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Legality
Format | Legality |
1v1 Commander | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Tiny Leaders | Legal |
Vintage | Legal |
Casual | Legal |
Custom | Legal |
Quest Magic | Legal |
Fabled Passage
Land
: Sacrifice this: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library. Then if you control four or more lands, untap that land.
LoliTron on Are all fetchlands banned on …
1 month ago
First of all, i am new to the game, so i get a bit lost sometimes. But hear me out, the thing is, there is a small amount of people who play magic (non digital version) here where i live, and the format everyone here plays is pioneer, so here is my problem: I have been having this argument with a friend who plays with me, he says (and other players back him up on it) that all fetchlands are banned from pioneer, things like Evolving Wilds. That are, in fact, some fetchlands banned from pioneer, like Flood Plain, but every site i looked into says that evolving wilds is not actually banned from pioneer, and the same goes for other fetchlands, such ass: Blighted Woodland and Fabled Passage. I recently went and did some research. when wizards announced the pioneer format back in 2019, the format actually came with 5 cards banned initially, all of them fetchlands (from Khans of Tarkir).
So, the thing is, these guys i play with are thinking that those bans meant all fetchlands that got released during that time or any fetchlands that were released after the format began, are banned. I do not know what to believe, being a new player and having so much info and so many rules thrown at you is already too much, but now i can't even be sure of which cards are banned or not? What should i believe? What is the truth here?
Thanks for your atention, sorry for such a big question.
Apollo_Paladin on
Budget Counters Arena
1 month ago
I've always liked Stifle myself. It can be awfully fun getting to counter your opponent's Fabled Passage trigger in the early game & there are a wide array of other devious applications as well like negating Planeswalker ultimate activations.
Perhaps as a Sideboard addition?
Either way +1 for playing Arena for enjoyment and not just Netdecking which seems so stupidly common it's sad.
TheoryCrafter on
Dimir Mill
1 month ago
Have you considered any combination of Evolving Wilds, Fabled Passage, Maestros Theater and Obscura Storefront? These cards will feed into Fatal Push and Ruin Crab without costing you extra mana and giving your opponents an extra land. I hope this helps. Happy Hunting!
TheoryCrafter on
Mill, suggestions are welcome :)
1 month ago
In my first FNM tournament I played a Modern Dimir Deck with a similar mill or kill strategy. Only I also had Sage's Row Denizen as an extra mill trigger. This was when Tarkir was first coming out, so I had enough foresight to add a couple of Bojuka Bogs to my deck to handle delve.
I went 1-3 in the tournament, but 2 of the losses were in 3 games and the one where I was swept I got my opponent down to 6 or fewer cards each time before I lost. Between getting my opponents to zero cards and zero life the victory share was half. It wasn't a competitive deck, but it was fun the whole time.
Since then the number of cards giving players hexproof have doubled, abilities such as Delirium and Escape have come into existence, and Delve and Flashback have gotten more cards printed. This could cause your opponent to actually get stronger as the game goes on.
You did good picking cards that don't target opponents, but depending on your opponents' graveyards to pump your creatures means your creatures' power and toughness, depending on the deck you face, will end up in a constant state of flux. My suggestion is to get two more copies of Grafdigger's Cage and put them into your main board.
Also, you may want to consider counter spells to protect your pieces from opponents.
Consuming Aberration should be seen as a late game finisher, so you can get away with removing a copy. If you insist on needing card advantage, then Aqueous Form can make your creatures unblockable and give you scry.
I also suggest considering you add copies of Hedron Crab. Supporting your crabs with Fabled Passage and Terramorphic Expanse will help to make the deck resistant to cards that will allow your opponents to get nonbasic lands out of your deck.
I hope this helps. Thank you for reading me out. Happy Hunting!
Unlife on
Pioneer Phoenix (SCG Tournament Ready)
1 month ago
I've got no specific ideas but some general things. I'm not sure what your wincon is. I'm assuming its attacking with a creature, but with only nine in the main, that feels way too low. Consider Delver of Secrets  Flip, and maybe bumping up to a full playset of Thing in the Ice  Flip. All of your instants and sorceries are are at 2x-3x, you've got no playsets. Definitely look at adding some and cutting others, maybe a full set of Izzet Charm, which are flexible, as well as Opt/Consider. Manawise, if you can run the full set of Fabled Passage, they can help fuel your Treasure Cruise delve a bit. You're curve is fairly low, you could possibly go down to 19-20 lands. If you're having manafixing issues, look at Stormcarved Coast and Riverglide Pathway  Flip. I don't have a lot of pioneer experience, so this comes from just my general experience with deckbuilding. I hope it helps.
DrkNinja on
Blue/green token
2 months ago
Alrund's Epiphany Arachnogenesis Awakening Zone Bane of Progress Barkchannel Pathway  Flip Beacon of Creation Birds of Paradise Circle of Dreams Druid Crafty Cutpurse Craterhoof Behemoth Cryptolith Rite Deep Forest Hermit Dreamroot Cascade Fabled Passage Fierce Guardianship Garruk, Primal Hunter Idol of Oblivion Junk Winder Koma, Cosmos Serpent Master of Waves Misty Rainforest Mystic Reflection Mystic Sanctuary Nissa, Voice of Zendikar Oko, Thief of Crowns Otawara, Soaring City Priest of Titania Prismatic Vista Reality Shift Reef Worm Replicating Ring Repudiate / Replicate Rite of Replication Sakashima of a Thousand Faces Second Harvest Shamanic Revelation Sublime Epiphany Sylvan Library Theoretical Duplication Timestream Navigator Treasure Vault Tropical Island Waterlogged Grove Worldly Tutor Yavimaya, Cradle of Growth Freyalise, Llanowar's Fury
Santheus on
[PNR] Esper Control SNC
2 months ago
Icbrgr, Fatal Push is still good in Pioneer, although it's seeing less play in Control decks due to March of Otherworldly Light in Azorius Control builds, and therefore UW Control has a much more widespread Meta presence than Esper Control or UB Control. The Fabled Passages are enough to provide revolt triggers and Manafixing as 3 copies or more slow down the deck significantly, cycling a Shark Typhoon for a 0/0 Shark also helps sometimes. Fatal Push is usually there to help the kill Turn 1 Manadorks in Winota or Prowess Creatures in Mono Red Aggro, as in comparison with March of Otherworldly Light I'd have to exile a white card in order to achieve to same result. I'm glad you enjoy my modified personal list. You can also check out my Yorion version in my public profile if you're interested.
Icbrgr on
[PNR] Esper Control SNC
2 months ago
i really like this! honestly curious/have to ask is Fatal Push good in pioneer? (I'm new to the format)...definitly dee it in modern with the use of fetch lands and im only seeing 2 Fabled Passages... all in all though +1 this looks really fun!
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