Path of Ancestry

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Pauper Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

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Set Rarity
Commander 2017 (C17) Common

Combos Browse all

Path of Ancestry

Land

Path of Ancestry enters the battlefield tapped. t: 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.

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Path of Ancestry Discussion

StopShot on Oros the Revenger

2 days ago

@girlyvader If you're having troubles with consistency in your mana-base there are ways too improve it, however it's not always cheap to do so. Having all 3 OG dual lands and shock lands help out a lot, but to complete the package you'll definitely want to include the other 5 fetch-lands: Flooded Strand, Polluted Delta, Scalding Tarn, Windswept Heath and Wooded Foothills, as these can all search for your dual lands and provide greater consistency.

That said they are still rather expensive, but there are some cheaper inclusions that I would argue fit in just as well. Those cards being the match-lands: Isolated Chapel, Dragonskull Summit, and Clifftop Retreat as well as the filter lands: Graven Cairns, Fetid Heath, and Rugged Prairie. These lands are much cheaper and have done an excellent job color fixing my deck as well as reliably entering untapped. Furthermore Ash Barrens plays excellently with getting colored mana the turn you need it and Path of Ancestry while meant to be used in tribal decks reads exactly like a second Nomad Outpost that occasionally might let you scry off your commander. Both those two lands will greatly improve your access to colored mana.

Lastly if indestructible weenies are giving you grief I'd recommend in adding Slaughter the Strong. It won't remove all the creatures but it will remove armies and big creatures as well as by-pass indestructible as this wipe forces the creatures to be sacrificed. Toxic Deluge can also work in the same manner as well.

I normally run into all kinds of problematic situations in the various play-groups I've played in, so if something is giving you problems I might know of a few good solutions for it.

StopShot on Alesha, Who Smiles at Extra Combat

3 days ago

Hmmm, I could think of a few ways to up-tune this deck if you'd like your combat phase to be a little spicier.

Akroan Hoplite I would swap for Eidolon of Countless Battles as it's power and toughness are equal to the number of creatures you have, not just the attacking creatures.

Archetype of Aggression has three power so it can not be recurred with your commander. Since most of your creatures have 2 power giving them trample is not the greatest keyword ability you could give them. Instead I think Goblin War Drums could give your creatures more of an edge and damage output instead.

Armored Transport is alright, but Everdawn Champion would be a good upgrade as you can also use the champion to block without it dying, and it doesn't die to artifact removal.

A better card for Ashmouth Hound would be Benalish Cavalry as it has one more toughness and it decreases the blocking creature's power as well. This makes the Cavalry better as it is much more likely to survive in combat unlike the Hound.

Attended Knight is alright, but a stronger inclusion would be Blade Splicer as it puts more power on the board for the same mana, and if the Splicer dies, recurring it multiple times produces bigger tokens than the Knight.

Battle-Mad Ronin can be a 3/3 for 2 mana, but when it's not blacked it doesn't do a lot of damage to your opponent, and sometimes you are forced to attack with it when it would not be preferable to do so. War-Name Aspirant would be more preferable, as you get a 3/2 with an added ability that makes it harder for your opponent to block it. It also doesn't have to attack each turn so you can use it to block if needed.

Capashen Knight is alright, but if you're short on mana to pump into him he can be rather ineffective. A reasonable replacement would be Knight of Grace which should easily be a 3/2 first strike if you or another player have a black card or creature on the battlefield. Having a constant 3-power first strike creature would be the equivalent of paying 4 mana into the Capashen Knight every turn. Plus the Knight of Grace has one more toughness and hexproof from black so it's much harder to remove as well.

Devoted Retainer's Bushido can make it a 2/2, but Isamaru, Hound of Konda would be a strong inclusion as it's always a 2/2 which means it would deal more damage to your opponent when not blocked.

Dragon's Eye Sentry can be a sizeable 1 mana defender, but I think this deck would enjoy Snubhorn Sentry more as most of the time it will be a 3/3 for one mana that can also attack.

Kiln Walker is a standard 3 mana 3/3, but a better card to run would be Nighthowler as having just 3 creatures in any graveyard makes it just as big all the time rather than when only attacking. In commander graveyards tend to fill up fast so the Howler will always be larger and larger as the game drags on.

Paragon of Fierce Defiance, Paragon of New Dawns, and Paragon of Open Graves do provide anthem effects, but since their anthems are limited by color of creatures you won't always get the paragon you need to buff up your whole team. Instead I would recommend running Angel of Invention, Ravos, Soultender, and Drana, Liberator of Malakir as they all can pump up your creatures regardless of color restrictions.

Pulse Tracker has a unique effect however you may want to switch it out for Vicious Conquistador as it is the same exact card, but with 1 more toughness, which will help it last longer in combat.

Rogue's Gloves does provide card draw, however; you may enjoy Mask of Memory more as the equip cost is cheaper, and drawing two cards then discarding one card can be more advantageous than drawing just one card.

Legion's Initiative only really buffs the attack of half your creatures which can be not as helpful if you don't have any red creatures out besides your commander. Leonin Sun Standard may prove better as it can pump all your creatures multiple times if needed.

Orcish Oriflamme can provide increased attack power for your creatures, but it's nowhere near as good as Glory of Warfare which provides more attack power, and it also provides more toughness when you need blockers.

You might also want to touch up on your mana-base a bit. Path of Ancestry works exactly like Nomad Outpost as it produces the same colors, but you can also scry with your commander off it. Command Tower and Ash Barrens also provide excellent mana fixing that you might want to look into. Other lands you may want to consider obtaining would be Wind-Scarred Crag, Tainted Peak, Isolated Chapel, Clifftop Retreat, Graven Cairns, Fetid Heath, and Rugged Prairie.

I hope you find these card suggestions useful to you.

StopShot on MTG Alesha Humans EDH

1 week ago

Hmmm, seems like you might limit yourself if you stick to just humans. Also the only cards in your deck that care if you play humans is Xathrid Necromancer, Thalia's Lieutenant, Champion of the Parish, and Falkenrath Aristocrat which that last one you can't reanimate with your commander.

You're probably going to want loads more tribal support if you're dedicated to just humans. This deck badly wants Adaptive Automaton, Door of Destinies, Kindred Boon, Kindred Dominance, Mirror Entity, Obelisk of Urd, Path of Ancestry, Shared Animosity, Shared Triumph, Stoneforge Masterwork, Taurean Mauler, Unclaimed Territory, Urza's Incubator, Vanquisher's Banner, and Cavalry Pegasus.

Besides tribal support, your deck might like Path to Exile, Boros Signet, and Sinister Concoction.

Lastly, while this is a humans tribal deck there are some non-human creatures that can give effects to all creatures, which when you think about it can be treated as though it were a tribal ability in essence. These creatures would be Angel of Invention, Drana, Liberator of Malakir, and Grenzo, Havoc Raiser, because their effects also apply to all your human creatures.

StopShot on MTG Alesha Humans EDH

1 week ago

Hmmm, seems like you might limit yourself if you stick to just humans. Also the only cards in your deck that care if you play humans is Xathrid Necromancer, Thalia's Lieutenant, Champion of the Parish, and Falkenrath Aristocrat which that last one you can't reanimate with your commander.

You're probably going to want loads more tribal support if you're dedicated to just humans. This deck badly wants Adaptive Automaton, Door of Destinies, Kindred Boon, Kindred Dominance, Mirror Entity, Obelisk of Urd, Path of Ancestry, Shared Animosity, Shared Triumph, Stoneforge Masterwork, Taurean Mauler, Unclaimed Territory, Urza's Incubator, Vanquisher's Banner, and Cavalry Pegasus.

Besides tribal support, your deck might like Path to Exile, Boros Signet, and Sinister Concoction.

Lastly, while this is a humans tribal deck there are some non-human creatures that can give effects to all creatures, which when you think about it can be treated as though it were a tribal ability in essence. These creatures would be Angel of Invention, Drana, Liberator of Malakir, and Grenzo, Havoc Raiser, because their effects also apply to all your human creatures.

Demonite on Mono White Holy Army (Avacyn, Angel of Hope)

2 weeks ago

Nice!

I don't think you need any more recommendations for tuning purposes from me but I've been brewing my own list and these were interesting cards:

Revoke Existence
Path of Ancestry
Seraph Sanctuary
Azor's Gateway  Flip
Scroll of Avacyn
Thaumatic Compass  Flip
The Immortal Sun
Well of Lost Dreams

Happy hunting!

gminnick on Dino Stampede

3 weeks ago

Path of Ancestry will be your friend.

dsigsbee on

4 weeks ago

I assume, at least at the moment, that this is a budget build. So my suggestions will attempt to be budget friendly.

Sliver Hive and Hive Stirrings would likely be welcome additions to your list here. Path of Ancestry is also really good for tribal decks that go creature heavy. Additionally, Sylvan Scrying and Expedition Map are both very good mana-fixers in terms of land-fetching (also, on a budget, cards like Terramorphic Expanse, Evolving Wilds, and Crop Rotation, especially for a five color deck, can be very good). Stoneforge Masterwork, Obelisk of Urd, and Door of Destinies are also all relatively budget friendly tribal cards.

There are obviously some more expensive cards that you could dip into, such as Cavern of Souls (and similar non-budget lands), Urza's Incubator, Herald's Horn, Coat of Arms, Training Grounds (if you decided to have Sliver Overlord for your commander), not to mention other good sliver creatures such as Galerider Sliver, Sliver Overlord, Sliver Queen, and Sliver Legion.

This is far from a complete list. That being said, there are a ton of different Sliver tribal EDH decks out there -- you should check them out and see what kinds of cards, interactions, and combos they run. Good luck!

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