Circuitous Route

Circuitous Route


Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle your library.

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Printings View all

Set Rarity
Guilds of Ravnica (GRN) Uncommon

Combos Browse all


Format Legality
Pioneer Legal
Leviathan Legal
Penny Dreadful Legal
Pre-release Legal
Vintage Legal
Legacy Legal
Unformat Legal
Highlander Legal
Block Constructed Legal
Standard Legal
Tiny Leaders Legal
Duel Commander Legal
Modern Legal
Arena Legal
1v1 Commander Legal
Historic Legal
Canadian Highlander Legal
Commander / EDH Legal
Oathbreaker Legal
Casual Legal
Magic Duels Legal
Brawl Legal

Circuitous Route occurrence in decks from the last year


All decks: 0.35%

Commander / EDH:

All decks: 0.04%

Circuitous Route Discussion

BRG24 on Felidae Cult

1 week ago

Circuitous Route feels like an awkward card to play, if you’re playing it on curve you’re taking your entire turn off, and since you’re most likely to be playing for tempo this does the exact opposite. If you were planning on playing some of the bigger spells for board pumps or card draw, then perhaps the ramp would be more necessary, but at present I don’t feel it’s the most important thing for the deck to have access to.

Personally, I’m not a fan of Ajani, Caller of the Pride. His -3 can be a nice finisher, but his ultimate is too big of a threat for him to be left alone, as well as taking too long to reach in my opinion, and his +1 also feels very weak. I see him as “three mana, give a creature double strike and flying for a turn”, which feels far too situational for a go wide strategy. He also is pretty hard to protect, since he offers no protection himself, which as I mentioned before is a pretty big thing for planeswalkers.

Consistent, strong draw power however, is almost universally a good thing for you to have. This lets you go dig for your finishers, your answers, your extra lands if you need them, and generally keep up with more grindy, value based decks. Huatli, Radiant Champion gives you this pretty quickly, her +1 meaning that you can hit the emblem quickly and consistently, plus she has a synergistic finisher stapled to her as well. The massive loyalty boost that her +1 can give also means she can be pretty easy to protect against damage, so it will often take a pretty significant effort to get her out of ultimate range.

I see what you’re saying with cards like Revitalize, but I would say probably try and find cards with a stronger primary effect. Since the draw on these cards only replace themselves in hand, if you’re running them mainly for the card draw then it’s basically a card that is there for deck thinning, but does so very inefficiently. Instead, you could have something like Verdant Rebirth as a cantrip that can also serve as some protection for an important creature, or perhaps Bond of Flourishing, which gives you the ability to pick the best cards from the top of your deck, rather than having it left more to chance. Alternatively, Elemental Bond might be a cheaper draw engine that you can set up, since your lords will make most of your creatures big enough to trigger the ability.

Hope these suggestions are helpful.

9-lives on Felidae Cult

1 week ago

But what do you think of Circuitous Route? Isn't that a great card for land draw? If I need drawing power itself I'd rely on lesser cost cards. Revitalize is nice. I don't plan on using a 5 mana card for drawing power, so I'm stuck between Huatli, Radiant Champion and Ajani, Caller of the Pride. Which one is better? Sheer attacking power, or drawing power? I imagine I need more drawing power than attacking power.

9-lives on Felidae Cult

1 week ago

Ahh those are nice cards, and I think the best one that makes a flyer out of my cards is Angelic Gift. Also, super useful against a strong flyer is Plummet which I happen to already have a few of in card form. I also already own Tower Defense in card form for my Wall deck, but it's only good for defense (or offense in a wall deck! haha!), which instead I plan on using my flyer enchantment to deal damage as well as block other flyers.

Huatli, Radiant Champion is also another Planeswalker I would consider. However, she is only useful in the latter end of the game when I have lots of cats on the field. But that's just drawing power; I will most likely either need drawing power for my lands, or drawing power for my enchantments, instants, and sorceries. If I want a strong card that draws lands, I could always use Circuitous Route, which I have one in card form. That's an amazing card for having extra lands on the battlefield when you already did your upkeep. Especially if I have Selesnya Guildgate, I could use this card for them since they enter tapped anyways.

RobsJourney on Uril Gonna Get Ya

2 weeks ago

Hey bud, suggestions for some changes:

Lands (I cut the two basic fetch lands, you will be running nice green ramp so won't need em, prob just slow you down otherwise)


greyninja on Non Basic Fetches

2 weeks ago

Circuitous Route?

Does gates as you mentioned, not triomes etc

Pile-O-Homonculii on Big Beefy Fish Boys

1 month ago

Good choice of commander for a sea monsters deck. I have an Urza sea monsters deck, trying to use Urza's ability to tap artifacts for blue mana to ramp hard into those big blue beauties. It still ends up playing like an Urza artifact shenanigans deck though, because it's Urza..

So my next move is to make it an Arithmexes deck instead! The inclusion of green for its ramp should make it playable. I think that you should consider Circuitous Route, Nyxbloom Ancient, Explosive Vegetation, and Frontier Siege. This last one only produces green mana but holy god does it produce mana. Two green on EACH main phase, and those blue beauties need a lot of any color mana regardless.

Temur Sabertooth can save as many critters from board wipes as you have the mana for, as well as itself. Breaching Leviathan is nasty. Tidespout Tyrant is not a fish but is definitely a blue sea monster and does work. I love the inclusion of Tale's End. So unexpected and great for dealing with those obnoxious sac engine decks. Similar to Soul's Majesty, Return of the Wildspeaker will draw a ton of cards in a deck like this and has the added upside of being used as a finisher.

I also love the various umbras, generally, for commander decks. Eel Umbra has flash and will unexpectedly save one of your fish from removal, and Bear Umbra will do work in any green deck. Lastly, Capsize in a deck like this is great fun, and flavorful, but can produce saltiness when bought back repeatedly.

If you are interested, this is my Urza deck:

It has a strong draw package.

RiotRunner789 on Sisay the Enchantress, Shrine Tribal

1 month ago

Maze's end is there to have another win-con. The deck is a bit short on those. I could stream line it with more land tutors than just Maze's End itself, Circuitous Route, and Nylea's Intervention. Mostly, it is there for a funny win condition. I'm intentionally trying to build a more janky, not-super-powerful deck.

It might come out because doing some play-testing with the Estrid and it becomes basically impossible if she hits her ultimate even once without adding some land recursion. It just needs to be replaced with somethings else if I do remove it.

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