Founding the Third Path

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Founding the Third Path

Enchantment — Saga

Read ahead (As this Saga enters the battlefield, choose a chapter and start with that many lore counters. Add one after your draw step. Activate and/or enable the ability of tied to the required number of counters. Sacrifice it after you put a third lore counter on it.)

You may cast an instant or sorcery spell with converted mana cost/mana value 1 or 2 from your hand without paying its mana cost.

Target player mills four cards (To mill a card, put the top card of your library into your graveyard.)

Exile target instant or sorcery card from your graveyard. Copy it. You may cast the copy.

wallisface on Mono Blue Modern MILL

10 months ago

cosimo_roche i do play a lot of mill (my own deck here), and there’s definitely no room for Founding the Third Path there as its just not strong enough. The first 2 chapters are both really meh, and while its third option can be useful, it still feels situational, and only useful if your deck has a broader diversity of spell-options (i.e killspells).

wallisface on Mono Blue Modern MILL

10 months ago

Some thoughts:

  • even if you’re just playing mono-blue, you’re still going to want to be running at least 8 fetchlands to make the most of the crabs.

  • in addition to the fetchlands, the main reason to play Field of Ruin is to play Archive Trap, and i’d heavily suggest playing playsets of both.

  • imo Merfolk Secretkeeper isn’t worth it. Milling 4 cards is the same as a burn deck having a spell that deals ~1.6 damage. It’s just not helpful enough to be worthwhile.

  • I would also say that Fraying Sanity isn’t worth it - and you should restrict the number of copies you run to 1x at the most. The problem is that it often does nothing on the turn you play it, and drawing additional copies are always useless. By the time you can cast it your opponent should be down to a fairly small library anyway, so it almost never does more work than a single mill spell would have anyway. Imo it’s more of a liability than anything.

  • Visions of Beyond > Thought Scour

  • i’m super skeptical of Founding the Third Path here.

  • Its worth noting that by not playing black you’re missing out on any kind of survivability. That’s an issue because there are dexks faster than mill which you won’t be able to race. Cards like Fatal Push, Drown in the Loch, and Crypt Incursion buy you a LOT of needed time.

MeneerDutchy on Noyan Dar

1 year ago
  1. Founding the Third Path
  2. Silver Scrutiny
  3. Shore Up
  4. Walking Atlas
  5. Weathered Wayfarer
  6. Teferi's Response
  7. Mirrorweave Dit is ook wel een leuke boardwipe, dan worden alle andere creatures 0/0's, of je kan iemand anders zijn nasty creature copieren en met een paar landen aanvallen.
  8. Azorius Charm
  9. Reality Shift
  10. Quicken
  11. Slip Through Space
  12. Artful Dodge
  13. Gift of Estates
  14. Skyclave Relic
  15. Darksteel Ingot
  16. Razortide Bridge

Ammonzy on 8 Crab Mill

1 year ago

Check out my decklist. Its pretty much what most tournament-winning mill decks run. The only exception is I believe in the power of Mesmeric Orb more than others, but I think the constant value outweighs moving those 3 slots into other cards. The ultimate tip a mill player can embrace is to always focus on milling and not get distracted by too many other game elements.

Im experimenting with Founding the Third Path however it works well with Mesmeric Orb's self-milling, hitting copies of Tasha's Hideous Laughter or Fractured Sanity that hit your graveyard. At worst, you hit a Fatal Push, Drown in the Loch or Visions of Beyond

Bruvac the Grandiloquent is not modern legal. The closest effect we have to that in modern is Fraying Sanity.

https://tappedout.net/mtg-decks/05-09-20-ub-mill/

Chasmolinker on 8 Crab Mill

1 year ago

+1 I don't know about Founding the Third Path. It doesn't hit anything good except glimpse ETB. Mill 4 is meh. Ch. 3 is OK but I think you just want 4 copies of Tasha's Hideous Laughter. Check out Ashiok, Dream Render for SB. Maybe a copy of Psychic Corrosion could make the MB.

SeekerofSecrets on UR Opus

1 year ago

Icbrgr so I started at 23 lands and 4 delve spells. I’ve got around 30,games with it and I keep flooding/not drawing enough delve spells. It breaks conventional wisdom but it’s pretty understated just how well Founding the Third Path finds/fuels your delve spells. The deck is surprisingly smooth

Mousemke on Persistent Archon

1 year ago

Skysurfer while true, it doesn't work toward getting things into the grave. Now, if it went to the grave instead of the bottom of library, it would be amazing. Founding the Third Path is the only way it would be cast from the grave and between Persist Unmarked Grave and Smallpox there are already plenty of targets

wallisface on BANT Enchantments

1 year ago

I'm really skeptical of this gameplan. From what I can tell you're hoping to cast either Ardent Plea or Shardless Agent and cascade into either Founding the Third Path or Resurgent Belief. The problems here are:

  • If you cascade into Founding the Third Path, you're likely only using it to try and get enchantments into the grave (it's first activation does nothing for you, so I assume you always read ahead to chapter 2). But from milling 4 cards you're only going to average putting 1.46 enchantments into the grave, which feels like really low value. And then it's 3rd chapter also does nothing for you. This feels like a really, really poor card to use with this current deck.

  • If you cascade into Resurgent Belief, you have the problem that your deck has no really easy way to get enchantments into the grave... you might only have a single copy of either Shark Typhoon or Colossal Skyturtle in there at best.

My current feeling is that you need to be doing a lot more to be putting your enchantments into the graveyard, as currently you have almost no way to do that, and they're just going to be stuck in your hand doing nothing. I also don't see how Founding the Third Path helps you at all here.

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