|Commander / EDH||Legal|
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|Commander 2017 (C17)||Common|
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Path of Ancestry
Path of Ancestry enters the battlefield tapped. : Add to your mana pool one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1.
Path of Ancestry Discussion
1 day ago
There's a couple others you should consider.
Shadowblood Ridge = OG Filter
Arcane Sanctum = Tri-Land
Crumbling Necropolis = Tri-Land
Frontier Bivouac = Tri-Land
Jungle Shrine = Tri-Land
Mystic Monastery = Tri-Land
Nomad Outpost = Tri-Land
Opulent Palace = Tri-Land
Sandsteppe Citadel = Tri-Land
Savage Lands = Tri-Land
Seaside Citadel = Tri-Land
Ash Barrens = Cycles for any color of mana which you can play untapped.
Mirrodin's Core = Comes in untapped. Can give you any color of mana the very next turn.
Vivid Crag = Vivid Cycle
Vivid Creek = Vivid Cycle
Vivid Grove = Vivid Cycle
Vivid Marsh = Vivid Cycle
Vivid Meadow = Vivid Cycle
4 days ago
I am considering removing Forge of Heroes , Path of Ancestry , Thespian's Stage , and Exotic Orchard for Reflecting Pool , Mana Confluence , and Urborg, Tomb of Yawgmoth to have better mana fixing. Fetches could work to get the colors I need but it really isn't necessary 99.99% of the time
1 week ago
Oof. Yeah, I hadn't realized how much that's gone up. Bloody Crucible of Worlds is cheaper these days.
You could replace Sol Ring . /s
Okay, I know that's probably a heretical suggestion, though I prefer focusing on land ramp instead of artifact ramp considering the number of swamp-based boosters/rituals you're running. Sword of Rampant Growth is a consideration - I know you said the deck doesn't want to be attacking often, but I think you have a decent number of bodies that carry the sword well.
Right, possible cuts for Rings . Some of this is more-or-less just me going through a though process. Looking through the cards I started looking at redundancy in functions and some corner cases. So I have a couple curiosities regarding stuff I haven't run in my build:
- With 3 "no max hand size" cards, how often do you have more than 7 cards in hand? Do you deal with enough graveyard removal in your meta that your hand is safer for a card until it's time to use it?
- How often is Temporal Extortion successful in getting an extra turn?
I can see you have a high level of redundancy in important functions, hence the smoothness you mentioned. With as many tutors as you have, I was going to suggest Expedition Map as a possible cut, but having just mentioned land ramp I bet I would have ended up changing it to Wayfarer's Bauble and using another tutor for special lands. I also tend to think that tutors mean you don't need as much redundancy, just backups in case one gets exiled.
Among your redundancies: 3 pacts , 3 Swamp ' boosters ', 3 Swamp ' rituals ', 2 mana ' banks ', 3 'no max hand size'. I'm not saying one of these should be the cut, but it's something I wanted to talk about for a moment because I think it's a space for you to evaluate regarding: how many of each function you need in play at a time in most games and what reasons compel you to tutor for the second or third card of any particular function. I'm not mentioning the tutors because you focus on tutors over draw, so I wasn't going after any of those outside mentioning Expedition Map .
- Example: you might be using only one of a function at a time and the others are backups. In this case, being able to evade removal with a sacrifice outlet (like Claws of Gix or Infernal Tribute for the noncreatures) or Imp's Mischief , and using recursion, could reduce the number of redundancies needed. Maybe taking time to recur is too slow for you meta, I don't know.
- Example: you might be using multiple at a time. In this case you could evaluate how many of any particular function have actually been needed for 80% of games. Let's imagine having one pact in play does an alright job of controlling the board but having two really locks it down - a third wouldn't add any benefit and could be winmore/dead, especially if you can recur the others or dodge removal.
So that's why I can't really just pick out an easy substitution from among those, as I don't know how necessary any area of redundancy is. However, outside of those you could probably go down to 36 lands with the rocks/boosters/rituals you have and replace Path of Ancestry .
1 week ago
Thanks for your reply, lyonhaert!
I suppose that since this deck generally doesn’t want to be attacking in the first place, having given some thought I suppose Plaguecrafter is a better fit for the slot, and, whenever I get ahold of a Vesuva , Path of Ancestry seems like the logical cut. There only being 4 humans and/or minions does cut the chance to scry I suppose. Rings of Brighthearth honestly never slipped my mind but that’s pretty good. I’ll consider that interaction more, and see what else I can do with Rings.
Finally, I haven’t used Sadistic Hypnotist on myself before, but that seems like a pretty top-notch suggestion when I’m starving for spellbook effects and want to have something of mine die. Seems like a fair amount of “if”s but I could see it happening at some time. Deck’s been playing for a while now so really anything could go in terms of the realm of possibility. Lol
1 week ago
Mirage Mirror , one of my favorite pet cards!
I would probably also end up picking Bog Initiate if I were running Ashnod's Altar , too. I ran the pair for a bit, but I'm going a bit of a token fuel route with Pawn of Ulamog / Sifter of Skulls with Dross Harvester and Pitiless Plunderer . Initiate also helps with Ancient Tomb / Sol Ring / Temple of the False God , of course.
Also Vesuva could replace a Swamp, not just one of your nonbasics, because if nothing else it can be a Swamp. But of your nonbasics, Path of Ancestry only supports 4 of your cards, including Chainer, for only a rare scry 1. Has Ash Barrens been useful? I run fetchlands because of Rings of Brighthearth and it would turn that into ", discard Ash Barrens: Search my library for 2 Swamps and put them in my hand, shuffle library".
With three sources of "no maximum hand size", do you ever aim Sadistic Hypnotist at yourself as a discard outlet, or do you just not encounter a need to pitch something from your hand?
2 weeks ago
Hey, nice looking deck! I noticed you helped me out a bit with my take on Yuriko (Yuriko WiP) and I wanted to leave some feedback on your list in return.
For starters, I would highly recommend Gurmag Swiftwing . Having evasive creatures with haste is a fantastic way to get the ball rolling again after a board wipe, and the only card I could find that does it better is Nether Traitor which currently runs for about 15 bucks. This one's only 20 cents! Wharf Infiltrator is also pretty nice (although not hasty), and combos very nicely with your plan revolving around Library of Leng .
I'm not too sold on Mana Leak in EDH in general, especially in a list that wants to be throwing out a bunch of creatures early and not really wanting to pass turn 2 without some type of creature out. As a replacement, I would suggest adding in a few more 3-drops, as that slot is looking pretty light for how many awesome cards you can put in there. From evasive creatures such as Neurok Invisimancer or Shadowmage Infiltrator to some value generators like Thada Adel, Acquisitor and even a way to directly tutor out your Arcane Adaptation through Perplex , there's a lot of options that can go in the 3 slot to make sure your curve never lets up. One of my personal favorites that I'm trying to find a spot to fit into my own list is Quietus Spike , which can quickly close out a game with all of your evasive creatures. Dimir Keyrune I feel also deserves a spot as a mana rock that you use in the early game that transitions into a near-guaranteed proc for Yuriko whenever she dies in the late game.
Another recommendation I have that also helps to keep the cost down is throwing in Liliana Vess over Diabolic Tutor . This is not only cheaper, but also has a stronger proc off of Yuriko as well as giving a continuous source of tutor-to-the-top effects to hopefully keep slapping your opponent for 8-10 damage a turn. Her +1 is also pretty nice if you're trying to hate out a specific player, and her ultimate is game-winning if the match goes on long enough.
Another fun card that I'm in the process of testing out is Shirei, Shizo's Caretaker I'm not sure how valuable it is to bring back all your little guys if they get removed, but it could help with blocking if you needed to chump out some larger threats.
For landbase, I think that a Rogue's Passage could help in times where there's no safe time to swing in with some of your ninjas, and still functions just fine as a land when you don't want to pay 4 mana for something like that. Halimar Depths has good synergy with all of the top manipulation in this style of deck, and is definitely on the cheaper side of nonbasic lands. This is similarly true for Temple of Deceit and Path of Ancestry , but those are a little bit pricier. Lastly, Faerie Conclave can provide an evasive creature for your ninjas in a pinch, and you don't lose much for including it either.
Hope you find success in your matches!
2 weeks ago
Great looking deck you have here!
I really like the idea of Goblin Wizard because he helps to dodge counterspells for clutch creatures like the lords or Krenko, but he can also save a lot of mana on things like Goblin Goliath since rather than cast him you can put him into play and have mana left over for using his damage doubler. I think to really make the Wizard work best is to get Goblin Lackey and/or Warren Instigator for some redundancy of the freecast effect, but you can also chain T1 Lackey into a T2 Wizard into a T3 Goblins (x2) just for the original cost of the Lackey. I think I'm going to add the Wizard now...
Speaking of Goblin Goliath as you probably already know he has bugged Legality which is why your deck is showing as not legal for the format. What I discovered is that decks that are flagged like that also don't show up in deck searches for that format. To get your deck more visibility I would suggest moving it to the Maybeboard and using an equally costed placeholder for him so your deck shows up again. I had Goliath in for months before I realized my deck wasn't showing up anymore :/
I think the only vital Ib-related card you are missing is Soul-Scar Mage . Its only non-bo is Repercussion (creatures wouldn't be dealt damage anymore, so nothing to carry over to the player), but otherwise it makes every exploded Goblin much better. It also improves the potential of Blasphemous Act so it can permanently maim say an Emrakul, but it can also kill Indestructible creatures. The number of counters can also be doubled with the damage doublers in the deck, as you can choose to have the doubling resolve before the replacement effect does.
Your landbase looks good, and I like the inclusion of Path of Ancestry . I miss having fetches and have started to add them back in, because they also help a lot with Scroll Rack / Sensei's Divining Top , Experimental Frenzy , and the Surveyor's Scope .
I've been considering adding Goblin War Drums for a while now, and after reading your list last night and walking through a bunch of combat ideas, I am definitely going to make some space for it. Not so much for the free shots at players where the Goblin doesn't die (why Blood Moon + Goblin King is so good), but also the idea of having a very tiny Nemesis Mask effect spreading blocked damage (and Repercussion damage) to at least 2 creatures. I think it even makes Goblin Sledder better by proxy just because you get more Goblins through unblocked sometimes.
I really like the effect of Vicious Shadows but the CMC always turned me off. I've never actually ran it though, so it may be better than I think just because I see how leery people would be of boardwiping, and that's half the struggling in my meta anyway, rebuilding after wipes. Boggart Shenanigans would be the budget CMC version, but it also has the more budget effect.
You'll have to let me know how you like Ashnod's Altar in place of Phyrexian Altar . I don't think either one is the only choice, I just think it depends on your high end spells. Now that I am thinking about it, I don't need the red mana out of Phyrexian all that often (it does allow me to sac all my lands with relative comfort), but Ashnod's would make it easier to get out the larger creatures, the Vicious Shadows, get a Chancellor of the Forge or a Kindred Charge back in, etc...
So I'm not kidding when I say I didn't even realize Massive Raid was an Instant until I read this, haha. I just knew I wanted another Goblin War Strike and Massive Raid is the next best one. Looks like it is even better than I thought! Saccing mountains and killing, blocking attacks, and then killing someone with Raid all on their turn just sounds awesome.
That's all I can think of right now. I still am really happy that you've built out the deck! 2 years ago when I started working on it and no one thought Ib could command anything but a chaos deck I never thought it would get to this point.
If you have any other questions or ideas, let me know!
Path of Ancestry occurrence in decks from the last year
Commander / EDH:
All decks: 0.12%
RBW (Mardu): 0.72%