|Commander / EDH||Legal|
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|Commander 2016 (C16)||Rare|
|Commander 2013 (C13)||Rare|
|MTG: Commander (CMD)||Rare|
|Promo Set (000)||Rare|
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: Add to your mana pool.
: Each player gains control of all creatures he or she owns.
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Homeward Path Discussion
1 day ago
Some cards I would recommend include, Temple of the False God, Oblivion Sower, Kozilek, the Great Distortion, Sea Gate Wreckage, Pathrazer of Ulamog, Deceiver of Form, Spawning Bed, Homeward Path, and Unstable Obelisk. There's a few more I can think of but they don't come cheap such as Ugin, the Spirit Dragon, Karn, the Spirit Dragon, Ulamog, the Infinite Gyre.
1 week ago
Update: Wanted to make the deck a bit faster, cutting out some "cute" cards, and add some toolbox stuff 1. Primal Growth OUT > Elvish Mystic IN 2. Mulch OUT > Satyr Wayfinder IN 3. Viridian Emissary OUT > Llanowar Elves 4. Crop Rotation OUT > Arbor Elf 5. Solemn Simulacrum OUT > Priest of Titania 6. Crypt of Agadeem OUT > Homeward Path WHY: 1, 3 and 4 are some of the 1cmc mana dorks I want to test at the moment. I'll decide on only adding these because I don't want to change the deck drastically and these are the best ones in my opinion (Given that I don't have a Birds of Paradise currently available. Primal Growth and Viridian Emissary are slower ramps and they needed to be cut off someday. Crop Rotation is currently out because I don't have a lot of utility lands to search for, and it felt like a weird draw 80% of my games. 2 was an obvious change, really, since Satyr is way better given it's a creature. The only reason I didn't change it before is because I couldn't find that card in my collection since I put it on a forgotten corner after so many whiffs with it. 5 was a bold move, after I counted that almost 1/4 of my creatures are elves, I wanted to test Priest to see how well she performs, although I'm a bit unsure on that yet 6 happened because the crypt never seemed to make a huge difference on table. Most of the time, it was just a swamp that entered tapped, wasting a turn. I know Homeward Path produces colorless, but I believe its effect is worth the for this cost. Besides, there's Urborg, so once that's on the battlefield, at the worst case, we can tap it for black. Best case, we avoid dying to spells and effects such as Insurrection. And since creature stealing is pretty common on the format, I believe that this new addition will work out quite well in our favor.
1 week ago
1 week ago
I know you're not wanting to make this deck extremely competitive. I also don't know if your intent is to buy this deck in real life. But here are my suggestions:
With any Kaalia deck, you're not only making yourself a target, but you're also putting all your eggs into one basket. If Kaalia dies too often, you will be forced to hard cast all of your spells. And with only 33 lands and 8 ramp spells, that will be very difficult to do. Rose runs 38 lands and 7 ramp spells in his Kaalia deck, and he will still have mana issues. I would highly recommend a few more lands, (closer to 38). And in addition, I would also recommend a few more protection spells including:
Avacyn, Angel of Hope
Cavern of Souls
Maze of Ith Note: I don't count this as a land.
Since you're running Mardu, you're not going to have that much card draw. So In replacement of that I would recommend search cards. That way, once you have Kaalia out, you can use the search card to find whatever creature you want, and put it into your hand before she attacks.
Also, since you will be top decking a lot with little to no card draw, I find that Sire Of Insanity works really well with Kaalia, since you're preventing everyone else from drawing/having a hand.
I noticed you don't have any board wipes, I typically like to run at least 3-5 for emergency purposes. Some good ones are:
Decree of Pain
Wrath of God
Catastrophe is especially good for Kaalia.
There are some other cards that can also help abuse Kaalia's effect such as:
Scourge of the Throne
Helm of the Host
If you do ever make this deck extremely competitive, land destruction is the best way to abuse Kaalia:
Ravages of War
Yosei, the Morning Star
Here are some cards that are just generically good to have:
Archfiend of Despair
Iona, Shield of Emeria
Master of Cruelties
Archfiend of Depravity
Lord of the Void
Windbrisk Heights and Quicksilver Amulet can also help cheat in creatures.
2 weeks ago
If you’re running more than two colors, the filter lands are a must. I would acquire all the iterations of them. If you’re on a budget, the Vivid lands aren’t really expensive and can help fix your mana sufficiently. Then I would grab colorless utility lands such as Reliquary Tower, Strip Mine, or Homeward Path, just to make a few. It’s a neat idea, I’ll think more on it.
2 weeks ago
Dude... Forbidden Orchard is the most hilariously political land there ever was. I have actually won many games from tapping a land and not spending the mana because of it! Homeward Path can be uaed politically too!
Skullwinder and the advocates are also super political!
4 weeks ago
In the end, however, I may regret this decision. We'll see.
1 month ago
Cut the counterspells, only running 2 and having them heavily costed is a waste. Drop Armillary Sphere, Legion's Initiative, Intruder Alarm and Unnatural Selection and add more ramp/card advantage. Stuff like Farseek, Rampant Growth, Green Sun's Zenith, Phyrexian Arena, etc. I would also recommend cutting some more of the vanilla slivers to add some non-sliver based removal. Swords to Plowshares, Nature's Claim, that kind of stuff. Homeward Path is also absolutely worth a slot.