
Fabled Passage
Land
: Sacrifice Fabled Passage: 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.
Trade
Have (1) | Azdranax |
Want (2) | Tishana , Xona |
Combos Browse all
Legality
Format | Legality |
Leviathan | Legal |
Vintage | Legal |
Brawl | Legal |
Modern | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Custom | Legal |
Commander / EDH | Legal |
1v1 Commander | Legal |
Gladiator | Legal |
Pre-release | Legal |
Limited | Legal |
Oathbreaker | Legal |
Duel Commander | Legal |
Pioneer | Legal |
Highlander | Legal |
Unformat | Legal |
Legacy | Legal |
Casual | Legal |
Standard | Legal |
Arena | Legal |
Tiny Leaders | Legal |
Historic | Legal |
Fabled Passage occurrence in decks from the last year
Latest Decks as Commander
Latest Decks
Fabled Passage Discussion
Massacar on
chaotic hugs
4 days ago
Any plans to streamline your manabase at all? I know your theme is group hug, but currently you're rocking 4 colors, with 30 basic lands and no fetches, and while you have some rocks your manafixing is going to be a bit rough.
At the very least it might be worth running Fabled Passage or at least Evolving Wilds/Terramorphic Expanse so that you're more likely to be able to grab some of the colors you might need.
bdobinski on
Brad's Commander Cube (v2): Full List
6 days ago
Update 1/16/2021
Fabled Passage replacing Rupture Spire
Skyclave Relic replacing Everflowing Chalice
Drana, the Last Bloodchief replacing Whisper, Blood Liturgist
Phyrexian Arena replacing Ill-Gotten Inheritance
Emeria's Call
Flip replacing Celestial Force
Sea Gate Restoration
Flip replacing Tidal Force
Agadeem's Awakening
Flip replacing Baleful Force
Shatterskull Smashing
Flip replacing Magmatic Force
Turntimber Symbiosis
Flip replacing Verdant Force
bdobinski on
Brad's Commander Cube (v2): Non Basic Mana List
6 days ago
Update 1/16/2021
Fabled Passage replacing Rupture Spire
Skyclave Relic replacing Everflowing Chalice
OJSTheJuice on
Lord Windgrace Sits Behind A Chasm
1 week ago
Appreciate the mention!
I really enjoy this Windgrace deck, have one of my own, and I often refer to yours for upgrade paths and card evaluations. Now obvious each deck is different, but where I really see the utility of snow basics is with fetching off Prismatic Vista and Fabled Passage. You just hit that 6 a bit more easily, throwing up some extra bodies for Lord Windgrace, or the other walkers.
It really only makes a difference if you are recurring your fetches for land drops early, so I can understand not running snow (although, those Kaldheim snow basics are looking nice!).
Jack-Frost on
Omnath, Locus of Nava 2.0
1 week ago
Recommended cuts:
Creatures:
Bloom Hulk
Brighthearth Banneret
Cloudkin Seer
Embodiment of Spring
Leafkin Druid
Mulldrifter
Parcelbeast
Regal Behemoth
Skatewing Spy
Smokebraider
Tectonic Giant
Tireless Tracker
Wildwood Scourge
Instant:
Counterspell
Growth Spiral
Return to Nature
Wrap in Vigor
Sorcery:
Enchantment:
Artifact:
Planeswalker:
Lands:
Cascade Bluffs
Blighted Woodland
Myriad Landscape
Unclaimed Territory
Maybe Cut:
Fertilid
Forgotten Ancient
Bala Ged Recovery
Flip
Add:
Creatures:
Courser of Kruphix
Living Lightning
Nyxbloom Ancient
Overgrowth Elemental
Ramunap Excavator
Roil Elemental
Seedborn Muse
Titania, Protector of Argoth
World Shaper
Birds of Paradise
Sylvan Caryatid
Instants:
Chaos Warp
Constant Mists
Disallow
Krosan Grip
Sorcery:
Genesis Wave
Life from the Loam
Nature's Lore
Three Visits
Splendid Reclamation
Tempt with Discovery
Enchantment:
Burgeoning
Trade Routes
Exploration
Chaosphere
Artifact:
Arcane Signet
Chromatic Lantern
Strionic Resonator
Mana Vault
Crucible of Worlds
Lands:
Breeding Pool
Exotic Orchard
Fabled Passage
Field of the Dead
Ghost Town
Glacial Chasm
Hinterland Harbor
Reflecting Pool
Rootbound Crag
Stomping Ground
Maybe add:
Mana Breach
Overburden
Archetype of Imagination
Cryptolith Rite
Fallerup on
Reap the Tides Altered
2 weeks ago
Time Warp + Meloku the Clouded Mirror + Mystic Sanctuary = infinite turns and then you just win :) So if Time Warp isn't too expensive for you, that is something I would look to add. Mystic Sanctuary is cheap, it's just a land that returns a spell from the graveyard to the top of your library. how it works: With Meloku the Clouded Mirror on the battlefield and 5 available mana, cast the Time Warp. Put the Mystic Sanctuary into play and, with the trigger of Mystic Sanctuary's ability, put Time Warp on top of your library. Use the Mystic Sanctuary's mana to activate Meloku the Clouded Mirror's ability, returning Mystic Sanctuary to your hand and creating a token. Take the extra turn and repeat this process infinitely. you then have infinite flying 1/1 illusions that kill everyone. then you take one extra turn after you think you have enough. about 40.000 creatures should do it :) and then you kill everyone.
Another combo thats also good with landfall is Scaretiller and Retreat to Coralhelm. if you have creatures that let you put at least 2 lands into play each turn. you play Scaretiller with Retreat to Coralhelm on the field and then play your first land, tapping Scaretiller, triggering it, returning a fetchland from the graveyard to the field, this triggers Retreat to Coralhelm untapping Scaretiller, you can then fetch again and again and again, for as many lands as you want. Walking Atlas lets you put extra lands into play by tapping it. Wayward Swordtooth, Tatyova, Benthic Druid, Azuza, Lost but Seeking all do this. you just need one of them to pull this combo off and you can fetch all the lands out of your deck. If you are only running basic lands, you can make due with something like Prismatic Vista which fetches basic lands out of your deck for the cost of 1 life, which is negated by tatyova, since she gains you a life when you play a land. so you are neutral on life.
so these are all the cards I suggest you add to the deck: Mystic Sanctuary, Wayward Swordtooth, Tatyova, Benthic Druid, Time Warp, Azuza, Lost but Seeking, Walking Atlas, Scaretiller and fetches like Prismatic Vista, Terramorphic Expanse and Fabled Passage. If you have the money, all the dual lands that fetch blue and green are also good. But if you don't want to spend money on prismatic vista, the regular fetchlands like Terramorphic Expanse and Fabled Passage work too as I said, since you are also taking unlimited extra turns, the lands become untapped anyway.
none of them are expensive thanks to reprints. What you take out for all of this I'm not quite sure. But I think I would start with Jace. he doesn't look like a card that belongs here. he is good for milling. If milling is your plan, then I think this is the wrong commander. I can take a look through the list and suggest cuts if you like, but later :)
Massacar on
Momo, Hitting it Double Time
2 weeks ago
Maybe consider Crucible of Worlds to add some land recursion for any of the lands you sacrifice etc.
Also since you've got evolving wilds/terramorphic expanse you should also consider including Fabled Passage just for additional landfall triggers.
A55Destroyer69 on
general tazri commander in progress
2 weeks ago
Wrath of God is an okay boardwipe, but really you don't want to potentially devastate your board AND have to wait a turn to rebuild. Most of the time something cheaper will be better - Pyroclasm if you know you're going to face weenies or RDW or something of the like, or Blasphemous Act for just more general decks. Frankly, Blasphemous Act will potentially be worth a mere most of the time against Krenko or Thalisse even. Plus it hits them as well.
Idyllic Tutor finds you an enchantment, but what enchantment do you need? Again, you're playing an aggro deck so you shouldn't be taking your turn 2 or 3 to set up for later; you should be butting heads with anyone and everyone.
Torment of Hailfire is looking so shady here. It's a mid-lategame card that's meant to be used in tandem with heavy removal and attrition, and you're just chucking it in here as what? some sort of a finisher? Sure, it could be a finisher, but I think it needs to be somewhat built around / synergised with to actually be a viable pickup.
Rootborn Defenses is to make your stuff indestructible. First off, there's cards that do the same thing for less, and there's even cards that do more for the same price - Make a Stand, Flawless Maneuver, Ready / Willing or even Heroic Intervention. Populate is going to be pretty inconsistent in this deck too, as there's only a small handful of token generators in the deck, so why not swap it out (or remove it, even) for something more efficient
Jegantha, the Wellspring is 5 mana for a max of 3 mana per turn (estimate). With so few early ramp cards, how do you expect to consistently hit 5 mana on turn 5, 4, even 3? He may be neat, and help you ramp but you need to get him in play first. I just don't think he's worth in this deck. It's a 5-colour deck, but doesn't have a strong mana base. Also an aggro deck, so a 5 mana mana dork will kinda throw off your tempo anyway
Evolving Wilds, Fabled Passage, Terramorphic Expanse, Renegade Map, Burnished Hart, Solemn Simulacrum, Yavimaya Elder, Sakura-Tribe Elder all find little to nothing. Maybe if you add in some more basics, keep Fabled Passage and Solemn Simulacrum but not the others. The reason for these caards is to thin your deck, but thin them from basics, so if you have minimal basics to begin with you're not really consistently thinning (given that the chance of drawing all your basics is exceptionally higher than it would be with, say 10+ basic lands). Fabled Passage and Solemn Simulacrum give, for sure, the highest value so that's why I suggest to keep just them.