Descendants' Path

Descendants' Path

Enchantment

At the beginning of your upkeep, reveal the top card of your library. If it's a creature card that shares a creature type with a creature you control, you can cast this card without paying its mana cost. Otherwise, put it at the bottom of your library.

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Trade

Have (1) Forkbeard
Want (2) pksword1 , Streyken

Printings View all

Set Rarity
Avacyn Restored (AVR) Rare

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Legality

Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Descendants' Path Discussion

SufferFromEDHD on Legendary Wizards of Oz

1 day ago

+1 from me from the concept alone. I like the theme/gimmick of legendary wizard tribal in all these colors. Snuck in charm tribal too. Maybe complete the Confluence and Command cycle?

0 artifacts or enchantments? Capitalize on their absence with a play set of stax hate.

Reki, the History of Kamigawa while not a wizard would still create real value in this list.

Tribal cards like Arcane Adaptation, Call to the Kindred, Cavern of Souls, Cover of Darkness, Descendants' Path, Kindred Discovery, Kindred Dominance, Kindred Summons, Patriarch's Bidding, Species Specialist

MattN7498 on Ur-Dragon's Multiverse Onslaught | *PRIMER*

1 week ago

Jator Seems good! I've always thought about throwing it in because it's easy to trigger. Guess the main thing to figure out is what do you want to prioritize looking for to either gain some more card advantage or alpha strike someone. I'll definitely see if I can squeeze it into the list!

Granum Original duals are obviously the best pick. However, I don't own any OG Duals nor do I like proxying stuff like that. If you own OG Duals, go for it but not required.

EmperorPenguin I'll go fast. Lurking Predators 32 creatures in the deck, which is low for this effect, and you're forced to cast them otherwise why would you playing this card. Opens yourself up to field wipes and getting rid of a lot of your threats in the deck. Dragonspeaker Shaman Non land ramp based card that's on a small body that easy to remove that's really only good on Turn 3. Sunbird's Invocation Win more enchantment that does nothing casting it on Turn 7, which isn't guaranteed to make it back to you when you play it, where you can cast potentially two dragons instead. Descendants' Path Same thing as Predators. Low hit rate that does nothing when you play it. Granted it's only 3 mana but list is already tight so the hit rate just doesn't make it worth it. O-Kagachi, Vengeful Kami Great political card in that it deters people from swinging out of fear of blowing up their permanents. Flying and trample also really great. Dragonmaster Outcast Rather would just pay mana for a Dragon that has equivalent stats for the 5/5 that comes in rather than risk this on a small body and can actually be aggressive. Taigam, Ojutai Master Counter spells ain't a big deal and paying 4 mana to have only a Cavern of Souls that pretty much has no other lines of text that are really relevant most of the time ain't worth it. Bident of Thassa Relies on having creatures to get the card draw and the ability to make opponents attack will just make them attack you. If they have a large amount of creatures, sure you pick off importants ones, but you end up taking a lot of damage. Fiery Emancipation Win more card that relies on having creatures. With a small amount of dragons, you can usually halve someones health so relying on one effect in the deck to do more damage isn't worth. Chromatic Orrery Big 7 mana artifact that sometimes you might not be able to cast and can't easily be protected. Lot of scenarios of you getting blown out.

Feiryn on Here there be DRAGONS!

3 weeks ago

Ah okay, I assumed the maybeboard were cards you were only looking at, my bad!

In that case you have a bunch of stuff that definitely could fit in the deck. For those three you mentioned Exploration is very good and can be slotted in over Rampant Growth, Canopy Vista/Smoldering Marsh can just be replaced by a Forest/Mountain, and definitely take a Sol Ring if you have a spare one.

As for others, here's the most notable you have on your maybeboard:

  • Asceticism
  • - If it resolves your dragons are almost invulnerable outside of stuff like deathtouch/boardwipes
  • Smothering Tithe
  • - Could help with ramp
  • Dragonlord Ojutai
  • - Great card advantage with hexproof half of the time
  • Glorybringer
  • - Might not be as strong as some other options but that exert can effectively be a removal spell every other turn
  • Nicol Bolas, the Ravager  Flip
  • - Great value all around and if you manage to transform him you basically win
  • Rishkar's Expertise
  • - Pricy but casting it will probably mean refilling your hand and getting a free dragon which covers its cost
  • Cyclonic Rift
  • - EDH staple and one of the best boardwipes in the format, wipes all of your opponents' creatures, artifacts, walkers, etc
  • Force of Vigor
  • - Pretty good removal that can be manaless
  • Teferi's Protection
  • - Protects your entire side from boardwipes

For boardwipes you already have Crux of Fate and Balefire Dragon. Throwing in Cyclonic Rift would definitely be a good choice. The issue with boardwipes in decks like these is that you don't want to reset your own boardstate, but that's why the three I mentioned are so good because they only affect the opponents. Cyclonic Rift also dodges indestructable as it's a bounce effect rather than a destroy.

In my opinion, counters are generally not very effective in decks like these. It's generally more effective to run cards like Rhythm of the Wild and Asceticism as they're not one-shots, while also having the side-benefit of opponents using their counters on your other opponents instead. If you wanted to pick up additional effects like those if counters/removal are rampant in your group, I personally like Steely Resolve and Conqueror's Flail.

I actually recommending cutting Deflecting Swat as you'll only rarely have your commander out. If you want one-shot defensive utility, Veil of Summer and Autumn's Veil are amazing for that.

If you want more spot removal, I definitely recommend picking up a Path to Exile. With it, Swords to Plowshares, and Anguished Unmaking you should be good for spot removal unless you wanted to splurge on an Assassin's Trophy.

I'm unsure about Ramos, Dragon Engine. Since you're in a more casual environment they might be okay, but unless you have something like Descendants' Path down they're not really worthwhile. If you're wanting to go out and buy a fairly expensive creature, by far the best purchase you could make is Kaalia of the Vast IMO.

abby315 on Marwyn Elf Queen (Unban Rofellos!)

1 month ago

Elvish Guidance is a fun one with Arbor Elf. I also really like Bloodline Shaman and Descendants' Path for card draw in green! Gilt-Leaf Archdruid is also extremely fun for turning your mana dorks into late-game cantrips, and stealing people's lands. :)

Elfball was the first EDH deck I ever built, and I still have my list here: How Aluring~~ (Competitive Aggro/Combo Elves) It's a little out of date, but it has some fun ideas and unique cards.

PapLaRiviere on Sliver Combo/Control

1 month ago

Malsorn,,, I have been planning to pull Dormant Sliver for a long time. I finally did it and replaced it with The Great Henge. The next card I want to get in is probably Descendants' Path. I am also toying with the idea of getting Morophon, the Boundless and Teferi's Protection into the deck. I have found Scroll Rack to have limited value, but that may be because I have not yet learned how to use it to maximum advantage. I am still pondering your thoughts on Eladamri's Call and Mana Leak. Again, thanks for your input!!

PapLaRiviere on Sliver Combo/Control

1 month ago

Thank you again, Malsorn, for taking the time to take a close look at the deck and for sharing your thoughts.

Generally speaking, I am pretty happy with my current mana base when viewed within the context of my current meta. I would be the first to admit that if my meta were to take a significant shift towards nonbasic land destruction, Blood Moons, basic land fetch effects, etc. that I would need to rethink the mana base considerably. If such a rebuild should become necessary. your idea of starting with the filter lands holds merit.

Reflecting Pool was in the deck at one point - I do not recall what I replaced it with, or why. Exotic Orchard just does not suit my play style as it relies on what the other players bring to the table and it gets weaker as your opponents leave the game. Your thoughts on Sliver Hive vs. Unclaimed Territory are spot-on and I have actually made that change to the deck - thanks!

There are 8-10 cards I would REALLY like to get into the deck ala Descendants' Path, but as you say, What do you pull? That dilemma though is what makes deck mechanicin' so fun and interesting!

Take care, Pappy

Oloro_Magic on Descendant of Eldrazi DS

2 months ago

Eh, I'll bite because I like Descendants' Path from a design perspective. As has been pointed out this probably isn't very competitive, but you can make it somewhat better. You likely want spot removal as you aren't very fast, neither Ugin, the Ineffable nor Crashing Drawbridge really do anything so they can go in favor of your removal of choice (I like Fatal Push in this list).

The signets also don't do much and really don't make a high enough impact. If you want artifact ramp in modern, Pentad Prism is likely better but still not good here. I'd say you are better off either running more mana dorks, or, seeing how I don't think this is trying to be terribly competitive, Growth Spasm is not horrible and has the added benefit of creating a relevant creature. I'd also likely cut the Privileged Position in favor of more relevant creatures. Redesigning the manabase to accommodate Matter Reshaper isn't a bad idea, Thought-Knot Seer is also great in any Eldrazi deck.

Speaking of the mana, you really don't need that many fetches or shocks, I'd be on something like this:

4x Eldrazi Temple (assuming you play some of the colorless cards)

3x Brushland

2x Llanowar Wastes

1x Overgrown Tomb

2x Temple Garden

1x Godless Shrine

4x Windswept Heath

2x Forest

1x Plains

1x Swamp

2x Verdant Catacombs

1x Cavern of Souls (optimally but not needed, can just be a basic)

Looks cool though, like I said I really like seeing people try things with Descendants' Path, +1'd!

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