Homeward Path

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2016 (C16) Rare
Commander 2013 (C13) Rare
MTG: Commander (CMD) Rare
Promo Set (000) Rare

Combos Browse all

Homeward Path

Land

: Add to your mana pool.

: Each player gains control of all creatures he or she owns.

Price & Acquistion Set Price Alerts

C16

C13

CMD

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Recent Decks

Homeward Path Discussion

Mortiferus_Rosa on Aminatou

5 days ago

Im going to make these suggestions under the assumption that price is not an issue.

Card Suggestions

kamelyan on Selfish Altruism

1 week ago

Bazaar Trader is another way to hand off some permanents to your opponent.

You should also throw in a Strip Mine against players with a Homeward Path; I learned that the hard way when running my deck:


Eland so Generous

Commander / EDH kamelyan

SCORE: 2 | 46 VIEWS | IN 2 FOLDERS


Coward_Token on CTRL-G

2 weeks ago

Glad that the king of vore worked out for you once at least. As you alluded to yourself, I had reservations about his removability since he's bound to draw a lot of hate (plus being more than Z. Resurgent).

If you're still worried about him being stolen, you could just swap in one basic for Homeward Path.

usaDiabetic on Korlash, Heir to Swamps

2 weeks ago

I would say you need more utility lands Homeward Path, Detection Tower, Maze of Ith (if in your budget). Stuff like that. One of the perks to running a mono colored deck is you get to run more utility land than average.

Brylon on Shalai EDH

2 weeks ago

shalai edh update number 2:

out :: 21

creature:

Azusa, Lost but Seeking

Flickerwisp

Glimmerpoint Stag

Azusa, Lost but Seeking is very expensive. I am very aware she is awesome, so I've added her to a maybeboard if I decide I want to further upgrade this deck. Flickerwisp and Glimmerpoint Stag are removed because I am largely removing flicker effects because the strat is not powerful enough in this deck.

planeswalker:

Karn, Scion of Urza

Elspeth Tirel

Elspeth, Knight-Errant

Garruk, Caller of Beasts

Ajani Unyielding

Originally I wanted to take advantage of Shalai, Voice of Plenty's hexproof for planeswalkers, but I didn't make great picks on planeswalkers, and ultimately Karn, Scion of Urza, and Elspeth, Sun's Champion were really the only ones worth it. I can't reasonably afford Karn for this deck, so he has been moved to the maybeboard.

instant:

Liberate

Flicker effects have largely been removed.

sorcery:

Flicker

Fumigate

Sudden Disappearance

Flicker effects have largely been removed. In this case being sorcery speed makes them less valuable, because they cannot be used for avoidance. Fumigate is removed in order to make way for better mass removal.

enchantment:

Privileged Position

It's just too expensive. Shalai, Voice of Plenty does the same thing, and I can just cast her from the command zone.

artifact:

Coalition Relic

Darksteel Ingot

These are less valuable in a deck that is only 2 colors.

land:

Veldt

Vec Townships

Tranquil Garden

Riftstone Portal

Windbrisk Heights

Secluded Steppe

The first 4 of these are just bad, and the last 2 are being removed to make way for more plains.

in :: 21

creature:

Serra Ascendant

Birds of Paradise

Midnight Guard

Birds is great mana ramp. Serra Ascendant exists to be a win con. Midnight Guard is in as one piece of an unlimited token combo.

instant:

Condemn

Powerful spot removal that puts the card where the player can't get it.

sorcery:

Krosan Grip

Rout

Oust

Krosan Grip is in as artifact/enchantment hate. Rout replaces Fumigate. Oust is spot removal that avoids the graveyard.

enchantment:

Flickerform

Shield of the Oversoul

Presence of Gond

Flickerform is in for avoidance on key creatures. Presence of Gond is the second part of the infinite token combo, and Shield of the Oversoul is in because it looks fun.

artifact:

Relic of Progenitus

Urza's Incubator

Elixir of Immortality

Mind's Eye

Relic of Progenitus is in as graveyard hate. Urza's Incubator is in for cost reduction. Elixir of Immortality is in for mill protection, and Mind's Eye is in for draw.

land:

Path of Ancestry

Reliquary Tower

Homeward Path

Emeria, The Sky Ruin

3 Plains

Path of Ancestry is good for tribal. Reliquary Tower gives me no max hand size. Homeward Path protects me from effects that take my creatures. Emeria, The Sky Ruin lets me cheat back in dead creatures, and the Plains are added to support Emeria.

Cards for later

expensive, but maybe at some point:

Teferi's Protection

Karn, Scion of Urza

Vedalken Orrery

Sublime Archangel

Azusa, Lost but Seeking

Qasali Pridemage

maybeboard:

Debt of Loyalty

Reconnaissance

DarkRepulsor on Scion of the Ur-Dragon EDH

1 month ago

yes, one time an opponent stole my Karrthus and i suddenly had to face Karrthus, my Ur-dragon and an Utvara Hellkite against me. Desaster is the right word for that!

But you can have the effect of Karrthus on Homeward Path. When other decks steal, reanimate and so on ist the dragon deck in most cases the best target. With the path you can bring them back. Perhaps then would a Sylvan Scrying good. Searches you a land, and in the late game you have access to your utility lands

Daedalus19876 on I Will Survive | Varchild EDH

1 month ago

I wrote you a huge, detailed comment... then my computer crashed and erased what I'd written >.< Given that, I'm going to write it out as essentially bullet points and if you have any questions or want clarification, I can give more detailed thoughts :)

Let's start with the landbase. I'd cut down until you mostly have Mountains, and rebuild from there. Lands you may have missed: City of Shadows, Safe Haven, Command Beacon, Nykthos, Shrine to Nyx. Lands I'd definitely cut: Desert of the Fervent, Field of Ruin, Forbidden Orchard, Forgotten Cave, Homeward Path (your opponents will get the Survivors back...), Temple of the False God, and possibly Valakut, the Molten Pinnacle. I'd run as many basics as possible, then play Ruination, Extraplanar Lens, etc.

Beyond that, I still don't see Blades of Velis Vel! ;) I'd also run Mana Crypt, if you can fit it in the budget (T1 commander seems GOOD for this deck). I am a huge fan of Mana Geyser in mono-red, as well as some free pump spells for Varchild (such as Blazing Shoal and Downhill Charge). You could also devour all of your Survivors to Descent of the Dragons...heh. Perhaps Conjurer's Closet to steal Survivors every turn?

In terms of cuts - I'm not really convinced by Bloodforged Battle-Axe or Humble Defector here. Solemn Simulacrum also is always one of my first cuts in this sort of deck.

I hope this helps! :)

Cippo on Kozzy's Colorless EDH

1 month ago

Digging the land choices. If you're looking for some more utility I'd suggest Inventors' Fair, Homeward Path, Rogue's Passage, Scavenger Grounds, and Tectonic Edge. There's nothing like turning Expedition Map into a swiss army knife.

I also think Maze of Ith would be hilarious. Trigger Annihilator 4 and then untap him for a 10/10 blocker haha, obviously has a lot of defensive uses while you're gearing up for big plays too.

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