You Happen On a Glade: Building Tribal Deck Synergy

In TCG ·

You Happen On a Glade — card art by Anna Fehr, Adventures in the Forgotten Realms

Image courtesy of Scryfall.com

Building tribal synergy with green instant tricks

Tribal decks are the social clubs of Magic: The Gathering—a land of shared creature types, synergistic boosts, and the kind of quirky interaction that makes every game feel a little like a reunion with old friends. Green, in particular, has a storied history with tribes: Elves weaving mana into a forested chorus, Beasts crash into battle with primal gusto, and every green deck carries tools that smooth the path for a whole family of creatures to shine. The Adventures in the Forgotten Realms universe adds a flavorful twist to this dynamic, but the math stays the same: you want to keep your mana smooth, you want to recycle your best sticks, and you want to stay ahead of opponents who also crave a tight, themed board. 🧙‍♂️🔥💎 You Happen On a Glade is a compact, green instant that embraces that exact philosophy. At a clean {2}{G}, this card isn’t asking you to go all-in on a single plan; it gives you two sturdy, flexible paths: ramp and recast. The first mode—Journey On—lets you search your library for up to two basic land cards, reveal them, put them into your hand, and then shuffle. The second mode—Make Camp—lets you return a target permanent card from your graveyard to your hand. In tribal shells, that means you can accelerate into your key three- or four-mana plays, or you can rebound a critical engine piece from the grave to drive your board presence again. It’s a little green toolbox in one instant, perfect for rhythms that rely on creature-type synergies over raw tempo. 🧙‍♂️⚔️ Card snapshots are helpful, but the real payoff comes from how these tools slot into a tribal plan. Journey On can help you fix a fragile mana base when you’re assembling a multi-creature-type board, especially in decks that mix Forests with a handful of dual lands or fetchable basics. Getting two basics gives you the mana you need to cast the next lord, anthem, or pump spell without stumbling on color requirements. Make Camp, meanwhile, becomes a reusable lifeline for a key permanent—whether that’s a tribal enabler you pitched to the graveyard during a grindy matchup or a beloved creature that fuels your deck’s core synergies. The word “flexible” isn’t glamorous, but it’s precisely what tribal players crave in a fast-evolving game. 🎲

Card Snapshot

  • Mana cost: {2}{G}
  • Type: Instant
  • Set: Adventures in the Forgotten Realms (AFR), Uncommon
  • Text: Choose one — Journey On — Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle. Make Camp — Return target permanent card from your graveyard to your hand.
  • Colors: G | Rarity: Uncommon
  • Artist: Anna Fehr

Why this card shines in tribal decks

Green tribal strategies often depend on maintaining a steady tempo while your board develops behind a unifying theme. You Happen On a Glade leans into two practical pillars of tribal success: - Land synergy for faster starts: Journey On’s two-basic-land fetch helps you hit critical land drops, enabling early plays from your tribe’s low-mana commanders or key tribal lords. In elves-heavy builds, for example, this can smooth the path to activate a turn-three pump or to cast a lord that amplifies your entire tribe. Even in broader green tribal shells, having a couple of extra basics steady your mana curve and reduce the risk of stalling on a single color. 🌱 - Graveyard resilience for recurring engines: Make Camp invites you to rebalance your battlefield by returning a permanent card from graveyard to hand. That means late-game value from evergreen tribal staples or supportive permanents—think of a tribal key card that found a way into the graveyard through blockers, trades, or purposeful discards. In practice, you can redeliver your strategic pieces, re-anchor a board state, or retrieve a pivotal land that unlocks your next plan. It’s the kind of play that keeps your tribe’s momentum intact even after removal-heavy turns. ⚔️ Another angle is how this versatility plays with different tribes within green’s wheelhouse. Elves love to flood the board with bodies and mana, Beasts appreciate raw midgame power, and Sapan-like forest creatures benefit from reliable land drops to hit their thresholds. The card’s dual-mode design mirrors the dual nature of tribal play: you’re not locked into a single route—your best path often depends on the moment, the matchup, and what your deck drew that turn. The flavor of AFR’s adventurous world also echoes in the decision to reach for land or reach for a lost piece—two journeys, one glade. 🎨

Practical deck-building tips

  • Balance your mana base to maximize Journey On without bloating your deck’s pips. Include a mix of Forests and a few fetchable basics that pair well with the lands you expect to fetch.
  • Pair Make Camp with resilience: include permanents that become even more valuable when recurred, such as tribal lords or utility permanents that enable your synergy.
  • Think about timing. If you expect early pressure, use Journey On to fix mana on turns 1–3. If you’re stabilizing, Make Camp can rescue a critical piece from the grave to maintain pressure on the board. 🧙‍♂️
  • Coordinate with your tribe’s broader strategy. Green’s strength is adaptability—don’t lock yourself into one sequence; adapt to what your opponents present and lean on your dual modes to stay ahead. 🔥
  • Consider a few targeted land cards in your 99 that you wouldn’t normally fetch—cards that complement your tribe’s goals and color requirements. The flexibility of this spell makes room for creative choices. 💎

In practice, the combination of reliable mana ramp with recursive access to a key permanent makes You Happen On a Glade a quiet engine for tribal decks. It’s not the flashiest spell in the room, but it’s the sort of card that slowly tilts the board in your favor while your opponents are busy answering your board—an inevitability in the best green strategies. And yes, in the right moment, a well-timed Journey On can reveal two forests that let you drop your best finisher a heartbeat sooner. The art — a vivid reminder of nature’s quiet force — only adds to the aura of a well-built tribe. 🧡🎲

For players looking to protect their real-world gear as they parley with friends, a stylish accessory can make the game nights smoother. If you’re into keeping your cards snug and stylish, check out the Neon Phone Case with Card Holder MagSafe – Impact Resistant linked below. It’s a small touch that feels big when you’re sprinting to the next game or traveling to a local store tournament. Glow on, fellow planeswalkers 🧙‍♂️

Neon Phone Case with Card Holder MagSafe – Impact Resistant

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You Happen On a Glade

You Happen On a Glade

{2}{G}
Instant

Choose one —

• Journey On — Search your library for up to two basic land cards, reveal them, put them into your hand, then shuffle.

• Make Camp — Return target permanent card from your graveyard to your hand.

ID: f9ae7693-a6b5-42f8-9f05-c0643b95a710

Oracle ID: 88e5300d-8339-41cb-85bf-325909116b61

Multiverse IDs: 527501

TCGPlayer ID: 243185

Cardmarket ID: 571255

Colors: G

Color Identity: G

Keywords:

Rarity: Uncommon

Released: 2021-07-23

Artist: Anna Fehr

Frame: 2015

Border: black

EDHRec Rank: 8042

Penny Rank: 10229

Set: Adventures in the Forgotten Realms (afr)

Collector #: 214

Legalities

  • Standard — not_legal
  • Future — not_legal
  • Historic — legal
  • Timeless — legal
  • Gladiator — legal
  • Pioneer — legal
  • Modern — legal
  • Legacy — legal
  • Pauper — not_legal
  • Vintage — legal
  • Penny — not_legal
  • Commander — legal
  • Oathbreaker — legal
  • Standardbrawl — not_legal
  • Brawl — legal
  • Alchemy — not_legal
  • Paupercommander — not_legal
  • Duel — legal
  • Oldschool — not_legal
  • Premodern — not_legal
  • Predh — not_legal

Prices

  • USD: 0.14
  • USD_FOIL: 0.19
  • EUR: 0.10
  • EUR_FOIL: 0.38
  • TIX: 0.03
Last updated: 2025-12-08