Journey to Sovngarde

Journey to Sovngarde
Name Journey to Sovngarde
Rarity Legendary - Unique Legendary
Type Action
Attributes neutral
Magicka Cost 7
Expansion set Heroes of Skyrim
Soul Summon 1200 Crystal
Soul Trap 400 Crystal
Text Shuffle all creatures from your discard pile into your deck. Give them +5/+5 and reduce their costs by 5.
BBCode [card]Journey to Sovngarde[/card]
Played in 572/12376 of All decks (5 %)
Constructed Rating: 22 Votes 3.9/5

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Arena Rating: 20 Votes 3.7/5

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Damn this is a good card
CoreData 5 months ago
I dont think we can beat control anymore...
This card is too scary.
Another difficult card to assess. Maybe we are a bit blinded by its huge impact. Although it is indeed an impactful card, it has no immediate effect whatsoever.
It would be fine when the board is clear, but If you are in a tight spot, you will be killed before you benefit from this.
I am a control player. I want very badly to believe this card is as scary as you believe it is. However it can be a tempo loss unless it is played very late and its competing against many late Game strategies. I will play with it and try and make it work but I believe it’s overrated.
A deck just cleaned my clock with this. Clearly, blue-green works great for it. Shulks to draw 0-cost... and if the guy using this were really sharp, he'd have held them back for his endgame. Merchant's camel is huge, because A) you get the best of 3 cards now. B) you discard 2 cards. C) it becomes a 0-cost draw-a-card after Journey... that's 6/9 now. Dark Rebirth and Desperate Conjuring both put a card in your graveyard, and an extra critter overall. And you get more summon effects firing, which is strong even if journey is at the bottom of the deck. Even overdraw won't make you cringe too much with this, because those cards are in your discard pile. (you will be hosed if you overdrew Journey tho... but that's not worse than it being at the bottom of your deck.)

Now, this assassin deck (and I found something hella close to it here) got to kick my ass because: I was playing control, and eliminating his board was playing into his hands. I didn't have the beef on the board to eliminate him, and he did spend his minions well against mine. Of course, that's what they were for. And dark rebirth on the listener was just... nice, and it paid off for him.

Now... I don't get when someone suggests the workaround for something like this is an "aggro deck that kills you before turn 7" because... I've never seen one. I've gotten games where all my early stuff comes out on curve and the other guy wasn't, and I crushed. But that's... I have never been hit by anything that was reliable at that. Also, this Journey deck... it was holding out, but it wasn't killing me until quite late-game. I think it would have lost to any of my less control-y decks... at least, much of the time. But it does give a hell of an argument that this card *can* be a bit of a win condition... particularly with draw critters.

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