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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
6 hours ago
I like your deck, however I think you need to take some precautions against those nasty players that are in the habit of stealing your stuff :) Because should a player circumvent your counters and steal him, then what? At the moment all you can do, is rely on bounce (Cyclonic Rift or Unsubstantiate) to get him back, because you have no spot removal, mass removal or anything else to get him back.
I think your deck could survive without its commander, but just in case, I'd add something like Lightning Greaves or Homeward Path. Ow, I'd really recommend adding some more draw too :):) There isn't a better color combo for that than blue and black.
8 hours ago
ticked-off-squirrel Second that, its difficult to find these cards and finding one that only hits opponents is nearly impossible ha
Daedalus19876 This like any red deck has a card advantage problem and loses steam. So Ghirapur Orrery and Avaricious Dragon were added to let me dump my hand each turn. I have not considered Gemstone Array but I am now! Storing that extra mana sounds great.
D1beast I cant add the Braid. That only works on upkeep and drains right away. Dont have enough instants or creatures that would be able to use it. mastermew Does that make sense? Only works during the upkeep?
15 hours ago
Homeward Path is a must add because you run blightsteel and eldrazi titans.
Gamble is the best tutor in red. you should run it.
nice deck +1
1 day ago
Themes Blue/White Good Stuff UWgud Stax Your things cost less, theirs cost more. ETB Mill Pillowfort
Cards to cut or just don't do enough Slow Motion, Stormscape Familiar, Select for Inspection (too Specific), Etherium Sculptor (Not justifiable), Mindshrieker, Burnished Hart (Look, we all love this stupid Elk, but he sits at a slot where you need to have around that much mana up for counter spells. You really only want to be spending that type of mana to reduce your costs or increase opponents costs or stop them from attacking you. Else, counterspells. Two mana ramp is what you are looking for, ideally, not six spread over two turns), Jace's Archivist(I like this card a lot, and I think it's great with things like Thousand-Year Elixir, but realistically you want to be sculpting the perfect control hand all game rather than tossing it away.), Rhystic Study(Great card, but not $8 great. Mostly priced based on popularity. Budget choice for you, you don't need it). Temple Bell (Fun card, but too beneficial for your opponents. Don't spend mana to speed other's race, that's the opposite goal of the deck.), Cataclysm (I don't see why you have this other than as a combo with As Foretold.), Entrapment Maneuver, Hindering Touch, Leave in the Dust, Sleep(Only beneficial against creature decks), Psychic Spiral(You have to devote yourself to wheel for this card to work well, and wheel arguably doesn't help your deck.), Sunder(This combos only with As Foretold), Isperia, Supreme Judge (Costs six, his only creature decks, they don't have to attack you, there is better card draw.), Sphinx of Magosi, Silent Sentinel (Requires attack and arguably not enough enchantments).
You have a pretty decent Stax and 'Don't touch me there' package going on here, but not a whole lot of direction other than that. Some mill, some land destruction, but no real win-cons. If you want to have a serious mill win con, you can take out a little of your protection package and focus it on ETB effects and pair with a card like Altar of the Brood. Is that enough justification? I don't know, but ETB effects can be very strong and already seem like a small sub-theme. You would have to make more serious cuts for it. You definitely need to upgrade your mill-win con to be more flexible if you intend on winning that way. Sitting down at the average CMDR table of at least sum(4) means that you have hundreds of cards to whittle away. Some suggestions:Aforementioned Altar of the Brood, only for considerationSands of Delirium, Memory Erosion, Jace's Erasure, Sphinx's Tutelage, Increasing Confusion, Hinder/Spell Crumple + Tunnel Vision is a particular jank combo favorite of mine. Really you want stuff that hits early and doesn't require any further effort so you can pillowfort yourself, or are huge sinks for the late game push.
If you are looking to remove some pillowfort and upgrade your stax package, check out Brago, King Eternal, Paradox Engine, Static Orb, Tangle Wire, Torpor Orb, Smokestack, Trinisphere, Thorn of Amethyst, Meekstone, Clock of Omens (This is especially useful), Dovin Baan, Inspiring Statuary.
Also, you should take out all land destruction since you don't have a real way to take advantage of it. Even with a couple of your reductions, the green player/ Mizzix player will get on board faster and annihilate you out of spite.
Also, the deck only has mill as its win-con thus far, which is tenuous at best even in the most refined EDH decks. I suggest you put some of the not-so-flashy-feels-bad-win-cons in this deck such as Approach of the Second Sun, Azor's Elocutors, Laboratory Maniac, etc.
Also, after above edits, you only have three board clears by my count. Even if I'm off, you want around 7-10 for a deck of this style that covers a multitude of fronts. Most board-wipes are just creature based, but you should include ones like Akroma's Vengeance, Consulate Crackdown, Planar Cleansing, Nevinyrral's Disk. Things that can be instant speed are also great like Rout and Evacuation.
Your land base needs a pretty big update as well. You should really only be running 10 or less of each basic for a dual colored deck, though not as important for three and up decks. But, you have quite a few double-symbol costs that your cost reduction can't affect.Fixing lands Coastal Tower, Meandering River, Evolving Wilds, Terramorphic Expanse, Azorius Guildgate, Sejiri Refuge, Tranquil Cove, Prairie Stream, Exotic Orchard.
Hope this helps! :)
2 days ago
Since you say you're the early threat and one opponent holds countermagic for you, may I suggest Autumn's Veil? Playing my Titania, Protector of Argoth deck I win countermagic wars with it... they always keep just enough mana open for Cryptic Command or Mystic Confluence. They never expect it!
I have the same problem with Titania, Protector of Argoth in that I attract early attention and the attention of the table. I have yet to find an appropriate solution (either with cards or politics).
I approached Omnath (with little success, so please take this advice with caution) using free or super-cheap ramp spells that can be activated the turn I cast Omnath: Sakura-Tribe Elder, Dawntreader Elk, and Perilous Forays. I noticed you already have the Forays in the deck. If you want more Landfall triggers and the ability to find Homeward Path at a moment's notice, then Crop Rotation is for you. I'm waiting for the day I can settle on a R/G commander, then pull out an instant-speed Kessig Wolf Run or Winding Canyons.
Speaking of which, if you have the extra mana then Winding Canyons allows you to force the control deck to react at a time of YOUR choice (instead of the other way around). Yeva, Nature's Herald also allows the same, but in a much more limited fashion.
However I don't know if any suggestion I've made is as good as the card it would replace in your deck.
3 days ago
It returns to the control of the player with the most recent control-changing effect in place, or it's owner if there isn't any. There is actually no technical difference between auras like Mind Control and other control-changing effects, as the aura's effect doesn't "overwrite" anything (or otherwise, you wouldn't be able to steal it with Act of Treason in the first place). The only difference is that the control-changing effect doesn't last until end of turn, but only as long as the aura remains attached.
To give an example:
- player B casts Bribery, pulling any random creature from player A's deck. This control-changing effect lasts indefinitely.
- on player C's turn, they cast Mind Control on that creature, taking control over it. Bribery's control-changing effect is still in place, but overwritten by the more recent Mind Control effect.
- on player D's turn, they cast Act of Treason on the same creature. Again, both previous control-changing effects are in place, yet Act is the most recent, so it takes precedence. In the cleanup step, control of the creature returns to player C (who's Mind Control is now the most recent active control-changing effect).
- On player A's turn, they activate Homeward Path's second ability, creating a control-changing effect for all creatures, which also lasts indefinitely and is most recent, so even though Mind Control remains attached, it doesn't do a whole lot at this point.
5 days ago
No problem! I had some good help from the competitive guys I play with locally. (The guy that has the Jeleva deck said it cost him about $12,000 to get it all foiled...he's also insane and works for a law firm...but he always has the #1 deck at any table and rarely loses a match.)
Ideally, you'd have enough mana to just re-cast Yisan after killing him. Personally, I prefer the Homeward Path, Boots, Greaves and Sabertooth since they keep the cost down.
Seedborn Muse is one of the most broken cards for Yisan to make use of, and gives you access to Yisan and friends every turn. The deck becomes super-responsive and you can always wait for their end steps or hold Yisan's ability to respond to problems and it made me feel like the Greenest Blue player ever to play Magic. Just be sure to stay on top of your triggers because there's a lot of them!
Temur Sabertooth became one of my most-favorite cards in the deck though. I was able to bounce-and re-cast Craterhoof Behemoth an infinite number of times with him and have no idea how much damage I ended up punching everyone with. Needless to say, they all DEFINITELY died to combat damage...
6 days ago
Control Magic applies a layer to the enchanted creature that reads "The controller of Control Magic controls this creature, as long as Control Magic enchants this creature".
Homeward Path applies a layer to all creatures on the battlefield that reads "The owner of this creature controls this creature.
According to 613.2, all continuous control effects (all effects in layer 2) apply in timestamp order. So in determining a card's controller, first we apply the Control Magic layer, then we apply the Homeward Path layer. Since Homeward Path's layer is last, it overrides all layers beneath it.
If there are multiple layers of Control Magic, they also apply in timestamp order. The last control affecting effect to hit the creature takes precedence over all others.
Fun fact: the Homeward Path layer is not removable from a game object. Every time you tap Homeward Path, all creature permanents gain another layer of Homeward Path. They retain this layer as long as they exist.