Collective Voyage
Sorcery
Join forces — Starting with you, each player may pay any amount of mana. Each player searches their library for up to X basic land cards, where X is the total amount of mana paid this way, puts them onto the battlefield tapped, then shuffles.
- CMC
- 1
- Mana cost
- Color identity
- G
- Rarity
- rare
- Set
- Secret Lair Drop
- Price
- $8.16
- EDHREC rank
- #4492
Collective Voyage puts every basic land onto the battlefield — for all players — at a cost determined entirely by your table's greed, and it routinely resolves as a four-to-six mana ritual in the early game. Círdan the Shipwright decks run it because drawing an extra card off the artifact trigger compounds the tempo swing into something oppressive. It's the best group-hug ramp spell in Commander and it isn't close.
Best Commanders
Commanders with the highest synergy

Círdan the Shipwright
Círdan the Shipwright draws a card whenever an artifact enters under your control, and since the Ring-bearer trigger counts artifacts you already have, the entire engine wants the early land flooding that Collective Voyage provides — more lands means more artifacts means more draws.

Gluntch, the Bestower
Gluntch, the Bestower is built around giving opponents resources to extract political capital, and Collective Voyage fits perfectly as a burst of goodwill that accelerates your own board while locking in favors at the table.

Phelddagrif
Phelddagrif is the canonical group-hug commander, and Collective Voyage is one of the purest expressions of that philosophy — flood the table with lands early, then convert everyone's gratitude into protection for your Hippo.

Yurlok of Scorch Thrash
Yurlok of Scorch Thrash punishes opponents for having mana they don't spend, so Collective Voyage becomes an accelerant and a weapon simultaneously — give everyone extra lands, then burn them for the mana they can't convert fast enough.
Format Analysis
Where it lives, where it can’t
| Format | Verdict |
|---|---|
| commander | legal |
| legacy | legal |
| modern | not legal |
| pioneer | not legal |
| standard | not legal |
| vintage | legal |
| pauper | not legal |
| oathbreaker | legal |
Collective Voyage is a Commander card through and through — its power scales directly with the number of players at the table, and a four-player game turns even a modest joint contribution into a six-land swing across the board. In Legacy and Vintage it's technically legal but sees no meaningful play; the symmetry is a fatal flaw in one-on-one games where giving your opponent three basics is just losing. Oathbreaker shares enough of Commander's multi-player DNA that Collective Voyage can work there, particularly in green signatures, though the smaller deck size compresses the power. Everywhere else it's not legal, and frankly the card was designed for pods.
Key Combos
Combo lines featuring this card
Budget Alternatives
Cheaper options that do most of the same work
Collective Voyage's closest budget stand-in is Explosive Vegetation or Migration Path — both fetch two basics for four mana without giving opponents anything, which is actually the right call if your table punishes group-hug lines. For decks that genuinely want the shared-ramp political texture, New Frontiers does almost the same thing for the same mana investment and costs a fraction of the price, though it only hits basics and lacks the joint-contribution scaling that makes Collective Voyage so explosive in cooperative tables.
Price Context
Current price
$8.16 mid tier
At $8.16, Collective Voyage sits in the mid tier — real money for a single spell, but defensible given that no other card replicates its joint-contribution mechanic at instant speed. It's a niche-format staple with a stable ceiling; this is roughly where it lives.
Explore
Sources
Updated . Data from Scryfall, EDHREC, and Commander Spellbook.