Cephalid Pathmage

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Legions (LGN) Common

Combos Browse all

Cephalid Pathmage

Creature — Cephalid Wizard

Cephalid Pathmage is unblockable.

Tap, Sacrifice Cephalid Pathmage: Target creature is unblockable this turn.

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Cephalid Pathmage Discussion

blackhawk22 on Sidisi's Zombie Arsenal

1 year ago

Kiora, Master of the Depths while a good card, and her minus 2 is good with your commander. But her ability to be more than good stuff in this deck is limited. Blood Scrivener I just don't see him drawing you that many cards until after like turn 6 and then it is still very conditional. Paradox Haze You have at most like 6 cards that care about an upkeep. The way the rules work is that there is the beginning phase. In that you go untap, upkeep, and then draw. In that order as well. so it doesn't get you anywhere is drawing cards. Honestly your mill package is lackluster at best. feeling like good stuff once again and not adding to what the deck could be doing. Undead Alchemist is the best part of your mill package. What I was refrencing with the mill/self mill stuff earlier was maybe stuff you could hit more than 1 person for. including yourself. I'll have too look into it more.Stuff to maybe add Aqueous Form will make sidisi's attacks even more profitable. Cephalid Pathmage makes sidisi unblockable and lets uou use cards like Grave Pact better.Cloak of Mists more unblockable swings Tricks of the Trade more of the same.Thassa, God of the SeaDoubling Season, Primal Vigor, Parallel Lives, Second Harvest are all token doublers.

Hewer on It's Like Trying to Catch Shadows!

2 years ago

All right now we're talking girlfriend Lion9 - Those are great suggestions and nice with replacements too:) The removal spells are definitely being changed. I see your point with the counterspells, I'll see what I can do about it:) Which of those creatures do you suggest removing/how many? AEther Figment, Cephalid Pathmage, Neurok Invisimancer and Tandem Lookout.

Rwilliams0711 on Ezuri, Claws of Infection

2 years ago

I really like your suggestions and reasoning behind,1.I like the Jhessian Infiltrator i will most likely make that switch cheaper cost easier to cast it and possibly another creature with Ezuri, Claw of Progress out.2. Merchant of Secrets i like, i really do like cantrip creatures again i will probably make that switch3. this one will depend on if i choose to use nykthos or other super utility lands4. this one is a tough one might see if i can fit both into the deck design5.not sure why i didn't think of this first Green Sun's Zenith is a house i this style of deck6. I think with the 2 main types elf and wizard distant melody is the card i would prefer7.Cephalid Inkshrouder will get a second look, the Cephalid Pathmage on the other hand not sure about..

Lyscian on Ezuri, Claws of Infection

2 years ago

Really fine looking deck! You did an awesome job here! here are a few suggestions I think are better.

Jhessian Infiltrator for Elusive Krasis. cheaper, bigger attack, loses to bolt, and pyrohemia, but I think those are too few to worry about.

Merchant of Secrets for Rot Wolf ETB draw and relevant typing seem better than a conditional draw trigger and an infect win.

Fyndhorn Elves for Voyaging Satyr you lose some utility here, but I think the one mana, and tribal considerations outwigh it.

Priest of Titania for Dwynen's Elite you lose the token, but I think the mana gen is just better.

Green Sun's Zenith over Bident of Thassa Reasoning here is that you can use GSZ to get edric. same total cmc, but it fits better into your deck, more consistency over all. plus it supports a creature package better.

I think I'd rather have the consistency of Dig Through Time or Treasure Cruise over the potentially more powerful Distant Melody. I personally value tempo over power (2/1 cmc vs 4) and also DTT is instant, which I think is really important. Imo, the difference between drawing 2/3 cards or 3-4 cards isn't actually too much, just drawing 2 or 3 cards more then the enemy is often swingy enough. I feel anyhting more is just 'win more.'

Here a few cards that I think would be good additions, but not sure how you feel. Chasm Skulker possibly replacing Dryad Sophisticate

Cephalid Inkshrouder seems REALLY REALLY good to just pitch lands and beat face. plus instant speed. no Typing advantage, but it's savage.

Cephalid Pathmage typing and a relevant ability. probably my weakes suggestion, but I think it's worth a mention