Homeward Path

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Pauper Legal
Leviathan Legal
Legacy Legal
1v1 Commander 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.

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Homeward Path Discussion

Arkavine on Marchesa, The New Bae

6 hours ago

Toxic Deluge seems fantastic, LGS's havnt had it around. Board wipe that stops indestructible is always nice, with a little bit of life total manipulation for the key dethrone swings. Jokulhaups was something I hadn't even considered before, but it really seems like a game end. Destroying the land and keeping my sticky creatures seems like a victory there.

The talismans are nice, I just cant find a spot for them. Maybe chromatic for one, swap it for the 2 drop to get Marchesa on 3 over the mana fixing.

I like the spot removal though. Having just a little bit to do at instant speed goes a long way. Warp is very flexible and terminate can either drop a threat or pop one of my creatures before an exile / Homeward Path beats out the trigger to keep something.

Took a look at your list, I like parts, other parts just don't have the same goals. If I don't kill somebody with one of their own things, i'm a sad man, so this list is more around the 3 parts of taking, +1/+1ing, and then sacking opponents stuff. One thing I didn't consider however was Fulminator Mage, looks like a good way to cut some people out of colors and add a little bit more control.

Suns_Champion on Neheb Didn't Start the Fire

15 hours ago

Hello! been going around looking at Neheb decks and giving suggestion because that's how much I love him! Love your deck name so immediate +1!

Here's my list for reference: OH LORD JESUS IT'S A FIRE! | Neheb EDH

I think the single most important aspect of a mono red EDH deck is card draw. With Neheb, you having 5 cards late game is almost as good as say, a simic deck with 10 cards. That's how powerful Neheb is. In mine I run 14 ways to draw cards. Have you considered: Chandra, Flamecaller is pretty alright, Grenzo, Havoc Raiser is a creature I know, but he is great with Neheb, as you exile the cards then because of all the damage , you have the mana to cast them; may not be the right fit as you don't like attacking, Humble Defector is pretty good, and again you can give him to the blue deck that already has enough cards, and you can also run Homeward Path as utility, Loreseeker's Stone is good, trust me; you'll always have enough mana for it to benefit you, Prophetic Flamespeaker is nice especially early, risky though if you hit an important card too early so watch out and again you dislike attacking, Throne of the High City and Arch of Orazca might be good as utility land slots, of which you can have a lot.

If you have card draw, it doesn't matter what else you do with the deck because it'll work fine because you're drawing and then ramping with Neheb! These will help with consistency and allow you to win sooner and more often.

So next are some random cards that I've found to be useful: Generator Servant for a turn 3 hasty Neheb, Viashino Heretic for removal and damage, You might like Sizzle, and while I haven't tested Unstable Obelisk yet I think it'll be good.

Most of the cuts I'd suggest appear to be your pet cards so I'll pass on that for now hahah!

Anyway, great deck! Neheb is my #1 Favorite commander so if you want to discus him further let me know; also check out my primer for more ideas!

Suns_Champion on From Your Ashes, I Rise

16 hours ago

Hello! been going around looking at Neheb decks and giving suggestion because that's how much I love him! Saw your comment an another list asking for help to here I am!

Here's my list for reference: OH LORD JESUS IT'S A FIRE! | Neheb EDH

I think the single most important aspect of a mono red EDH deck is card draw. With Neheb, you having 5 cards late game is almost as good as say, a simic deck with 10 cards. That's how powerful Neheb is. In mine I run 14 ways to draw cards. Chandra, Torch of Defiance is amazing if you can afford her, Grenzo, Havoc Raiser is great with Neheb, as you exile the cards then because of all the damage , you have the mana to cast them, Humble Defector is pretty good, and again you can give him to the blue deck that already has enough cards, and you can also run Homeward Path as utility, Knollspine Dragon can be okay to great, is kinda hard to play and costs a lot, Loreseeker's Stone is good, trust me; you'll always have enough mana for it to benefit you, Prophetic Flamespeaker is nice especially early, risky though if you hit an important card too early so watch out, Sword of Fire and Ice if you can afford it does wonders for Neheb, damage and card draw, Throne of the High City and Arch of Orazca might be good as utility land slots, of which you can have a lot.

If you have card draw, it doesn't matter what else you do with the deck because it'll work fine because you're drawing and then ramping with Neheb!

So next are some random cards that I've found useful: Generator Servant for a turn 3 hasty Neheb, Viashino Heretic removal and damage, You might like Sizzle, and while I haven't tested Unstable Obelisk yet I think it'll be good.

Anyway, great start! Neheb is my #1 Favorite commander so if you ever need any help or have questions let me know/look at my primer!

Suns_Champion on Eternal Volcano

18 hours ago

Hi! Love Neheb and glad you're giving him a try! Hope you like him too!

Here's my list for reference: OH LORD JESUS IT'S A FIRE! | Neheb EDH

A lot of the key Neheb pieces are already here. Nice work!

Though I don't see Sol Ring for some reason. I know some playgroups ban it so I don't know :)

I think the single most important aspect of a mono red EDH deck is card draw. With Neheb, you having 5 cards late game is almost as good as say, a simic deck with 10 cards. That's how powerful Neheb is. In mine I run 14 ways to draw cards. Chandra, Torch of Defiance is amazing if you can afford her, Desert of the Fervent, Grenzo, Havoc Raiser is great with Neheb, as you exile the cards then because of all the dmage , you have the mana to cast them, Hedron Archive is just a solid ramp/draw artifact, Humble Defector is pretty good, and again you can give him to the blue deck that already has enough cards, and you can also run Homeward Path as utility, Infiltration Lens is great because either Neheb goes unblocked or you get two cards, Knollspine Dragon can be okay to great, is kinda hard to play and costs a lot, Loreseeker's Stone is good, trust me; you'll always have enough mana for it to benefit you, Prophetic Flamespeaker is nice especially early, risky though if you hit an important card too early so watch out, Reforge the Soul a red staple, Sword of Fire and Ice if you can afford it does wonders for Neheb, damage and card draw, Throne of the High City and Arch of Orazca might be good as utility land slots, of which you can have a lot.

if you have card draw, it doesn't matter what else you do with the deck because it'll work fine because you're drawing and then ramping with Neheb!

So next are some random cards that I've found useful: Generator Servant for a turn 3 hasty neheb, Fortune Thief to not die from your own spells, Viashino Heretic removal and damage, You also seem to need more small burn spells to fuel the big ones, so Firebrand Archer, Flamebreak, Sizzle, stuff like that. I haven't tested Unstable Obelisk but I think it'll be good.

As for cuts: Thermo-Alchemist(firebrand Archer is better IMO), Star of Extinction can be countered by a Strip Mine and doesn't hurt players, Braid of Fire is cool but 75% of the mana is usually wasted, Koth of the Hammer doesn't really do enough and his ultimate isn't all that great, Hellkite Charger's trigger is on atack so you can't use Neheb's mana for it, Combustible Gearhulk seems good but your opponent will always choose the option worse for you.

Anyway, great start! Neheb is my #1 Favorite commander so if you ever need any help or have questions let me know/look at my primer!

ersatz_olorin on False Gods

1 day ago

To the sorrow of all, you did not include the Hondens.

I wouldn't call them "good" per se, but they have a lot of flavor. (Honden of Cleansing Fire, Honden of Infinite Rage, Honden of Life's Web, Honden of Night's Reach, and Honden of Seeing Winds) (also Anger of the Gods)

If you want something more functional, consider Defense of the Heart, Homeward Path to keep your Karona away from someone, and Reflecting Pool/any five color land for more consistency.

Jimmy_Chinchila on Krenko, Mob Boss : Goblin Assault

1 day ago

Goblin Rabblemaster, Metallic Mimic, Obelisk of Urd, Goblinslide, Stoneforge Masterwork, Door of Destinies, Kiki-Jiki, Mirror Breaker, Chaos Warp, Cavern of Souls, Nykthos, Shrine to Nyx, Homeward Path, Dormant Volcano, Smoldering Crater, High Market, Ruby Medallion, Thaumatic Compass  Flip, Buried Ruin, Sea Gate Wreckage, Field of Ruin are some ideas to flesh things out a bit! +1

Keep in mind you can include cards you want but dont have (due to financial constraints) as a way to test them out and see if theyre even worth buying. To keep track you can also include them in the acquire portion (where you can decide whether Card is being put main or side or maybe board) that only you can see, and periodically you can click them to see the TCGPlayer price. Just a thought, I also sometimes put cards I dont own in mainboard (to playtest and avoid repeat suggestions) as well as maybeboard and in description note that cards in both spots arent yet owned.

JuQ on Omnath EDH

4 days ago

You can make a card appear in different categories by putting two tags on the same line this way:
1x Birds of Paradise #Flyers #Ramp

Avoid Fate is a charming card but at the end of the day any other instant that gives Hexproof or Shroud is better because will also work against sorceries and abilities. My favorites: Sylvan Safekeeper, Blossoming Defense, Heroic Intervention and Vines of Vastwood. On the other hand Sheltering Word may be good in your deck with huge creatures.

Your land count is low, does Into the Wilds worth it? Looks like it would be better in your deck Path of Discovery

Vorrac Battlehorns do you really want that bad to be blocked by only one creature? I consider an upgrade to it Loxodon Warhammer, O-Naginata, Horned Helm (instant attaching, yay!) or Chariot of Victory

Greater Good and Life's Legacy are also staples for your kind of deck for card draw.

Homeward Path is another staple, you dont want your guys controlled or reanimated.

Sprouting Phytohydra is another creature I like but you don't seem to be able to capitalize on it in your deck. You already have many big guys on the ground to block whatever they send you. I know it's a deck of hydras but this guy underperforms.

Don't flyers give you a hard time? In my meta I would be kill with flyers with this deck almost every time. With all your mana production Silklash Spider is an auto include, Whirlwind is more efficient but one use only, World Breaker is a decent body with reach with built in disruption and recursion, you may also want to include a single Wastes so you can ramp it if you happen to need the diamond mana, but you dont seem to run land ramp. Speaking about land ramp, do you know Traverse the Outlands?

Tutors are awesome but there is a thing such as too many tutors. The only really crucial creatures to tutor into the Battlefield from the Library are Vorinclex and the Ulvenwald Hydra. Hydras dont like to be cheated into the battlefield because most of them have X in their cost and when you cheat them to the battlefield they enter as 0/0 and die. Therefore, a tribal tutor such as Kindred Summons works poorly with this tribe. If you check a top mono green commander deck such as Daruid: Seton-Storm you will see he only runs like 8 tutors and that's a pure mana production deck, all his druids tap for at leas one green mana because of his commander..Id try to go for more card draw and recursion instead. Seasons Past is quite nice.

Seedborn Muse, Nature's Will, Patron of the Orochi or Bear Umbra for Rude Awakening.

Everflowing Chalice and Yisan, the Wanderer Bard are not as sexy when you can't manipulate their counters.

Song of the Dryads and Beast Within are the best thing you can get as removal in mono green.

joachimjuncher on Rhonas the Indomitable: Larger than Life

5 days ago

I enjoy the mechanics of your deck. I have made a very similar one myself, and have tested out some of the cards you play, and found them wanting. However, that depends always depends on the playgroup IMO.

Viridian Longbow - While this card seems good on paper with rhonas, it has never given me any real value. As rhonas needs to be first equipped and then tapped to do the shooting, -ideally this means that you have a turn 3 creature shooter where you have spent all ressources up till that point to be able to shoot 1 creature at a time, with everything tapped and nothing to block.

Lifecrafter's Bestiary - I have only ever tried this card out in my Karametra deck, but in that extremely creature heavy deck, it was underwhelming, to say the least. What is your experience with that card?

Berserk - You addressed this card earlier, and i will say that my experience with it is highly positive. (I play Pathbreaker Ibex as well) With all the draw spells based on creature power, it turns "the Rhonas 5 card draw" into 10 card draw. (Greater Good, Life's Legacy, Momentous Fall, Garruk, Primal Hunter) Further more, you can slap it on one of the big creatures like Ulamog, the Ceaseless Hunger, or Terastodon and almost insta kill anyone with leftover HP at that point.

Norwood Priestess - Found the Elvish Piper equivalent simply too slow for my taste, I have played around 5-7 games with that dude out, and it has never yielded me anything good. With the amount of ramp cards you play, i would say that this girl could be cut for something more usefull, but ofc, that depends on your own experience as well.

Cards, you might wanna consider:First two, you have already considered and found wanting Utopia Sprawl, Overgrowth. I have tested these cards, and they are overwhelmingly good. Theyre harder to remove than mana dorks, and they provide infinite mana easily with Earthcraft and Cloudstone Curio. Plus you know, they make the Arbor Elf extremely much better.

Temur Sabertooth This dude is underated IMO. While he provides another bounce effect, the protection of your key creatures is legit and should be a higher priority i think. With some of the mana doublers in play, he also goes infinite. And he has the added benefit of activating your Rhonas for a measly 4 mana.

Rings of Brighthearth - While Rhonas himself has an activated ability, it is not said ability yo usually wanna copy. Fetchlands turn into 2 lands instead of one, Thousand-Year Elixir Wirewood Symbiote Quirion Ranger untaps Selvala, Heart of the Wilds or the like twice. Garruk, Primal Hunter Throws out two dudes, or draws 10 cards. Plus if you insist on running your Longbow shooter, there you go -> boom boom.Aaaand you know, Deserted Temple plus any high producing land (also insert Overgrowth right here) = infinite = kill = win

Homeward Path - I have found, that while having an indestructable commander is all well and good, the worst thing that can happen to this deck is that someone else steals the fucker. In your deck you only have your big eldrazi girl, to get him back (i.e. to command zone then recast]. But it depends on the playgroup i think. In any case it is tutorable with any of your land tutors.

Surrak, the Hunt Caller Another haste enabler, which i have found myself tutoring for loads of times to enable combos. He activates Rhonas, and Rhonas in turn activates his haste ability. also. throw out 10 dmg turn 3 is always good for pressurering controldecks.

Yavimaya Hollow I love this land, as I will often see players trying to mess with the key mana producers. It is a solid card, and will give you a bit more resilience.

Elvish Archdruid I know that you have at some point considered this card. And let me tell you, consider it until you put it in. Do not think of anything else, just do it. Fulfill your dreams and do it. It is cheaper than the Channeler, and provides another easy way to win the game.

In all I liked your take on Rhonas, and it look very very much like my own. I have played it in 1on1 Commander and consistently take wins away from aggro and control. The only deck that has the number on Rhonas is Queen Marchesa control. That burns all lower creatures, and sacs Rhonas in a neverending cycle of dominion over our green dorks. Which makes this deck entirely too slow without the added benefit of small dudes.

You have received an upvote from me. Good Job.

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