Circuitous Route

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Guilds of Ravnica (GRN) Uncommon

Combos Browse all

Circuitous Route

Sorcery

Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle your library.

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Circuitous Route Discussion

eliakimras on Krond Lock-Down

2 weeks ago

Krond may be tough to cast at . I believe Command Tower, Bountiful Promenade, Scattered Groves, Canopy Vista, Fortified Village, Sungrass Prairie and Brushland might replace Evolving Wilds, Terramorphic Expanse and some basics for more mana consistency. // A turn 2 Nature's Lore (can grab a nonbasic Forest), Fertile Ground or Selesnya Signet lead you to a turn 3 Skyshroud Claim, Hunting Wilds, Ranger's Path (nonbasic forest synergy) or Circuitous Route (guildgate synergy) so you can cast your commander on turn 4. Similarly, a turn 1 Wild Growth, Birds of Paradise, Llanowar Elves or Elvish Mystic into a turn 2 Overgrowth can bring Krond on turn 3! // Since you are going heavy on enchantments, Satyr Enchanter, Verduran Enchantress and Enchantress's Presence give great card advantage. // Rogue's Passage is good for alpha strikes.

eliakimras on Krond Lock-Down

2 weeks ago

Krond may be tough to cast at . I believe Command Tower, Bountiful Promenade, Scattered Groves, Canopy Vista, Fortified Village, Sungrass Prairie and Brushland might replace Evolving Wilds, Terramorphic Expanse and some basics for more mana consistency. // A turn 2 Nature's Lore (can grab a nonbasic Forest), Fertile Ground or Selesnya Signet lead you to a turn 3 Skyshroud Claim, Hunting Wilds, Ranger's Path (nonbasic forest synergy) or Circuitous Route (guildgate synergy) so you can cast your commander on turn 4. Similarly, a turn 1 Wild Growth, Birds of Paradise, Llanowar Elves or Elvish Mystic into a turn 2 Overgrowth can bring Krond on turn 3! // Since you are going heavy on enchantments, Satyr Enchanter, Verduran Enchantress and Enchantress's Presence give great card advantage. // Rogue's Passage is good for alpha strikes.

mistarilledawn on Dr Deathtouch

4 weeks ago

I meant to add this on, but it didn't let me edit my last comment; Caged Sun or Gauntlet of Power might be good pieces to replace Circuitous Route with, or just add in as solid artifacts.

mistarilledawn on Dr Deathtouch

4 weeks ago

Hired Poisoner, Tidehollow Strix, and Pharika's Chosen all feel too vanilla for me. Yes, they fit the theme, but they don't have much of an upside besides that.

Circuitous Route also feels a bit off, maybe considering cutting it, or replacing it with something else?

Also, you've probably already considered it, but Atraxa, Praetors' Voice would also be an interesting and on-theme idea for a commander.

Tbology on Guildgate Artifacts

4 weeks ago

I am creating a guild gate deck with another approach, and this deck is giving me a lot of great idea (the one I am building is modern tho)

As you know, the weakness of using all tapped lands is that you can only cast a 2CMC creatures on turn 3, and blood sun on turn 4 (in the best scenario). By the time you get the manas, you already took some damages from opponent(Aggro even worse). This is way too slow and I think the easiest way to fix it is adjust the mana pool, 50/50 basic lands and gate lands. I totally understands that it feels good to have all the gate lands in mana pool, I did that at first too, but it is just not practical. For my game test, 50/50 basic lands and gate lands, doesn't effect much on the performance of Gatekeeper Gargoyle and Glaive of the Guildpact, but increasing your chances of surviving from aggro dramatically. Sum of all, the reason of 50/50 mana pool is getting Basic lands to build up your defense, and using District Guide and Circuitous Route to ramp out the gate later.

In standard deck, Gleaming Barrier, Suspicious Bookcase and Amaranthine Wall are great defender to put in. and As they are all 0/4-6, Deafening Clarion is a great minor boardwipe in the early game especially when you run in to a tokens deck. Arcades, the Strategist will shine in this deck if you solely using defender in the deck, all defenders turn into attacker all of the sudden.

Just my opinion, please tell me what you think. I need some feedback to

After seeing your deck, now i also want to put few Blood Sun in my deck to! lol

Honor_Basquiat on Vorel of the Hull Clade

1 month ago

You're off to a good start! Here are some nonbasic lands you can use that are budget friendly:

I would recommend you run somewhere between 36 and 40 lands (this is including basic lands).

As a green deck, I strongly recommend you make room for some ramp spells. The higher your mana curve the more you should run. They make it easier to cast your bigger spells, recast your commander and ensure you don't get mana stalled. Here are several budget options:

As a blue deck, you may want to make room for a few counterspells, not too many though. You are already running Fuel for the Cause which is good for your deck and Turn Aside you are also running is good to protect your commander and other things. Here are a few budget options:

I hope this helps!

Jagd_Tallgeese on

1 month ago

The Sunscorched Desert can be replaced with a Savage Lands since the one colorless you produce with it does not give it much utility. You can also look in to replacing the Rupture Spire and Transguild Promenade with the bounce lands like Rakdos Carnarium, Golgari Rot Farm, or Gruul Turf. It may seem just as slow, but the bounce lands will allow you to float the mana from land before returning them to hand, so essentially you are not losing a resource on that turn, which is a plus since the bounce land will provide two mana instead of one. With the guild gates you are running, Circuitous Route would be a great addition to search them out. I a tiny bit of synergy for minotaurs in the deck so you may want to remove Forerunner of Slaughter as the only targets for its activated ability are itself and Ornithopter. You can replace the Forerunner with a Fanatic of Mogis and even the Ornithopter with Deathbellow Raider. Also, Samut, Voice of Dissent is considered a Naya colored creature (red/green/white) since here activated ability required a Plains, so she can legally be apart of the deck. However, some alternatives to her to enable Haste for your creatures would be Cyclops of Eternal Fury, or you can further a minotaur theme with Kragma Warcaller or Neheb, the Eternal.

Natalbee on Simic Dino Ramp

1 month ago

Surprised you don't have Wayward Swordtooth or Ranging Raptors in here. If you put in a Llanowar Elves like previously mentioned, that would be your 3-drop. With a Swordtooth, you could have 6 mana and play your Carnage Tyrant on Turn 3.

Circuitous Route could probably be Grow from the Ashes, in my opinion. It scales, and if you kick it you can still have mana up to play counter spells as the lands come in untapped.

Also should have Deathgorge Scavenger in the sideboard. And Dive Down could be useful... And Savage Stomp/Blink of an Eye are good removal.

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