Path of Discovery

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Rivals of Ixalan (RIX) Rare

Combos Browse all

Path of Discovery

Enchantment

Path of Discovery Discussion

Jaecen on Animar Sec

2 days ago

Card Categorization

I've categorized the cards in your deck here: https://deckstats.net/decks/50753/1215572-animar

The following analysis is based on that categorization. Several cards are in more than one category, so I've categorized them based on their primary or common case. E.g. Ancient Animus is both "Removal" and "+1/+1 Counter Interaction", but you're going to cast it to kill something -- the +1/+1 counter is a nice bonus.

Strategy

There's no explicit or stated goals of the deck, so I can't evaluate the cards against that. If you have a goal, let me know.

The core effect of Animar is to play creatures, which grows Animar. As Animar grows, he helps you play more (and more expensive) creatures. Some notable limitations:

  • Animar only decreases colorless costs
  • Animar only cares about creatures
  • Animar only cares about casting creatures

Animar is cheap to cast and protects himself from most removal (due to his protection from Black and White). Because of this, we can assume that we will get him out early and keep him out long enough for him to provide benefit. We'll build the deck assuming Animar is on the battlefield at all times.

Since Animar reduces the colorless component of creature costs, we'll get the biggest benefit from colorless creatures. As with any unlimited cost reduction effect, we should look for ways to break the free case. The obvious one here is to bounce and recast colorless creatures for free.

Since we're playing all of these (hopefully free) creatures, Animar will grow quickly. Giving Animar good evasion will give us to win on commander damage quickly.

To best abuse Animar, we want:

  • Many creatures across a range of mid to high colorless costs
  • As many of those creatures in our hand as possible
  • An many +1/+1 counters on Animar as soon as possible
  • A means to make Animar unblockable

The easiest way to break Animar is to create an engine that casts colorless creatures and bounces them to your hand as many times as possible during a turn. We'll want ETB/LTB effects on those creatures and cards that care about creatures entering and leaving the battlefield. Additionally, we'll want cards that care about +1/+1 counters on a creature.

Favor creatures over non-creatures, as you get a discount on creatures. Try to keep colored costs to a minimum - avoid double or more colors in a cost.

Abusable Colorless Creatures:

Repeatable Bounce:

Synergies:

Unblockable Enablers:

We'll want to get as many creatures down as quickly as we can. Card draw and other card advantage effects are valuable.

Draw/Card Advantage:

Changes to the Existing Cards

I would consider cutting way down on the amount of ramp. Mana dorks get the deck running early, but they don't have any synergy with the core effects. I suspect that's what was leaving you feeling like you had a dead hand.

Cards that seem particularly problematic:

  • Wild Cantor . Requires a sac for effect. Doesn't get cost reduction. A dork that taps for mana would be better.
  • Tinder Wall . Same as Wild Cantor sans the cost reduction bit.
  • Vivid Creek and Vivid Crag . These both ETB tapped, don't have basic land types, and only provide off-color mana twice. If would strongly consider running Amonkhet cycling duals over these.
  • Ancient Ziggurat . Be careful, as this mana can only be used for casting creature spells. I don't like this land in most decks.
  • Bond Beetle . I have no idea why this is in here. It works once and has very little synergy with the deck. Verdurous Gearhulk would be better, but still not great.
  • Green Sun's Zenith . I think a cheaper card that tutored to hand and then let you cast the card would be better, as you'd get the cost reduction effect and other synergies. No cards come to mind, but there are lots that look at the top X cards and tutor to hand ( Gift of the Gargantuan , etc.).

TheMillKid on Green White Dredge (Sigarda EDH)

1 week ago

Hey! I'm really happy to see someone else brewing with the new(er) Sigarda! Personally, I think it might help to add a few cards with the Explore mechanic from Ixalan, namely Path of Discovery , which can let the tokens Sigarda makes refuel your grave, smooth your draws, and give you a little more power. I'd also try to find a space for Ray of Revelation and Purify the Grave , which are useful even if you mill them, but can also be exiled by Sigarda if you don't need them. Eternal Scourge would be a cool addition, since you can play it, chump, exile to Sigarda, and then recast it from exile. Other in-block support could be Crawling Sensation , which gives you the option to mill each of your upkeeps. This card would also work great with fetches, which are also extra fuel for your general! If you're considering Regrowth , I'd also recommend Grapple with the Past . It's a bit more restricted, but it fuels Sigarda and it's an instant. Happy brewing!

TheMillKid on Green White Dredge (Sigarda EDH)

1 week ago

Hey! I'm really happy to see someone else brewing with the new(er) Sigarda! Personally, I think it might help to add a few cards with the Explore mechanic from Ixalan, namely Path of Discovery , which can let the tokens Sigarda makes refuel your grave, smooth your draws, and give you a little more power. I'd also try to find a space for Ray of Revelation and Purify the Grave , which are useful even if you mill them, but can also be exiled by Sigarda if you don't need them. Eternal Scourge would be a cool addition, since you can play it, chump, exile to Sigarda, and then recast it from exile. Other in-block support could be Crawling Sensation , which gives you the option to mill each of your upkeeps. This card would also work great with fetches, which are also extra fuel for your general! If you're considering Regrowth , I'd also recommend Grapple with the Past . It's a bit more restricted, but it fuels Sigarda and it's an instant. Happy brewing!

Pikobyte on Muldrotha, the „Fun“ in „Funeral“ *Primer*

3 weeks ago

Currently testing Path of Discovery sam171z. If it works i swap out Contamination for it since it’s an unfun way to win.

@procy: ballista forms a 3 card wincombo with mike and a sac outlet. My playgroup banned combos with 3 cards or less, so I would have to cut Mike if I want to include ballista. Mike seems better overall I guess.

Pikobyte on Muldrotha, the „Fun“ in „Funeral“ *Primer*

3 weeks ago

Hey sam171z,

Path of Discovery is a card i may test some day. Not sure about how it plays out and what to cut for it.

Dream Halls is a card I really love, but I usually have no hand since I tutor up LED as soon as possible or keep sacrificing Mindslicer to disrupt my opponents.

G-wave is lovely but it’s a sorcery, don’t want to go higher on the non-permanent count and don’t want to cut another one for it. Usually rise of the dark realms does more for less mana.

The Abyss is a card i sold when it was about 150€, today I regret that. For the price it’s going now i don’t want to buy a new copy of it.

sam171z on Muldrotha, the „Fun“ in „Funeral“ *Primer*

3 weeks ago

Hey, what are your thoughts on Path of Discovery , Dream Halls , Genesis Wave , or The Abyss . Wouldn't g-wave and abyss especially make great inclusion.

Ehsteve on Lord Windgrace Sits Behind A Chasm

3 weeks ago

Thanks for the feedback!

For mana fixing: I've found that a lot of the success of the deck comes from redundancies in the land. You may not always get the Golgari Rot Farm needed in a clutch play, but a Rakdos Carnarium works just as well as the key bounceland in a pinch to put a land into hand for pitching to Lord Windgrace or to reset a Glacial Chasm . There are some slow starts, but if a single green source is present in the opening hand plus any mixture of ramp or other accelerant (even something like a Amulet of Vigor + bounceland). Personally I've found the Amonkhet cycling lands (expecially Canyon Slough ) to be a little unnecessary, especially with access to the single mana cycling lands like Tranquil Thicket and Barren Moor .

With Urborg, Tomb of Yawgmoth there's certainly a lot of potential to ramp out with Cabal Coffers and I hadn't considered it seriously yet but I will look at testing it out.

I've had a think over explore with potential additions like Path of Discovery because it functions particularly well with Avenger of Zendikar or Worm Harvest but I've found in a surprising amount of games (well not surprising given the deck numbers) there have been very few creatures hitting the board. This is because often other decks that focus around creatures will often overrun anything played by this deck unless you're exceptionally lucky. If anyone's had success with it I'd be more than happy to check it out.

A further addition might be Vampiric Tutor , but I'm waiting to trade off my visions version for an EMA before I modify the paper deck.

In a few recent games the amount of lifeloss has really start to hurt the deck, and there's been consideration about including Radiant Fountain as a source of repeatable lifegain.

Current underperformers:

Journey to Eternity  Flip - Immediately hated out of most games, but when flipped it's been horrendously good.

Windgrace's Judgement - Usually in the wrong place at the wrong time, hitting too few of the necessary targets to dig this deck out of a tough spot. However it is a broad answer, which is essential to any removal suite in commander.

Borborygmos Enraged - This deck rarely has a large amount of land in hand unless it has precisely Life from the Loam or a mixture of Lord Windgrace + Rites of Flourishing . That said this turns terrible late draws into bolts for creatures, but I cannot recall the last time I didn't pitch this immediately to find something useful.

Fury Storm - Usually stranded in hand until a finisher is drawn or used as a bad counterspell.

Cut / Ribbons - Cast once for front half. Might as well wait for Exsanguinate because at least then you get some life for the trouble of tapping out.

Current overperformers:

Grapple with the Past - This card is ungodly in being cheap, instant, milling and targeted towards exactly what the decks needs in a pinch, or even when ahead.

Hour of Promise - Just too good.

Tempt with Discovery - Always better than Hour of Promise early game except if the table is at all wary of what the deck can do will often decline, or will not give it the time of day in the late game, making this an expensive ramp later on.

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Path of Discovery occurrence in decks from the last year

Commander / EDH:

All decks: 0.04%

Green: 0.04%

Golgari: 0.11%

G/U (Simic): 0.07%

BUG (Sultai): 0.07%

Standard:

All decks: 0.06%