Removal spells are perhaps the sweetest things you can top-deck in a game of Commander provided everything else is going according to plan, and even when youre behind in other ways, its never a bad thing to see
If you don't, create a Treasure token.Whenever you cast a spell you don't own, put a +1/+1 counter on each Scout, Pirate, and Rogue you control
Maybe my favorite part of the deck is how well Glorious End works with Nahiri, the Harbinger
The best thing about Journey is that it is one of the better cheap white removal options for an aggressive deck
While its popularity waxes and wanes with the metagame, it starts showing up in greater numbers as decks become more efficient
That requires a few extra lands in play for Fabled Passage, but you can usually work around that restriction