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Path of Discovery
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Path of Discovery Discussion
12 hours ago
I think you could tune this to run the high cmc angels. Quicksilver Amulet is great because it lets you keep up four mana for counters and then flash in an angel at their end step. Path of Discovery would work well with atraxa.
2 days ago
Paper Testing is going well, Teferi match up is very bad. Put Sorcerous Spyglass into sideboard to try and help me in those matches. A very fun deck to pilot. Got a few new cards i want to test, being Path of Discovery and Tendershoot Dryad. Ledev Champion is a solid budget card, often made it a 6/6 in games by tapping down whatever creatures i just played that turn thanks to its ability, also a great mana sink with Song of Freyalise.
5 days ago
+1 The deck looks fun to pilot. Some suggestions
Metallic Mimic - grants all your elves +1/+1 counters.
Path of Discovery - helps you filter the top card and puts +1/+1 counters on your creatures.
Triumph of the Hordes - Swarm opponents with infected elves!
Lifecrafter's Bestiary - Free Scry every turn and card draw for just an additional .
Growing Rites of Itlimoc , Gaea's Cradle - Who doesn't love more mana at their disposal.
Heroic Intervention - A staple in almost every Green deck. Protection against target removals and board wipes.
Herald’s Horn - Awesome for tribal decks. Synergizes well with "Explore" and "Scry" mechanics and Sensei's Divining Top if you decided to play it.
6 days ago
Add Path of Discovery and don't look back! Satisfaction guaranteed!
1 week ago
Hey, this is advice for your first version. I wrote it out before you updated your deck to this current version. Rather than scraping what I wrote I decided to post it because it might still help you or give you some ideas :)
You're trying to combine tokens and ramp, but as a result not playing enough cards for each strategy. The token strategy with Multitudes is stronger than the ramp strategy with Paradise. Consider expanding on tokens and including more cards that make tokens (Saproling Migration) or expanding on ramp and including Llanowar Elves or expanding on both?
Lets start with the good cards here for the main deck: March, Emmara, Trostani, Tribunal and Shalai. It's great you already have the creature base of a powerful Selesnya strategy, but you want more support for this base especially for March. Settle and Seal are great sideboard cards and Cavalier is a good sideboard card, but I don't think you need these cards main deck. Use those main deck slots for cards that help your overall strategy (tokens or ramp).
Consider cutting out the cards that are less needed, Golgari Raiders and Militia Bugler? Both these cards only care about creatures, but there's only 16 total creatures in the deck. There's more noncreature cards than creatures and that's not good with these two cards. Even with the explore of Path of Discovery interaction with tokens putting cards into the graveyard, Raiders is still the most out of the out of place because there's not enough creatures even if with self mill to get the most out of him. Raiders is a four drop therefore you want at least 3-4 creatures in your graveyard to make it worth four mana. Consistently with only 16 creatures is not realistic.
Bugler is a very good overall card, but it's not good here because of the lack of creatures to find. Even though it can potentially find Trostani which is strong, her alone is not enough reason to play Bugler. The main reason not to play Bugler is it can't find March which is the most important card of the deck. If you find a March with Bugler you have to put it on the bottom of your library and this is not good with the token strategy.
The problem with ramp here is you don't need it for March because March has convoke therefore creatures/tokens work as ramp. Ramp is however good to play Shalai/Trostani/Discovery and a few of my suggestions faster, but if this is the case then instead include creature mana dorks (Llanowar Elves) as ramp rather than other sources of ramp because creatures also work well with March as well as Trostani/Shalai and effects that give all your creatures a pump.
To expand on the token strategy consider: Saproling Migration, Legion's Landing Flip and Spore Swarm? Migration is one of the best (if not the best in Standard) two drop source of tokens. Two tokens for two mana is good value and four tokens for six mana is nice in the late game. Landing is a one drop that creates a token and when it flips into a land you can use the land as a constant token maker each turn. Swarm is three tokens for four mana which is good value especially at instant speed.
Spells that can pump all your creatures/tokens until EOT are good. Consider Song of Freyalise, Pride of Conquerors or Flower / Flourish? Song's chapter three ability can be a new condition with tokens and the +1/+1 counters stay on your creatures. The first two chapters abilities of Song are another source of ramp. Using your creatures this is good with Emmara as a source to tap her without needing convoke or to attack. Song is a delayed win condition with tokens and thats good with March because March is an instant it means you can play it at end of opponent's turn make a lot of tokens and then on your turn chapter three Song, getting counters and abilities on all your creatures including the creatures you just created with March EOT.
Flower / Flourish is nice because Flower can be cast in the early game to help to make your land drops and Flourish can be cast in the late game to give your army +2/+2 until EOT. Conquerors works well with tokens because of ascend (getting the city's blessing) is not difficult. When you have it, giving your army +2/+2 at instant speed for two mana is great. If you don't have the city's blessing then Conquerors still gives all your creatures +1/+1 EOT which is helpful for your tokens to survive Goblin Chainwhirler's or Plague Mare's ETB abilities which kills all 1/1 creatures you control. Since Conquerors is an instant then you can cast it in response to Chainwhirler's or Mare's ETB trigger.
Consider this example:
- 4x Llanowar
- 3x Emmara
- 2x Shalai
- 2x Trostani
- 4x March
- 4x Migration
- 3x Swarm
- 4x Tribunal
- 3x Landing
- 2x Discovery
- 3x Song or Conquerors or Flower
Good luck with your deck.
2 weeks ago
I'd be happy to help EPICSpider23, grave based decks are my jam. To get off the ground you need creatures in your graveyard; the best budget option for this being a set of Glowspore Shaman pulling double duty by milling 3 and letting you ensure a land drop next turn if needed, followed by a mix of Ixalli's Diviner and Seekers' Squire, Stitcher's Supplier being a bit more expensive option. Path of Discovery may also be a sleeper for this deck that is worth testing with the amount of creature recursion and token production you'll have going on. Black gives you fantastice reanimation options, I'd personally take out some or all of of Bishop of Rebirth and 1 Teshar, Ancestor's Apostle to add in 1-2 Isareth the Awakener depending on how heavy you want to go on black, and a mix of Whisper, Blood Liturgist and Journey to Eternity Flip. Bone Dragon has fantastic synergy with Desecrated Tomb because you get one trigger when you pay the cost of its ability, and another when it resolves so it would make a nice one of. I'd put in one or two higher CMC reanimation targets that will win the game as well such as: Lotleth Giant, Vigorspore Wurm, Izoni, Thousand-Eyed, Vampire Sovereign, or Pelakka Wurm; you can use discard tech like Macabre Waltz to help get them out of your hand if you find them difficult to cast. You also are seriously lacking removal: Cast Down, Vicious Offering, Price of Fame, and Seal Away are all fantastic options. You'll have to figure out how to balance the mana base yourself based on the weight of each of your colors. The last peice of advice I can give is to remember that this is your deck and only you have to like
2 weeks ago
Had some trouble incorporating some GRN into the decklist but I think I found a decent compromise. I dropped the 3 Deathbloom Thallids which was tough but I 'had' to get rid of something. Even so; my deck is now 66 cards (main board). That's the first time I've ever built a more-than-60 card standard deck but I just didn't have anything else to drop and had a handful of cards that I wanted to play around with. Idk; what does anyone think? I know it's super jenky having more than 60 - almost no really competetive decks do it. What would you guys suggest to remove? - Because obviously I do want to cut it back to the normal 60. For now, though, I'll accept this, short term.
So the changes I made are as follows (these are tentative changes 'only' and I welcome any commentary regarding how they've altered my decks flavor);
Song of Freyalise +1 (3 total)
Forest +2 (10 total now; also this fixed my Mana color - to - card color disparity which had existed previous. I needed to bump up to 23 total lands anyway and letting the deck run a bit over 60 cards gave me an easy out on that front...)
I don't think I'll actually create an 'aquireboard' officially but the reader should note that these additions were drawn from the 6 GRN boosters that i opened at prerelease this weekend. In a perfect world, I would trade Vivien Reid out for another Underrealm Lich to make him more consistent. I think more reliably filtering my draws will ultimately be worth more than either filtering the draw OR having another removal on hand - which is basically the choice available to you when Vivien Reid is in play.
I would also prob toss in a second Path of Discovery, again with the goal of adding consistency to that play. That makes yet another method of filtering cards coming into your hand.
I would also suggest going with a full playset of the Severed Strands, but after the second one I would suggest start trading them out for the clunkier, more expensive Murders, which were my old go-to removals. So 4 Severed Strands and 2 Murder to take care of "Damn-near-ANY-motherf**ker!" And then keep just the 2, possibly 3 Vicious Offering to serve as the dick-kicker vs any ankle biting bastards, lol... I must admit, I think the Vicious Offerings look a lot better in the side board if only for the fact that they become "only-so-much-fluff" cards past turn 4 or perhaps 5. But early game they can save your neck especially if you come out a little slower than you'd prefer...
Please, please! Give me ANY thoughts or advice that y'all deem to be prudent or intellectual! Any thoughts on my mindset bringing in that extra jap-slappy action vis-a-vis nearly doubling my basic removals... Any thoughts at all are mucho appreciado (I don't think that's Spanish - but it sounds like something dumb that a guy like me would say! Lol!
3 weeks ago
I think you need an Eternal Scourge for this deck.
AH HA! I finally see figured out what this deck is really needing. More punch.
Specifically, this deck should be maximizing the 'creature enters the battlefield' effects.
You are creature one or more token copies of a creature.
Those creatures should not just sit there looking at you like an idiot. Make those token work.
I know that the token come into play tapped and attacking, but by using the ETB triggers those tokens will be doing double duty.
Another thing I noticed while looking at what other people are doing with this deck is the use of +1/+1 counters to power things.
Not sure if that is a direction this deck need to go, so I'm not going to use that too much.
With that new idea in mind, lets look at some swaps.
OUT: Budoka Gardener, Charnelhoard Wurm, Emissary of Grudges, Indulgent Tormentor, Rubblehulk, Scute Mob, Scuttling Doom Engine, Seedborn Muse, Zendikar Incarnate
Not sure about: Loyal Apprentice, Loyal Guardian, Loyal Subordinate, Rampaging Baloths
IN, with no particualr order:
(I'm going to list more cards than we take out so that you have some options to consider.)
Wood Elves, note that the Forest does not have to be a basic Forest. We can fecth a dual or shock land.
Eternal Witness, to get back any other card.
Greenwarden of Murasa, another option for card recursion.
Solemn Simulacrum, land fetch and card draw ine one.
Broodmate Dragon, because dragons.
Garna, the Bloodflame, for more graveyard recursion.
Fleshbag Marauder and/or, Merciless Executioner to help control the board. We can use the sac
Jarad, Golgari Lich Lord, fattie with life draining ability.
Mindslicer, so that we can make people's lives suck.
Pilgrim's Eye, land search and flying chump blocker. the poor man's Solemn Simulacrum
Hoarding Dragon, because it never hurts to get useful artifacts.
Netherborn Phalanx, this one has always been good to me in group games. Really punishes the token player.
Puppeteer Clique, so that we can eat and exile opponenet's creatures.
Dire Fleet Daredevil, why not cast other people's spells?
Balustrade Spy, screw your deck.
Avalanche Riders, screw your land.
Sadistic Hypnotist, screw your hand.
Entomber Exarch, give us some nice options. It is a bit weak, but useful and cheap.
Bogardan Hellkite, becuase damage is almost always good. But I'm not sure about the mana cost on this one.
Molten Primordial, let's use our sacrifice outlets on other peoples stuff.
Viscera Seer, so that we can filter the top deck when we sacrifice creatures.
Hornet Queen, tokens making tokens, now with deathtouch.
Feldon of the Third Path, create tokens of creatures that don't get exiled.
Kresh the Bloodbraided or Sek'Kuar, Deathkeeper as alternate commanders and good creatures.
Not creatues but need to be in the deck:
Warstorm Surge, let's turn each token into direct damage in addition to it's ETB.
Path of Discovery, why not explore the deck?
Evolutionary Leap, I'm not sure about this one, I like the ability to fetch more creatues from the deck, but we may need more dicard outlets to really make this work for use.
Goblin Bombardment, cheap to cast, multiple uses, may help finish off the last opponent.
So, let me know what you think.
Great. Thanks. Now after helping you with this deck, I'm going to have to finish my jund deck. I'll see if I can get my list up in a couple of days.