Clear a Path

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Clear a Path

Sorcery

Destroy target creature with defender.

xaarvaxus on Vampiric swarm

4 years ago

Rakish Heir , Vampire Nighthawk , Indulgent Aristocrat , Sanctum Seeker and Stromkirk Noble are all budget cards that would slot well into this deck. If you're willing to spend a bit more, Gifted Aetherborn , Drana, Liberator of Malakir and Knight of the Ebon Legion would be good additions. I'd also move Olivia, Mobilized for War into the main in place of Vampire Warlord or Markov Patrician

Not really sure what purpose Bubbling Cauldron serves here. Clear a Path seems a strange choice to me as well. Terminate would provide a much broader scope of removal for just more and be instant speed too.

Like the inclusion of By Force but Demolish seems a bit slow for an aggro deck.

Optimator on

6 years ago

Bad card, but a Ruric Thar quote:

Clear a Path

warren667 on Burn it Down

7 years ago

In the description you said your main goal is to Burn the opponent down and creatures are just a backup plan. If this is truly the case here are a few suggestions.

Every deck with red has Lightning Bolt because it is the strongest common and you should consider investing in them.

-2 Assembled Alphas -1 Clear a Path +3 Guttersnipe gutter snipe is faster than the alphas in multiple ways and fits the flavor very well.

Searing Blaze, Lightning Storm, Magma Jet, Skullcrack, Shard Volleythese are all great cheap burn spells that can replace Weapon Surge, Tormenting Voice, Cathartic Reunion, Hijack Lava Axe, Lightning Talons Seismic Stomp, Talons of Falkenrath, Hammerhand

-2Speedway Fanatic -2 Scourge Wolf + 4Hellspark Elemental-2Rummaging Goblin -2 Dragon Hatchling + 4Keldon Marauders-2Ruinous Gremlin -2 Insolent Neonate +4 Spark Elemental

12 Creatures is plenty for a burn deck so any extras I didn't name can become burn spells.

With all of that said it looks like you are a actually pushing for a more creature dmg based deck with all of the combat tricks and enchants that you added in the original deck. If this is the case I would direct you to this deck for something to gain inspiration from https://www.mtggoldfish.com/deck/474720#online

professortim3 on Dark Necessities

7 years ago

Looks sweet as hell, no pun intended. I have played very little commander, but everyone tells me that it's a slower format where you just need to survive to start dropping your haymakers. This deck looks like it's chock full of haymakers, so you've got that box checked. Seriously, if you ever hit me with Rakdos, Lord of Riots and then play Wurmcoil Engine for free I will cry tears of jealous rage.

Let's talk mana. You've got 29 non-basics, 7 basics (I assume, as your list is 93 cards right now), and 5 artifact mana sources. That brings you to 41 mana sources, which is probably about right. It might not hurt to bump up to a few more since you are trying to cast stuff like Dread Cacodemon, and 10 mana is a lot. Also worth noting: You do have a general that reduces the cost of your dudes, but I don't think it's a good idea to rely on him heavily for that, as there are about a million things that kill him.

One thing I would take a look at is what non-basics you have. There are a lot of and and even costs in your cards, and you have a couple lands that only tap for colorless. The Urza-tron lands are sweet, but unless you have all three out they are just Wastes, and are really not going to help you cast your commander. Don't get me wrong, the Urza lands are straight up broken if you can get all 3 out, but with only 1 of each and no way to search them out apart from the tutors, I feel like they're just a liability here, and don't really synergize with your commander. I also don't think you need Reliquary Tower. Maybe I'm missing some crazy combo, but I think you'll rarely ever have more than 7 cards in hand unless you're mana screwed.

Cabal Coffers is also nuts, but you only have a handful of swamps, and you need to have 3 out before it does anything other than cost you mana. If you're really into Cabal Coffers (and honestly, why wouldn't you be) I would recommend cutting some of the other lands for more swamps and a Urborg, Tomb of Yawgmoth. Urborg makes itself and the Coffers into swamps as well, so if you get the two out I imagine silly things will happen. Here are the lands I would cut for more basics:

Great Furnace: synergizes with Unlicensed Disintegration, but also means someone can Naturalize one of your lands.Reflecting Pool: A dual land in your deck, doesn't seem like you need more of those, but I could be wrong.Reliquary TowerTransguild Promenade: I don't think you need many rainbow lands, you're just a two color deckUrza's Mine, Urza's Power Plant, Urza's TowerVesuva: You have a lot of comes in to play tapped lands already, and this doesn't do enough to make me think it's better than just another swamp/mountain.

I like the removal. I think adding some more burn might synergize a bit better with your commander than something like Clear a Path, which may never have a target. Searing Blood is perfect for this deck, and I would go all in on effects like that. Look at cards like Lash Out and Searing Blaze. Blazing Salvo also seems kind of fun. It's either a Lightning Bolt or a Cabal Ritual for one of your dudes.

Looks awesome man, can't wait to play against it!

Not-Dragonborn on Iroas, God of Dead Matadors

7 years ago

I would add a land or two and take out Clear a Path

rivermont on List of Bugs and Feature …

8 years ago

Not sure if it's just me, but when I go to add cards to my Inventory, while Clear a Path obviously is a card, typing it into the 'Card Name' field brings up 'Card not found.' Typing in manually as 'Clear a Path (DGM)', however, it accepts it normally.

AngelOfDivinity on

8 years ago

Looks good actually, only one problem and that's sheerly technical, which is that since Adaptive Automaton isn't considered to be a monk when it isn't in play, it doesn't count towards your creature total for your tribe. So you can still run it, just like if you want 2 automatons you will need at least 27 creatures, since 25 need to be monks. Basically for determining if something counts, think of it as what it is considered to be when it is in any zone other than the battle field; hence gods work as gods, changelings work as anything, but..... (Names a card with the same basic effect as Adaptive Automaton but different to sound smart) wouldn't. Hope that makes sense without sounding overlong.

Otherwise, this seems strong! Kill things to Clear a Path, good strategy!

Arvail on Clear A Path is not …

8 years ago

Clear a Path without card: works fine too.

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