|Commander / EDH||Legal|
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Recross the Paths
Reveal cards from the top of your library until you reveal a land card. Put that card into play and the rest on the bottom of your library in any order. Clash with an opponent. If you win, return Recross the Paths to its owner's hand. (Each clashing player reveals the top card of his or her library, then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost.)
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Recross the Paths Discussion
6 days ago
To everyone mentioned in this comment:
Thank you for your comments, and I'm sorry that it has taken me so long to reply to you. Between managing all my lists and setting up everything to be able to post commander gameplay videos to my YouTube channel, I have been overloaded with work. Thank you for your patience :)
Voxzorz, after coming back to this list, I've decided to not include the majority of spells that ramp up by a single mana, so Recross the Paths is no longer a spell that would fit to this list. (If you would like to see my reasoning for that, simply read the disclaimer at the top of the description of this list. Thanks!)
Gaspacho, thanks, I've removed those group hug cards except for Tempt with Discovery, because you will always get more ramp than each opponent regardless of how many fall into temptation. Also, after coming back to this list, I've decided to not include the majority of spells that ramp up by a single mana, so Spoils of Victory is no longer a spell that would fit to this list. (If you would like to see my reasoning for that, simply read the disclaimer at the top of the description of this list. Thanks!)
Intergalactic_Hegemon, after coming back to this list, I've decided to not include the majority of spells that ramp up by a single mana, so Sea Scryer is no longer a spell that would fit to this list. (If you would like to see my reasoning for that, simply read the disclaimer at the top of the description of this list. Thanks!) As for one-time-use mana acceleration, my reasoning for not including them is this: If you use mana acceleration at the beginning of the game, your board state will be much better than each opponents', which causes opponents to become more afraid of you, which in turn makes it much harder for you to win as your opponents are more likely to be focusing their attention on you instead of on each other; if you use it towards the middle of the game or later, you give up explosiveness to do a smaller version of what these types of ramp spells do. Either way, since the average game is about 11 turns long, it makes no sense to try to replace cards that give a significant permanent boost in mana with ones that give a temporary boost, even if that boost is much higher.
xevecx1, after coming back to this list, I've decided to not include the majority of spells that ramp up by a single mana, so Yavimaya Dryad, Yavimaya Granger, and Dawntreader Elk no longer are spells that would fit to this list. (If you would like to see my reasoning for that, simply read the disclaimer at the top of the description of this list. Thanks!)
2 weeks ago
Oh wow, I had no idea Recross the Paths even existed. If you will excuse me, I need to go update a deck...
2 weeks ago
40fy if I ever make a red way to troll EVERYONE deck, Charbelcher might be in my list. That said, Recross the Paths is an easier method to stack the deck, since you can use if effectively outside the combo as a ramp spell.
1 month ago
Alright so here's what I can say. You really need three things; Ramp, Draw, and Enchantments. Your options can heavily depend on how much you're willing to spend though, but the only thing I'm going to do is point you in the right direction on these and give some general suggestions.
You have relatively few cards to help you hit you're curve faster, and without them you are gonna be hurting early game. You really need to find ways to spew land onto the battlefield as fast as possible. Cards like Abundance are consistent options to help you filter, but I would suggest more direct methods with cards like Recross the Paths or creatures that search a land on entry, as the extra land might be better in the long run and a creature can chump to save you some life later while you keep the land. Try not to go too heavily towards the mana dork options, as they are too easily wiped from the board and when they die you lose the mana too. The more lands you can search out of your deck this way the more your deck turns into a meat-grinder of heavy hitting cards, and the more mana you'll have on hand to play them out. Additionally, being able to search lands gives you better control over your spread in color. There's alternatives to your cost reduction creatures if you're willing to shell out for them (looking at you Urza's Incubator) as well. I also suggest to look into cards like Zendikar Resurgent as ways of maximizing your mana. Lastly, you have a fairly large amount of mana and replacing several of these cards with search cards could really help you speed up your deck.
Next is draw, which if you lack this you're going to stall out pretty quick after a board wipe. White has next to none, and red has draw/discard, but green is the ticket four you. Cards like Rishkar's Expertise or Hunter's Insight are relatively cheap and can quickly set you up with a fresh hand of cards. This can be game changing later on, as if you can get or keep a full hand (especially if your opponent is top decking) you will be able to control the field with ease and make the most of your mana.
Lastly is enchantments; this color set has access to some of the most powerful buffing enchantments out there, and can easily dominate the field with just one or two such cards. Cards like Asceticism, Lurking Predators, and Defense of the Heart are incredibly powerful if used correctly, and those are just the options in green. I would strongly suggest doing a bit of digging into some of the older cards and find some enchantments that suit your style, as having so few in these colors is downright criminal.
Hope this is of some help, and best of luck to you!
1 month ago
Hey VexenX, I have been following your Omanth, Locus or Rage deck since its inception. I've also been running my Omnath deck since the card was available, it's my only edh deck in fact. In the early days your deck played a large role in my decks development, so thank you. My deck has since shifted into its own but I thought I'd bounce my ideas off of a you, I hope that is ok. I have run pretty much every single card recommendation and combination on edhrec and am constantly looking for new and unique ways to develop the deck. My question is, what are your thoughts on Recross the Paths and Primal Growth as ramp options, both allow lands to come into play untapped which is potentially very powerful with our land base. I've been beginning to think that these cards may have real merit for Omnath. I appreciate my deck currently is missing some mainstays in terms of ramp cards, I'm just wondered what your thoughts are on these cards in particular, have you tried them?
2 months ago
A spell I've had some success with, mostly in UGx, is Recross the Paths. Somewhat inconsistent, but if you win the clash even once, it's quite good.
8 months ago
Oh yes I see the Curious Homunculus! So...
Artifacts: the Monument cycle from Amonkhet ( Bontu's Monument ecc.), Conduit of Ruin, Helm of Awakening, Foundry Inspector, Mana Matrix, Planar Gate, Seal of the Guildpact, Semblance Anvil, Stone Calendar, Inspiring Statuary, Heartstone
Azorius: Grand Arbiter Augustin IV
Red: Hardened Berserker
White: Hero of Iroas
Selesnya: Oath of Ajani
Rakdos: Rakdos, Lord of Riots
The cycle of the Familiars ( Nightscape Familiar, ecc.)
8 months ago
Still not mentioned:Herald of Leshrac, Retraced Image, The Keyrunes, Coldsteel Heart, Clear the Land, Into the Wilds, Oblivion Sower, Crypt of Agadeem, Deathrite Shaman, Thought Vessel, Plasm Capture, Mwonvuli Acid-Moss, Shefet Monitor, The Diamonds, Grand Architect, Scuttlemutt, The Totems, Citanul Hierophants, Cryptolith Rite, Sakura-Tribe Scout, Walking Atlas, Axebane Guardian, Overgrown Battlement, Oath of Lieges, Rites of Flourishing, Sasaya, Orochi Ascendant, Zendikar Resurgent, Squandered Resources, Food Chain, Overabundance, Vedalken Engineer, Cultivator's Caravan, Guardian Idol, Dreamstone Hedron, Koth of the Hammer, Pentad Prism, Sphere of the Suns, Qarsi Deceiver, Spectral Searchlight, Fellwar Stone, Channeler Initiate, Devoted Druid, Morselhoarder, Serra's Sanctum, Recross the Paths, Scattering Stroke, Cryptolith Fragment Flip, Turnabout, Mana Drain