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Homeward Path Discussion
3 hours ago
1 day ago
Hey! I am interested in your Sliver Hivelord, Homeward Path, and Syphon Sliver. My Coffers is from Torment and is in LP to NM condition. And if you have some lands I may be interested in then sure! The main stuff I am looking for, for my sliver deck can be found here
5 days ago
Thanks for checking out my list!
- By running pretty much all of the non basic tutors (though I do want to swap out Realms Uncharted for an Hour of Promise so I'm not giving any choice to an opponent), grabbing Cradle isnt hard. From there mana isnt a huge issue unless wraths are a thing, which in my typically 1v1 meta isnt really. In multiplayer I could probably swap some of the artifact hate out (relying on the other 2 players to help on that front), to include some of the heavier hitting ramp spells.
- Kinda the same. Since my combos unfortunately need a lot of slots, I've had to cut somewhere. 37 lands is still plenty. Getting screwed doesnt not happen, but its not frequent. At least from my experience. Maybe variance will rear its head and I'll get my comeuppance with a long streak of being screwed.
- I do plan on getting a Taiga in the near-ish future, funds are a thing at the moment though. This is my actual paper list, one of the big reasons why I havent posted it to that tapped out tier list as an example to bump them up to tier 3. I understand the combo is janky and too slow for high end play, but from my experience the tier 4 description that starts with "weak" doesnt apply either. If cedh fast combo decks are defined as turns 3-5 wins, this deck is easily in the 5-7, sometimes 8 range. Thats not weak, its just not the strongest either. On the times I have done multiplayer the deck has done surprisingly well even at tier 2 tables (even before I got my cradle), but I also understand variance from meta to meta is a thing so I'm not aiming exceptionally high on that front. 3 feels right, but again this deck isnt technically fully optimized.
- Vesuva is in the side board, and I have used it. It does find a place in the deck, right now the Stage is doing a bang up job for me though.
- Yes, as explained in one of my sections the wilds and expanse are place holders for the big daddy fetches. Again, funds.
- Ghost Town... I see that as using Gruul Turf's slot as it bounces itself, even though you run both (you run more lands in general). But the turf generates more mana and its colored, so imo its better. I'd need to playtest to change my mind on that. Maze of Ith... my typically 1v1 meta is against another combo deck, Arcum. Arcum doesnt attack, so thats probably maybe board material and meta dependent. Homeward Path is nice though. Worth considering if I get into more multiplayer games against more control decks or that surprise blowout in red. Wasteland... I have Strip Mine, currently dont feel like I need the redundancy. I feel a lot of these may be meta considerations to be honest.
Looking at your list, your average cmc is much higher. That may be where your mana concerns for my deck come from. It may not seem like much, but the difference between 4.1 and 2.71 is absolutely monstrous; even at the 3.2 my deck once was at I felt it was way too slow, and even though Hour of Promise is better than Realms Uncharted part of me really loathes the idea of increasing my average cmc by even that small amount.
You also seem to have gone for a much stronger land destruction package, presumably to slow everyone else down so your average cmc isnt as big a hurdle. I've thought about going that route too, but decided to make the janky combo as good as it could be. I just dont have the space to do a land destruction/control package proper imo.
Again, thanks for stopping by!
5 days ago
Cool to see a completely different take on Mina and Denn. Inspiring to see a combo-oriented version!
There are a few things that I noticed when browsing your list. Perhaps there are some thoughts there that are helpful to you.
- You run quite a low amount of cards that fetch you multiple lands from the library. I wonder if you get enough lands consistently to get the deck started or make use of mina and denn's ability.
- Also, your land count seems quite low, especially for a land deck, and also considering 2 of your lands don't generate mana.
- I noticed that you run some 2-color producing lands (Fire-Lit thicket and grove), while you are only running 2 out of a possible 4 dual lands. That's 2 more potential mountains you miss for Valakut synergy. Vesuva can also be amazing with valakut, especially when you scapeshift while valakut is already in play.
- I would cut evolving wilds and terramorphic expanse for normal fetches, Blighted Woodland, or even Mountain Valley as that can also get duals.
- Other lands I hoped to find but were missing are: Ghost Town, Maze of Ith, Homeward Path, and Wasteland.
Have a look at my list if you are interested. Curious to hear your view on it!
6 days ago
That's my bad, I thought Homeward Path untapped as well.
I also took another look at summoning sickness rule, I always thought creatures only cared about when they were played, but they care about how long they've been controlled. That said, if you activate Path at end of your opponent's turn, you'll have Defector untap, and he will lose summoning sickness.
6 days ago
@StopShot is right about Homeward Path and Humble Defector. The Humble Defector stays tapped as he's passed from player to player. He only becomes untapped at the beginning of a turn or if an ability makes it so
Also, even if he does become untapped; he does not have haste. Two cards to reference would be Control Magic and Act of Treason. Notice how the red card specifically mentions untapping and granting haste. A creature which is stolen via Control Magic or taken back with Homeward Path cannot attack or utilize it's abilities the turn it comes under your control
Anywho, as to the original question, have you included Tymna the Weaver in the deck? She has a rare ability for orzhov creatures
Also, I use Isochron Scepter and Tainted Pact as an engine in one of my decks. Neither card is specifically in the deck to be used with the other, but when they are paired together it's music to my ears. I wouldn't suggest running Isochron Scepter unless you have 10-15+ relevant instants to use with it. Nobody likes dead draws
Above all, have fun!
6 days ago
Tap, draw two, give to opponent
Tap Path, get control of Defector, tap again to draw more cards.
If you can get something that let's you untap Path each turn, in a 4 player game you can draw 8 cards a turn.
My suggestions are:
Vampiric Rites, combos with Alesha
Promise of Power, but it's a one off
Queen Marchesa, but you have to protect yourself or lose Monarch
6 days ago
Hello, I'm looking for ways to draw more cards in . I'm trying to find effective two-card draw engines, basically any 2-card synergy that can repeatedly draw cards every turn. As a reference I am only looking for card draw engines that would draw more cards than simply playing Phyrexian Arena would, because why would I need two cards to do what 1 card already can?
I've made a list of card engines I'm currently utilizing, and another list of ones I've considered, but wouldn't fully commit to. I'd like to hear some fresh ideas or second thoughts on what I've laid out.
~Draw Engines I'm already running:
Necropotence = Pay 7 life, draw 7 cards. Obviously the best.
~Draw Engines I've considered, but felt underwhelmed by:
Aggressive Mining + Drownyard Temple = A repeatable draw 2 for 3 mana is fine, but the restriction I can't play lands is detrimental and may not make up for the value produced. I also couldn't play it right away until I have enough lands in play to last me the game.
Aggressive Mining + Herald of Leshrac = Bonus points that my commander is Alesha, the only issue is while the combo is so evil that it will draw hate from across the table, the demon's culumative upkeep is too slow to effectively be oppressive.
Mind's Eye = Tends to get targeted and removed just as easily as Necropotence. Unlike Necropotence, Mind's Eye costs more mana to put on the field and can be removed before you make any advantageous card draw off of it.
Norin the Wary + Mentor of the Meek = Practically a creature version of Mind's Eye for one less mana and in addition I can use it to draw on my turn, however; I find draw engines using creatures tend to get removed more easily than those that use artifacts and enchantments, and that disruption can make this one impractical.
Humble Defector + Homeward Path = Same issue with the last draw engine mentioned. Creature-combos tend to be removed more easily, and in addition, this combo is limited to two cards per turn and usually I have to wait until my next turn to get started since Humble Defector will likely have summoning sickness.
Well of Lost Dreams + Words of Worship = While there is a slew of life-gain cards to choose from, none of them seem as practical or as reusable as Words of Worship . The issue sort of amounts to a combination of small issues being; it costs 7 mana to get both pieces on the table, it can only be started (mostly) on your draw step, and you got to pay a minimum of 4 mana just to draw 1 card more than Phyrexian Arena would which can be pretty harsh for a start-up tax.
Tower of Fortunes + Thran Turbine = While the turbine can be switched with Sol Ring or Mana Crypt, it tends to beg the question why not run both or all three? Essentially your 1 or 0 cost artifact helps by making the activation cost from 8 to 6 which is much more reasonable for drawing 4 cards, yet still as costly. Braid of Fire may be considered instead, but you'd need to wait 3 turns after playing it just to make 1 mana more than the Thran Turbine to make a difference. Mana Flare can also be used instead to practically make the activation cost 4 mana, but it gives your opponents a ridiculous amount of mana to use which can be too severe of a drawback.
Sensation Gorger + Runed Stalactite = Unless you're already running a Goblin or Shaman tribal deck, revealing a creature card on your upkeep will result in discarding your hand and drawing 4 cards, plus the additional card you'd draw on your draw step. The three issues with this set up are; if your opponent(s) like their hand removing this will become their top priority, if your opponents have no hand or useless cards in hand this may restock them with what they need faster, and lastly there's always the possibility you might not reveal any creature cards for turns and turns to come unless you're running a creature-heavy deck, and even then you can still top-deck a land.
Kurkesh, Onakke Ancient + Sensei's Divining Top = This works similar to how Sensei's Top works with Future Sight, but not as good. Essentially you can tap the top to draw a card and copy the draw ability with Kurkesh so you can draw a card and the top again. This allows you to pay 2 mana to draw 1 card as many times as you'd like. Do note though creature draw engines tend to be more weak since creature remove and boardwipes tend to be prevalent.
Invasion Plans + Infiltration Lens = It might be a three card draw engine since you need Infiltration Lens equipped to a creature, but it doesn't matter what creature it is preferably one without flying though. Because Invasion Plans says the attacker chooses blockers you can have your equipped creature be blocked by all creatures an opponent controls, which will trigger Infiltration Lens for each creature that blocks. That means if your creature is blocked by 3 creatures you'd draw 6 cards. The main issue with this draw engine is it depends strongly on the number of untapped creatures your opponent controls. Invasion Plans can also leave you open to large beaters since it can allow your opponents to have you block only their smallest creature or force you to make unfair trades in combat.
Sensei's Divining Top + Darkblast = This isn't so much a draw engine as it is an effective top deck filter. Sensei's Divining Top suffers from the fact you're stuck with whatever the top three cards of your deck are. Luckily Darkblast tends to mitigate this with its dredge 3 as well as being easily disposable to put back into your graveyard for further use. While these two won't net you any extra cards it should be noted that both pieces can be pretty hard to remove on their own and may get you to your more valuable cards faster, so I felt it was worth a mention.