Homeward Path

Homeward Path


: Add to your mana pool.

: Each player gains control of all creatures he or she owns.

Latest Decks as Commander

Homeward Path Discussion

Profet93 on Norin the Wary

2 days ago

There are gonna be a lot of suggestions, feel free to choose what you think works best. First a question, what is the purpose of braid of fire, what are you spending the mana on during your upkeep? Be sure to let me know what you think of each suggestion, I am curious to hear your thoughts.

Outpost Siege - Draw, works nice with top so you can guarantee you can cast it

Ignite the Future / Light Up the Stage - Similar to the above, but more immediate. Flashback has won me 3 games in my meta, although my avg CMC is 3.58 so its a bit higher. Light up the stage might be a better fit due to cmc .

Chain Reaction / Blasphemous Act - Board wipe

Wheel of Fortune - Draw + Nice card you tutored for, I hope you have recursion

Dualcaster Mage - Amazing utility! Goes infinite with Heat Shimmer and 1 or 2 other cards should you wish. Both pieces are useful on their own as well

Feldon of the Third Path - Useful in an ETB build

Etali, Primal Storm - Not a synergistic suggestion, but a fun, somewhat chaos based one. It's nice to cast a rishkar's expertise for 6 and then drop a memory jar after topdecking Etali and giving it haste with hanweir battlements

Flametongue Kavu - Removal, do note if there are no other creatures it kills itself. Nice with ETB doublers

Humble Defector - Politics, synergy with Homeward Path , which also is janky with confusion in the ranks for more politics. It's worked well for me, meta dependent.

Imperial Recruiter - Tutor in red? Sign me up! Nice to search for kiki-jiki

Kiki-Jiki, Mirror Breaker + Zealous Conscripts = Both good on their own, infinite together. I know the CMC is a bit high, but I think it's worth it. After all, what's the point of all that ramp if you don't have much to ramp into IMO

Inventors' Fair - Tutor 1/4th your deck, lifegain has helped me a few times.

Nevinyrral's Disk - Enchantment removal/wipe

Skullclamp - Genesis chamber tokens, hell, I've clamped norin sometimes making him cost 7.

Mind's Eye / Memory Jar - I run both, but you might prefer memory jar. I like mind's eye personally because with Honor worn shaku + norin, you can tap norin during each opponent's draw step to draw a card.

Sword of the Animist - Quick Norin, the enemies are coming, grab a sword, now swing.... Norin....where did you go and why is there a land? It's cool when norin swings with the sword and ramps you. Very stable ramp, although the 2 equip cost is a slight pain, the ramp eventually more than makes up for it. I understand looking at your list you prefer artifact ramp, but I think ramping lands is quite helpful given all of the artifact destruction in EDH. Moreover, it's nice with valakut. I've burned people to deal with valakut + sword. Also, Feldon + Burnished heart was a fun little trick, albeit expensive mana wise. Anywise, I digress...

Wayfarer's Bauble - Similar to the above, kind of. Not needed, I like it. Thought it was worth mentioning.

Endless Atlas - Continuous draw is nice to have

Lastly.....not an entirely serious suggestion but Ugin, the Ineffable + Top + Experimental Frenzy / Mystic Forge = Draw your entire deck. With all 3 on field, tap top to draw, then place top on the deck. Mystic forge allows you to cast it and ugin makes the cast free. Rinse and repeat. Forge is obviously a better fit in the deck, Ugin ineffable provides enchantment removal and card draw, both needed. Thought it was cute when I discovered it, thought it was worth mentioning.

I'm looking forward to your detailed response :)

BrassLord on Pet Card Database

1 week ago

In my meta full of drakes and steal your stuff cards, Homeward Path has become a pet card of mine! As is Spore Frog and Kami of False Hope . Hot Soup is another card that people seem to remember, especially if you use it to knock someone out with commander damage! Norin the Wary , Tunnel Vision . Hidden Stockpile , Stormwild Capridor are all cards that should be cut but are fun to play around with!

Doombeard1984 on All hail...The Overlord

2 weeks ago

Thanks Mortlocke for the kind words. II had the Homeward Path in there because I previously did not have anything in the deck to deal with a control magic effect. Since have upgraded and included a bevvy of counter-magic etc, so yes, don't feel The Path is required anymore.

I guess as the acquisitions increase, I will probably look to replace the Battlebond type lands ( Morphic Pool and its ilk) with the duals.

Mortlocke on All hail...The Overlord

2 weeks ago

Doombeard1984, first I want to say congratulations on acquiring your first original dual land! Your deck (and card collection) has acquired some truly sacred ground! You should be proud. As for what to cut, I'm leaning more toward the aforementioned Homeward Path . I assume Homeward Path is a countermeasure for if your commander is stolen - but most creature stealing spells and effects can be thwarted through means already in your deck. No need for a land so specific that its useless 99% of the time, in my opinion. That is unless your meta is really weird and its just chock-full of Control Magic effects. Regardless, my recommendation stands. Good luck in your future OG Dual acquisitions!

BrassLord on Fynn, the Fangbearer: An Introduction to Commander

3 weeks ago

@seshiro_of_the_orochi Yeah! Thank you for the suggestions! I will try to add an update section to the deck as well! Those suggestions seem pretty solid (solid enough that Bow of Nylea was already in the deck hahaha XD). I made it on kind of a budget, so it was difficult to fit in all the cool creatures. Things like Questing Beast , Berserk , Homeward Path , Shadowspear unfortunately had to be put on the shelf for later!

I made the deck out of a lot of the spare stuff I had organized for my Questing Beast deck Green Means GO., so that kept the cost down a lot! I also tried to keep the gameplan straightforward while still having a deck that can interact with any other strategies that he might play against. Things like Elixir of Immortality are easier to understand than any eldrazi, but they both serve as protection against mill strats! And tried to spice things up with including one of every permanent kind, though a little sparse on plainswalkers, as they're kinda difficult for newer players!

Again thank you! I'll for sure add your suggestions to the upgrades list!

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