Path of Ancestry

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Pauper EDH Legal
Leviathan Legal
1v1 Commander Legal
Duel Commander Legal
Pauper Legal
Commander / EDH Legal

Printings View all

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.

Browse Alters

Price & Acquistion Set Price Alerts

C17

Ebay

Recent Decks

Path of Ancestry Discussion

LeaPlath on The Admiral's Navy

3 hours ago

So here is the thing. You only need about 40 or so cards that help pirates to make a deck feel piratey. And a lot of these pirates are kinda awful.

Creaturewise, I would cut Brazen Buccaneers, Cloud Pirates, Daring Buccaneer, Deadeye Tormentor, Dire Fleet Hoarder, Dire Fleet Interloper, Slippery Scoundrel, Storm Fleet Spy. They are pretty weak and their payoffs aren't great.

Crafty Cutpurse is a fun pirate who can surprise answer a bunch of EDH strategies. Dreamcaller Siren has some interesting surprise tricks. Kukemssa Pirates lets you steal artifacts from people. Ramirez DePietro is the original badass pirate. Shapesharer is a pirate and lets you copy value pirates, such as neckbreaker. Changeling Berserker is a 5/3 pirate with haste who lets you retrigger ETB effects later. Adaptive Automaton is another lord to help buff your pirates.

Land and mana wise, you want about 44 sources of mana. My rule of thumb is 38 lands, and 6-8 mana rocks for a 3 colour deck. Sol Ring is a staple as well. Signets, Commander's Sphere and stuff, all good. Path of Ancestry also gives a free scry when used to cast pirates.

For enchantments, Call to the Kindred basically is a 2-1 as people kill it before it gets going and it doesn't have great odds of hitting a pirate. Curious Obsession, Navigator's Ruin, Swashbuckling, Trove of Temptation are all low impact or actively harmful. I would cut all them.

Coastal Piracy is both thematic and rewards you for doing what you want to do. Attack. Kindred Discovery is less thematic but also helps reward you for playing pirates.

For artifacts, you have a lot of eh ones. Pirate's Cutlass is a low impact card, but thematic. Sleek Schooner and Dusk Legion Dreadnought are so weak they aren't even worth playing. Captain's Hook is just +2/+0, menace, as your creatures all have the pirate typing.

Door of Destinies is a powerful artifact in tribal decks that can get out of control pretty easily. Heirloom Blade is a more powerful, impactful weapon to equip your creatures with, as it also lets you chain through your deck. Herald's Horn lets you psudo draw more and gives a cost reduction. Obelisk of Urd is an anthem effect. Stoneforge Masterwork is an equipment that rewards a large boardstate. Skysovereign, Consul Flagship and Smuggler's Copter are both high impact vehicles who are good to tutor up, and from the new set Weatherlight fetches up artifacts when you deal damage which is fun.

For your instant/sorceries, you want to be more high impact or efficient. Duress only hits 1 person in a multiple player game. You also want some flat out draw cards. This is more up to you, but Terminate is good removal. Jace's Ingenuity is solid draw.

For more pirate themed spells, Spell Swindle and Brass's Bounty both are thematic and can be quite powerful, as well as push you to your alt win condition.

Rondo on Karrthus, Tyrant of Jund

14 hours ago

AaronEchoes: Thank you! The deck is as much fun as you think I'd be :)

Reyemile: Thank you for the suggestions :)

  • Huh, it's funny how I've stolen several Prossh, Skyraider of Kher, but never considered playing him. I think I might try him over Broodmate Dragon or Wasitora, Nekoru Queen.
  • Taurean Mauler is a dragon, he's doesn't quite fit the deck. I already have an abundance of big creatures that I don't think I need to play something niche like this.
  • Patriarch's Bidding: I agree with you! But Living Death is my budget option for it right now. When the day comes I'll be able to play both.
  • Kessig Wolf Run: I'm still worried about colored sources, but If I don't like Path of Ancestry I'll probably end up replacing it with this.
  • Herald’s Horn : I like this suggestion and I'll try the swap
  • Oracle of Mul Daya: Again, Courser is a budget option. I'll switch to Mul Daya once I acquire one.
  • Painful Truths: Here I thought Harmonize was my best option. Again, I like the swap, I'll try it at once.

  • electromancer: I do like the idea of Sarkhan the Mad. I'll probably swap him out over Sarkhan, the Dragonspeaker. My issue with Heartless Summoning I already have a lot of reduction costs. For more ramp I'd probably end up playing more things that fetch actual lands. Thanks for the feedback :)

    Feyamius on Hapatra & The Attack of the Snakes!

    1 day ago

    I really like the Bloodspore Thrinax in this deck. But I'd cut kind of every other +1/+1 counter card. The Thrinax lets your new snakes come into play bigger and lets every creature neutralize some -1/-1 counters put on them to get more snakes, which is awesome. But the other +1/+1 enablers aren't strong enough to keep up with the -1/-1 synergy of this deck.

    You could find a way to get Hapatra through, e.g. Whispersilk Cloak or Key to the City. Some ramp will be useful as well, the usual suspects would be Fellwar Stone, Golgari Signet, Golgari Cluestone, Commander's Sphere, Cultivate, Kodama's Reach, Rampant Growth.

    Rupture Spire and Transguild Promenade are strictly better than Survivors' Encampment and Unknown Shores, but you really don't even need them in a two-color deck. Try Golgari Guildgate, Golgari Rot Farm, Jungle Hollow, Hissing Quagmire, Llanowar Wastes, Tainted Wood, Temple of Malady. Terramorphic Expanse is a second Evolving Wilds, Opal Palace and Path of Ancestry should be auto-includes in a budget deck.

    Oran-Rief, the Vastwood and Grim Backwoods should be nice functional lands in this deck as well. And speaking of dying snakes for card draw: Skullclamp.

    ironman595 on Gisela's Army

    3 days ago

    I like the deck over all. I think it's pretty neat that your deck has an underlying "angel tribal" sub-theme to it. If you would like to expand that theme a bit then you could focus on more tribal synergies as well, like adding Bruna, the Fading Light and Herald of War. Also in your cat deck you have Herald's Horn and Urza's Incubator which I believe are better suited for this deck.

    The big problem I am seeing with this deck overall is that your instants and sorcerys are a bit lacking, especially for red white, and your creature mana curve is really high. Some of the mana problems go away with the amount of rocks you run and if you switch to tribal angels you can use the artifacts and Herald of War to alleviate that a bit. Another problem is that most of your lands enter tapped.

    To fix these things you could do as such (if you have the money or desire to):

    -Desolation Giant (you're better off with a normal wrath)

    -Jareth, Leonine Titan (doesn't have flying or reach which makes him worse)

    -Kalemne's Captain (to much mana. If you have enough to monstrous, play an angel)

    -Warchief Giant (this card is great, but you might want Angelic Skirmisher or Aegis Angel instead. Up to you really)

    -Ancient Amphitheater (you wont be running enough giants for this to be worth it)

    -Some of the cycling lands. You don't need 5. (probably Drifting Meadow & Smoldering Crater)

    -Comeuppance (4 drop instant is a lot in this deck)

    -Manabarbs (I like the idea, but you will need to tap many more lands than anyone else)

    -Boros Keyrune (Boros Cluestone is better & it isn't worth 3 mana)

    -Loxodon Warhammer (Great card, but not really useful in this high cost deck)

    -Tamiyo's Journal (Too slow for this deck)

    -Whispersilk Cloak (Most of your creatures already have flying)

    +Bruna, the Fading Light

    +Herald of War

    +Angelic Skirmisher

    +Generator Servant (Good mana + haste, and Sun Titan target)

    +Path of Ancestry

    +Hanweir Battlements (haste is good, enters untapped, don't need but could add Hanweir Garrison if you want to)

    +Seraph Sanctuary (life gain is nice & angel synergy)

    +Deflecting Palm (just a better Comeuppance)

    +Defy Death (5 mana for an angel)

    +Marshal's Anthem (anthems and brings back a bunch of creatures)

    +Herald's Horn

    +Urza's Incubator

    +Quicksilver Amulet or Belbe's Portal (removes mana cost problem)

    Other cards you might want to think about:There are plenty of other possible angels to add. The list is to big to add here, so look online if you are interested.

    Path to Exile is great if you have a spare.

    Wear is good, but it's a couple bucks.

    Chaos Warp would be a must add if it wasn't $3.

    Wraths are good at slowing down the game for you to catch up. Cards like Hour of Revelation, Day of Judgment, Blasphemous Act, Descend upon the Sinful, Rout, and Fumigate are all pretty good examples.

    Vandalblast is a good artifact wrath.

    Other Tribal artifacts like Door of Destinies & Vanquisher's Banner work nice too.

    Kindred Boon might be a sweet enchantment to check out.

    Gratuitous Violence is right up this decks ally.

    Berserkers' Onslaught is pretty cool as well.

    Hope this helped.

    chadsansing on Werewolf EDH (Ulrich of the Krallenhorde)

    3 days ago

    I really like the creature list and amount of creatures. Maybe split your remaining slots amongst anthems/cost reducers and cards that will let you cheat more werewolves into play? Thinking of:

    A perhaps a few combat tricks like Xenagos, God of Revels, Overrun, Savage Beating or Triumph of the Hordes.

    Steely Resolve on werewolves might be useful.

    Path of Ancestry and Cavern of Souls might be good inclusions. Maybe a Mana Echoes? Xenagos, the Reveler, Domri Rade, or Garruk, Caller of Beasts?

    Happy brewing!

    chadsansing on The Legion of Eternity

    4 days ago

    I wonder if a creature count closer to 30 (or more) would help with the tribal synergies (or with Athreos triggers if you keep it). I'm thinking of Knight of Dusk, Knight of Dawn, and the like. Haakon, Stromgald Scourge seems like a great recovery card.

    Stoneforge Masterwork might be cool. You could also sac your tokens to something like Vampiric Rites for card draw. Call the Bloodline and Sorin, Grim Nemesis might be fun.

    You could also include Exsanguinate and/or Torment of Hailfire to complement Altar and Debt.

    Cavern of Souls might be good. Maybe Path of Ancestry if you use Aryel.

    Maybe more anthem effects, as well, and cost reduction cards to help ramp, like Coat of Arms, Door of Destinies, Vanquisher's Banner, Herald's Horn, Semblance Anvil, Urza's Incubator. There's also Crusade, Honor the Pure, Divine Sacrament, Metallic Mimic, Mirror Entity, and Bad Moon.

    The big idea, I think, is to increase your creature count, add more anthems, and play a few alt win cons (like Altar + X spells) and a few bring-everything-back spells. Otherwise, you might get caught between your tribal plan and reactivity.

    Have fun brewing!

    Name on Scion of the Ur-Dragon

    1 week ago

    Ur Dragon over Scion as commander. Look for Cryptic Gateway, Defense of the Heart, Dragon Broodmother, Descendants' Path and maybe Path of Ancestry, Shared Animosity and Heirloom Blade. Anything that adds draw or ramp is also good.

    Kamerot on Lyra, Dawn Breaker Commander

    1 week ago

    Hey there, I like where you're going with this. A friend of mine runs an angel tribal that I loath, so I know with time, this deck will definitely be a monster. I do see that you have some inconsistencies for it being tribal. Like quite a few things that only target one creature whereas you want stuff that affects all of your divine beings.

    So here's a list of things I would drop and some suggestions as well. Not knowing your budget, I'm just going to suggest anything that comes to mind. Take out:

    So I know its a long list. Most of those cards don't do enough to help, have too high of a cmc for what they do, or don't fit the tribal theme. Add in:

    A lot of the suggested upgrades suggested are designed to help your game plan you have set up, are better versions of cards you had, or just to help get your angels out quicker since they are expensive to cast and white has some of the worst ramp in the game. Here's a little k to my friends deck for more ideas: Angels in the battlefield Best of luck to you!!

    Load more