Path to Exile


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Explorers of Ixalan (EO2) None
Commander Anthology (CM1) Uncommon
Modern Masters 2017 Edition (MM3) Uncommon
Modern Event Deck (MD1) Uncommon
Modern Masters (MMA) Uncommon
Duel Decks: Venser vs. Koth (DDI) Uncommon
MTG: Commander (CMD) Uncommon
Archenemy (ARC) Uncommon
Conflux (CON) Uncommon
FNM Promos (FNM) Rare
Promo Set (000) Uncommon
Promo set for Gatherer (PSG) Rare

Combos Browse all

Path to Exile


Exile target creature. Its controller may search his or her library for a basic land card, put that card onto the battlefield tapped, then shuffle his or her library.

Set Price Alerts

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Path to Exile Discussion

ToolmasterOfBrainerd on Sideboarding Against Tron

1 hour ago

Not really. Suppose you cast Killing Wave for x=3. Humans or Spirits will pay 6 life to keep 2 big creatures on the board (like a Mantis Rider and an Anafenza, the Foremost or a 6/6 Thalia's Lieutenant ) and have a lethal threat for the next turn. Meanwhile you'll have to pay life yourself and probably won't be able to keep as good of creatures around as they can.

Finding the angle in the creature matchups is hard. Especially these days where the creature aggro decks are so friggin resilient. Kalitas, Traitor of Ghet from your end is a monster, but even he is answered by Path to Exile from Spirits, Reflector Mage from Humans, and Lightning Axe from Phoenix.

Daedalus19876 on Optimized Edgar Vamp Tribal

5 hours ago

If you want to optimize this, there is a significant amount of work to be done.

I would cut every one of your lands that enter the battlefield tapped; you absolutely need untapped mana on every turn if you want to be sufficiently aggressive. I'd cut Path to Exile for Swords to Plowshares , cut Grim Tutor (it's far worse than, say, Vampiric Tutor here). You're running original duals and shocks, but no fetches (and I'm not convinced that Cabal Coffers fits here). Your curve is very high for an aggressive deck, and I would cut most everything you're running above 4 mana to start with.

Good luck! Always good to see someone building some classic vampire tribal ;)

Duckling on Spawn of Lightning (100% competitive)

22 hours ago

Hey there. I feel like there is a mixed focus here, with there being the whole aspect of life gain, while also burn. I think there has to be more of a commitment to one or the other. Soul sisters or burn. Because it's boros I'm going to assume you're going for more burn then life gain, so I'd probably contemplate removing the soul sister affect from the mainboard completely. Vexing Devil is a great one, procs impact tremors no matter what, and can do 1/5th of their starting life for 1 mana. Lightning Bolt is half the cost of Lightning Helix for the same damage, so it's definitely an incredible card. Mogg War Marshal is three creatures for 2, can't complain with that. Goblin Rabblemaster is a threat on his own while also creating tokens (a little slow maybe, could be sideboard for control or something though). I think Intangible Virtue is an interesting one, it could work if there is like 90% of creatures as tokens, but as it stands there are too many non-token creatures. It really has to be buffing at minimum 3 creatures to be of value. I might honestly take out the black and go for the faster route of cards such as Krenko's Command / Dragon Fodder type of cards. Also with taking out black it'll allow for easier mana base. Spectral Procession is also a littler harder to get off than Hordeling Outburst , if you're looking for an equivalent. I'd also probably get rid of Path to Exile as it really only works better than Lightning Bolt or similar cards when you're dealing with something greater than 3 health, in which case you could even use Flame Slash if you'd like. But if you don't have enough tokens to attack and not care at that point it's probably a dangerous situation anyway.

I hope some of my suggestions will be new/interesting ideas to you, and good luck!

Hexaflexagon on Orzhov and Friends

23 hours ago

This is a pretty neat deck so far. Some things to consider:

  • Consider running more dual lands? They really help with the mana consistency of the deck. I noticed you aren't running Shambling Vent or Fetid Heath , some of the most powerful dual lands out there.

  • I'm not a big fan of Hero of Precinct One . You don't have many multicolored spells, so once you get an Athreos, you could take him out to add one of your commanders in.

  • You're missing some of the best removal spells. Swords to Plowshares and Path to Exile are some of the most played removal in White in EDH.

  • Have you considered the Sanguine Bond / Vizkopa Guildmage and Exquisite Blood infinite combo? It can win you the game on the spot and all cards are very powerful on their own. I see that Exquisite Blood is already in your maybeboard, but I strongly suggest you add it in.

I won't suggest anything else, as I sometimes feel that I'll kind of build the deck for you, and that just takes out the fun of the game for some people. If you want some more in-depth suggestions, feel free to ask.

Finally, here are some links you might want to check out:

Good Luck!


Catpocolypse on Boros Humans

1 day ago

I love that you are playing humans. And proper humans, not the 5 color variant. +1 from me!

With that said, there are some cards/colors that you might benefit from.

Splashing Green might very well be worth it. You get access to powerful cards like Tireless Tracker and Dromoka's Command as well as the ever popular and wonderful Collected Company . You also get access to card draw and acceleration, Harmonize and Birds of Paradise / Noble Hierarch respectively.

If you don't want to splash Green, Path to Exile or Lightning Helix are always good removal. You could also look at Abzan Falconer to turn your creatures into game ending threats.

RedmundR2 on Boros Humans

1 day ago

My suggestion is to consider a bit more hard removal in your sideboard, as Lightning Bolt won't always cut it, the obvious suggestion is a few Path to Exile . We don't have a sideboard yet, but I highly recommend Rest in Peace as Sarios254 smartly suggested. I would consider Fragmentize in the sideboard as well.

RedmundR2 on Level Up!!!

2 days ago

I have a lot of experience in the level up mechanics (see my deck Magic: The RPG (Level Up/Proliferate)) and I think I can offer some good perspective on the mechanic and how (I think at least) to make it as strong as possible.

First off, lets address the concerns I have with your deck on a fundamental level as opposed to the mechanic of level up and how best to use it.

1- Curve

Modern is a very fast format and I feel like the average CMC in your deck is a bit high without any actual ramp effects. Not to mention your creatures don't just want you to slap them down on curve - you have to use your mana to develop level counters on them as well, which means you either need a way to gain a bunch of mana quickly, or you need to cheat level up costs. Considering the speed of decks in the format I think even with just adding a way to cheat level counters cheaply wouldn't be enough. Your curve isn't bad by any means, but i think it can use some tightening up.

2 - No removal at all

Your deck currently has probably way too many creatures and planeswalkers, and currently has absolutely no way to interact with your opponent. In modern having a way to clear your opponents early threats especially with a high curve feels essential to me. With 4 colors, you have tons of options ( Path to Exile , Fatal Push , Remand , Mana Leak , etc) for cheap removal. Since our deck is mostly winning through creature damage, artifact removal might also be necessary ( Fragmentize , Naturalize , etc) If your opponent plays something that disrupts our gameplan, or a big threat, we have no current way of dealing with them. The current collection of Planeswalkers are kind of unnecessary and feel forced, could be replaced with removal to lower the curve and allow the deck to interact with our opponent.

3 - 4 colors / Lands

Trying to run 4 colors especially with a specific and admittedly slow and weak mechanic like Level up feels like a bad idea to me. For one, our lands are mostly slow that give us more than 2 colors, we have no artifacts or creatures that produce mana or color fix, and the benefits from being 4 colors feels minor. I recommend U/W for level up far more than G or B.

Okay, onto the level-up mechanic:

Most of your creatures cost 3 mana to level up. Thats super expensive for something you have to do multiple times at sorcery speed, so many times you will find yourself spending mana on a level just to have your creature removed afterwards, wasting your turn and potentially losing you the game. One way around this is Training Grounds , which if you're planning on keeping the deck as it is with the creatures, is a 100% must have card for the deck. Venerated Teacher is good too, you already have that in the list. Time of Heroes could be useful as it's a pretty powerful effect for the mana cost.

Hope this helps!

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Path to Exile occurrence in decks from the last year

Commander / EDH:

All decks: 0.16%

White: 1.33%

W/U (Azorius): 1.7%

GW (Selesnya): 1.66%

W/B (Orzhov): 0.74%

RW (Boros): 2.57%

W/U/B (Esper): 0.68%

RGW (Naya): 2.11%

GWU (Bant): 0.74%

RBW (Mardu): 0.86%


All decks: 0.16%


All decks: 1.06%

White: 18.26%

W/U (Azorius): 25.85%