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Moxonomy

Journey to the Lost City

Enchantment3 generic manaGreen mana

The die is the whole engine, and it turns a slow ramp enchantment into a payoff that resolves differently every upkeep. Most impulse-value cards let you cash in what you exile right away; here the four exiled cards sit in limbo, and the roll decides what you actually extract while the rest stay parked under the enchantment. The low band is the ramp floor: dig four, drop a land, keep your draws honest against flood. The middle band, where the d20 lands most of the time, mints a fresh Wolf that scales with the creature cards you flipped, so a creature-dense build turns a filler token into a real body. Crucially, neither the low nor the mid result touches the exile pile beyond the single land the low band may pull: a token is created new, not lifted from exile, so every other permanent stays reserved. That reservation is what makes the 20 the jackpot the earlier rolls quietly stock. A natural 20 dumps every permanent still exiled onto the battlefield at once, then sacrifices the enchantment. The structure rewards patience in an unusual direction: the longer you fail to roll the 20, the deeper the exile pile grows and the more the 20 is worth. It is dice-matters design built to answer the standard objection to randomness, that a bad roll should feel like a wasted turn, by letting even the low outcomes advance your board while banking the swingy payoff for the roll everyone wants.

Journey to the Lost City (clb)
CLB · #637rare
Pricing
Normal: $0.32
Foil:
Oracle Text

Rules text

At the beginning of your upkeep, exile the top four cards of your library, then roll a d20. 1—9 | You may put a land card from among those cards onto the battlefield. 10—19 | Create a 2/2 green Wolf creature token, then put a +1/+1 counter on it for each creature card among those cards. 20 | Put all permanent cards exiled with this enchantment onto the battlefield, then sacrifice it.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
N/A
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