTG Card versions
Circle of Protection: White - MTG Card versions
Crusade - MTG Card versions
Circle of Protection: Blue - MTG Card versions
Hallowed Ground - MTG Card versions
Circle of Protection: Artifacts - MTG Card versions
Energy Storm - MTG Card versions
Circle of Protection: Black - MTG Card versions
Ward of Lights - MTG Card versions
Gossamer Chains - MTG Card versions
I'm Rubber, You're Glue - MTG Card versions
Absolute Grace - MTG Card versions
Serenity - MTG Card versions
Mageta's Boon - MTG Card versions
Seal of Cleansing - MTG Card versions
Absolute Law - MTG Card versions
Sacred Ground - MTG Card versions
Pacifism - MTG Card versions

Where to buy

If you're looking to purchase Journey to Nowhere MTG card by a specific set like Zendikar and Commander 2011, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Journey to Nowhere and other MTG cards:

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Printings

The Journey to Nowhere Magic the Gathering card was released in 3 different sets between 2009-10-02 and 2024-04-19. Illustrated by 2 different artists.

#ReleasedNameCodeSymbolNumberFrameLayoutBorderArtist
12009-10-02ZendikarZEN 142003NormalBlackWarren Mahy
22011-06-17Commander 2011CMD 172003NormalBlackWarren Mahy
32024-04-19Breaking NewsOTP 32015NormalBorderlessAdam Volker

Legalities

Magic the Gathering formats where Journey to Nowhere has restrictions

FormatLegality
CommanderLegal
LegacyLegal
PaupercommanderLegal
ModernLegal
OathbreakerLegal
PauperLegal
VintageLegal
DuelLegal
PredhLegal

Rules and information

The reference guide for Magic: The Gathering Journey to Nowhere card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

Date Text
2009-10-01 If Journey to Nowhere leaves the battlefield before its first ability has resolved, its second ability will trigger and do nothing. Then its first ability will resolve and exile the targeted creature forever.

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