Clearwater Pathway

Land

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Legality

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

Clearwater Pathway occurrence in decks from the last year

Latest Decks as Commander

Clearwater Pathway Discussion

ImaginitiveRascal on MTGA: Historic "Cruel Control"

2 weeks ago

I would suggest the pathways over basics ( Clearwater Pathway  Flip, Riverglide Pathway  Flip, Blightstep Pathway  Flip). You might want some more wincons, Maybe an Ugin, the Spirit Dragon ?

PalaCannito on Ninja Time

1 month ago

Proposed changes to give some beefier creatures or ways to fight my buddy DarthSeatb3lt and his Gisela, Blade of Goldnight deck.

  1. Replace Murmuring Mystic with Silent-Blade Oni
  2. Replace Soul Manipulation with Arcane Adaptation
  3. Replace Merfolk Windrobber with Thieving Skydiver
  4. Replace Island with Clearwater Pathway  Flip
  5. Replace Island with Sea Gate Restoration  Flip

I may drop the fetches for basics and look for room for Throatseeker.

LitchOubliette on Commander Staples Cube

3 months ago

Changelog (22/11/2020)

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Multicolored

Colorless

Mana Fixing

plakjekaas on Izzet Tempo - Tournament Ready

4 months ago

Pathways in this deck are probably as good as pathways will be. Since you don't want to lose tempo, you'll want as little "enter the battlefield tapped" lands as you can, so them coming in untapped, keeping up Shock or Opt from turn 1, depending which you have in hand, is probably worth 4 land slots.

I'd make this mana base with 4x Temple of Epiphany and 4x Clearwater Pathway  Flip, and then add basics according to your mana requirements in the deck. No Fabled Passage, no Swiftwater Cliffs, I think even the castles in your colors are too slow for your gameplan. Shatterskull Smashing  Flip is probably worth it, but Sea Gate Restoration  Flip most definitely is not a spell you're ever going to cast, so it's not worth paying 3 life for the land part if it's basically an island in your deck.

VampDemigod on Dimir Flash Mob

4 months ago

4 copies of Clearwater Pathway  Flip is a definite add. Or maybe a 2 copies each of Castle Vantress or Castle Locthwain. Probably not both changes tho.

In either case, I’d advise cutting 2 swamps and 2 islands.

Since you have Lochmere serpent, the castles would probably be best.

azja on Yuriko (Optimized) Primer

5 months ago

@Snake57 No problem! I love to talk about Yuriko, so your questions and suggestions are always welcome!

My plan is to cut 1 island, 1 swamp and Darkslick Shores for Sea Gate Restoration, Agadeem's Awakening and Clearwater Pathway.

As for Yawgmoth's Will, I think most Yuriko decks are fast enough that we can't bring out the card's full potential. I find this deck wins sometime around turn 6-7. At that point in the game, I usually have around 6-7 mana to work with, which only leaves 3-4 mana to cast things from my graveyard after casting it. But since you have one, I would definitely say to try it out. Let me know how it goes!

I actually just bought myself a Commandeer! So I'll be trying it out soon, but I haven't decided what to cut for it yet. It seems like exiling 2 cards is quite a steep price, but if it counters an early Pithing Needle or Dictate of Erebos, it's probably worth it.

I think Snuff Out is an amazing card for Yuriko decks. My playgroup is heavily focused around black decks, so I unfortunately can't play it often. But in a blind meta, Snuff Out is my second favourite removal spell after Deadly Rollick.

I also think that Dismember is a great card for Yuriko, I've considered running it for a long time. I just don't think its as effective as Deadly Rollick, Submerge or Curtains' Call, and it doesn't hit as hard as Consign / Oblivion or Commit / Memory. So its mostly an issue of finding a place for it, rather than it not being good enough!

I had Cyclonic Rift in the deck for a long time. I found myself not being able to hit 7 mana consistently, so it ended up being a 2 mana bounce spell too often. Coastal Breach is usually pretty strong, but Evacuation sometimes feels lackluster. I've been thinking of replacing Evacuation with Devastation Tide for a while, seeing how consistently this deck can cast Temporal Mastery for its miracle cost.

Hopefully this was helpful! Feel free to post questions/suggestions for me anytime, friend!

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