Feldon of the Third Path

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Pauper Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2014 (C14) Mythic Rare
Promo Set (000) Rare

Combos Browse all

Feldon of the Third Path

Legendary Creature — Human Artificer

, : Put a token onto the battlefield that's a copy of target creature card in your graveyard, except it's an artifact in addition to its other types. It gains haste. Sacrifice it at the beginning of the next end step.

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C14

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Feldon of the Third Path Discussion

Gypsyhatten on alesha testtest

6 days ago

Switching to English, thanks Tappedout.

None of the following recommendations/cuts are as important as they were with Karametra, since this deck is built on a solid ground and only needs a better defined game plan.

You have three archetypes to choose from, and you should focus on one or two of them. Trying to build all three will be too inconsistent.

  • Aggro - win by dealing 40 damage to everyone through combat damage and Purphoros/Blood Artist effects. Alesha is used to punch things and reanimate token producers/anthems/beaters.

  • Control - win by taking care of threats and staying relevant until late game where you outvalue whoever's left. Alesha is used less for combat damage and more for reanimating value/removal.

  • Combo - win by assembling an infinite combo. Alesha is mostly just there as a backup plan in case a combo piece is stuck in the graveyard.

I would recommend going for either aggro-control or combo-control.

Utter End - being able to target anything is very strong

Duplicant - one of the best creature-based removal cards

Wear / Tear - similar to Duergar Hedge-Mage but casts for 1/2 when you really need it, or a two-for-one for 3 mana at instant speed

Rakdos Charm - instant speed graveyard hate, or cheap removal, or a way to kill someone who's going wide and is about to win

Painful Truths - very good card draw in 3 colors

Toxic Deluge - the best creature board wipe in the game

Merciless Eviction - amazing against artifact decks, amazing against enchantment decks, amazing against reanimation decks, amazing against indestructible and very good against everything else

Chromatic Lantern, Commander's Sphere, Coalition Relic and Darksteel Ingot - good mana rocks for 3, prioritize from left to right

Fellwar Stone and Talisman of Indulgence - good mana rocks for 2

Animate Dead - reanimation for 2 mana is just too good to pass up on, fun with Sun Titan

Path of Ancestry - it's a strictly better Nomad Outpost

Ash Barrens - 1 mana for colorfix can help many bad hands, and lategame it's an untapped land

Mana Confluence and City of Brass - worth it when you're 3 colors, the lifeloss rarely matters but being able to play out your hand does matter

Clifftop Retreat - only checkland you're missing

Hanweir Battlements - colorless land is not great when you're 3 colors, but haste on Alesha is strong

Fervor - good source of haste, not as easy to remove as Lightning Greaves

Key to the City, Reconnaissance, Maze of Ith and Iroas, God of Victory - good way to keep attacking with stuff

Siege-Gang Commander and Ponyback Brigade - many tokens for just one ETB, deals 8 damage with Purphoros, God of the Forge for each cast/reanimation

Beetleback Chief and Pia and Kiran Nalaar - less tokens but still playable

Ankle Shanker - good for getting damage past blockers

Zulaport Cutthroat and Blood Artist - useful when going wide and repeatedly reanimating stuff, makes board wipes hurt

Harsh Mentor - very strong hatebear, can stop some game plans entirely

Mirror Entity - strong anthem when most of your deck is power 2 or less

Mother of Runes - protection can either make one of your creatures unblockable or protect one of your creatures from spot removal

Drana, Liberator of Malakir - decent anthem for cheap

Purphoros, God of the Forge and Impact Tremors - useful when going wide and repeatedly reanimating stuff

Noosegraf Mob - up to 5 2/2s per turn and can be reanimated with Alesha

Enlightened Tutor - good for getting Skullclamp when you need card draw or Purphoros, God of the Forge when you need damage

Swiftfoot Boots - an extra pair of Lightning Greaves

Cathars' Crusade - very strong anthem when going wide

Behind the Scenes - good way to get past blockers, pump is expensive but can be done after assigning blockers which is neat for getting damage through

Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state

Fiend Hunter - can perma-exile stuff repeatedly with sacrifice or protect one of your own creatures from a board wipe while getting an extra ETB

Key to the City, Reconnaissance, Maze of Ith, Iroas, God of Victory and Whispersilk Cloak - good way to safely get Alesha triggers and get cards in the graveyard without losing card advantage

Ayli, Eternal Pilgrim - decent way to get stuff into the graveyard while still getting value out of them, also good chump blocker

Liliana, Heretical Healer  Flip - a pretty good planeswalker that's a creature in the graveyard and can be reanimated

Hope of Ghirapur - can repeatedly stop or at least slow down a lot of decks

Sin Collector - one of few ways non-blue decks can deal with board wipes and huge swingy instants/sorceries

Feldon of the Third Path - slow without haste but a very strong effect once online

Leonin Relic-Warder - not as strong as Fiend Hunter but still useful in the same ways

Sunforger - lets you tutor up the most relevant removal and protection spells at instant speed, also get Mistveil Plains if you add this to get stuff back into your library

Strionic Resonator - works for double attack triggers with Alesha or double ETBs with anything else

Vampiric Rites - one of few sac outlets that provide solid value from its own effect

Flameshadow Conjuring - lots of extra value for only one mana per creature

Panharmonicon - doesn't work with some of your creatures, but solid value when it does

Assemble the Legion - decent wincon when your opponents are running out of gas

Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state

Wayfarer's Bauble - not as fast as mana rocks but not as vulnerable against board wipes, good when aiming for slower wins

Fiend Hunter - combo with sac outlet + Karmic Guide or Sun Titan

Anafenza, Kin-Tree Spirit, Cathars' Crusade and Solemnity - combo with sac outlet + Murderous Redcap

Murderous Redcap - combo with sac outlet + Anafenza, Kin-Tree Spirit, Solemnity or Cathars' Crusade

Geralf's Messenger - combo with sac outlet + Solemnity

Viscera Seer, Carrion Feeder, Altar of Dementia and Goblin Bombardment - free sac outlets, the latter two can also weaponize most infinites

Zulaport Cutthroat and Blood Artist - weaponizes any sac-based infinite

Purphoros, God of the Forge and Impact Tremors - weaponizes all your infinites, lets you win with Kiki-Jiki, Mirror Breaker combos without having to go into combat

Mother of Runes - for protecting your combo pieces or sometimes making Alesha unblockable

Living Death - when you have enough combo pieces in the graveyard, resolving this usually lets you win on the spot regardless of which creatures your opponents get to return

Enlightened Tutor - another tutor for finding wincons

Village Bell-Ringer - combo with Kiki-Jiki, if you don't care about creatures being power 2 or less there's also Combat Celebrant, Zealous Conscripts, Restoration Angel and more

Reanimate - cheap reanimation in any archetype

Sword of Feast and Famine - ramp that lets you dump your hand as aggro

Vampiric Tutor and Demonic Tutor - tutors for combo

Sacred Foundry, Godless Shrine, Blood Crypt, Bloodstained Mire, Marsh Flats, Arid Mesa - standard manabase upgrades

Archetype of Finality - way too expensive

Palisade Giant - generally worse than a creature with "When ~ enters the battlefield, you gain 7 life", which you wouldn't want to run in the first place

War Priest of Thune - can't hit artifacts, would never want to reanimate it over other targets

Mortify and Return to Dust - good removal cards but you have better options in your colors

Diabolic Tutor and Gamble - 4 mana is a bit much for a tutor and the card disadvantage on Gamble combined with the fact that you might discard non-creature combo pieces makes it questionable

Meekstone - pretty stupid to disable your own commander, not really beneficial to your game plan since it lets slower decks build up board state while no one can/wants to attack

Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos

Karmic Guide - you don't want to pay echo cost so it will rarely get to attack

Damnation, Day of Judgment and Wrath of God - you don't need that many board wipes in aggro

Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos

Priest of the Blood Rite and Ravos, Soultender - doesn't do much for advancing combo wincons

Reconnaissance - your commander surviving is generally less relevant and your wincons don't care about combat tricks

Angel of Invention - anthems don't really do much outside of aggro

Big Game Hunter - you don't need that much spot removal

Dusk / Dawn - your creatures surviving doesn't really matter, you just want to wipe the board until you have a combo in place

Grenzo, Dungeon Warden - his ability is way too random, but it's fun and a decent manadump

Also, come up with a better title and description and try to keep your online list up to date with your deck IRL.

NV_1980 on Program Veronica

2 weeks ago

Hi,

As Bosh is so key to your strategy, I would expect some more protection for him like Lightning Greaves, Swiftfoot Boots and/or Darksteel Plate. Also, I think Feldon of the Third Path is made for a deck like this.

Happy gaming!

Wkr,NV_1980

ThallionDarkshine on Shattered Glass and Shattered Dreams

2 weeks ago

Yeah I get what you're saying about the mana base. I was just talking about the power level of various cards in comparison to the amount of mana symbols. For instance, you're running Feldon of the Third Path even though it's a 3-drop with double red in its mana cost. It is obviously incredibly powerful with etb/death triggers on lots of your stuff. I have realized that Hammer of Purphoros actually doesn't really do enough to justify its 2 red symbols, but Siege-Gang Commander is a very powerful token producer that also acts as targeted removal and a sac outlet for goblins. It might be better than something like Mitotic Slime in your list, I'm just not sure how much the differing mana costs would impact their power level in this specific deck.

ZendikariWol on

1 month ago

Well I'm a Feldon of the Third Path guy myself but lemme tell ya: you NEED Trading Post! It's just SO helpful! Also, in a pinch, Jayemdae Tome and, my fav, Daretti, Scrap Savant. Also, how about a new name? 'Guess Who's Back! Back Again!' has a nice ring to it.

Gilgamoosh on Scion, Tribal Toolbox Reanimator

1 month ago

legomanalec There is another infinite combo: Bear Umbra/Sword of Feast and Famine and Hellkite Charger (if you have seven lands, two of which can produce red). Nature's Will will also satisfy this combo's land-untapping component. There may be other cards as well that do this, but I don't think any more of these effects warrant inclusion.

There is also the "classic" Scion combo with Moltensteel Dragon and a double-strike trampler like Dragon Tyrant or Atarka, World Render.

The main reason I don't put a large focus on infinite combos is because they are easier to break (and many combo-centric decks will easily outpace this one in a combo race). I win most of my games with Living Death/Patriarch's Bidding, which are harder to break.

I also like the subtle Feldon of the Third Path & Keiga, the Tide Star/Yosei, the Morning Star combination. It gets dealt with most of the time, but unless someone is keenly aware of what's about to happen, I can get away with 2 and sometimes even 3 turns of this, which can be a game changer.

enpc on SAC FO DAYZ. Looking for ...

1 month ago

Prossh, Skyraider of Kher seems like he would fit the bill. He is a very flexible deck and should give you access to the components you want. You should already have some black/green cards from Meren and red is good because it brings wheel effects, Feldon of the Third Path and direct damage.

And if you're not into infinite combo then you just don't have to include Food Chain which is out of your budget anyway. But it's an easy upgrade if you ever change your mind.

redkhan on Magic's magic-system

1 month ago

The way I think about it is that the ability to cast spells of varying degrees of power is innate in all sentient beings in the MtG storyline. However you see the talent of a mage 1.) by the complexity of the spells they cast and 2.) by their ability to call on different colours of mana to cast their spells. An example of this would be Feldon of the Third Path, in lore he traveled to different areas of Dominaria and formed bonds of all five colours of mana and was able to create extremely life-like automatons.

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