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

DreadKhan on Saryth, natural partner of Fynn

4 weeks ago

Not sure if I'm missing something, but why do you have 45 lands? That is as many as I run in my Tatyova Lands deck, which wins the game via lands mostly, specifically my Commander offers a payoff for landfall. I see you have a few payoffs for landfall, but it still seems like a lot. Anyways, a few thoughts!

First thought, Multani, Yavimaya's Avatar would probably work well in here, maybe even as a Commander. He often end up quite big, and he comes with Trample and a recursion effect. You can still run Ohran Frostfang and Bow of Nylea for Deathtouch, and you could run Saryth in the 99 still. Just an out there thought to start off with, not trying to be negative.

I think Isochron Scepter probably wants more potential 'hits' (you have 2 afaik, I find having quite a few more, and some tutors for Instants and Artifacts still doesn't set it up very often).

Crucible of Worlds seems odd in here too, for one Ramunap Excavator does similar work and is a more useful type (and your Commander can get the creature Hexproof), and on the other hand your deck runs enough lands that you'll hit drops to turn 6 usually. I'm going to list a few utility lands that might help by giving mana sinks or card draw to help when you get flooded: Bonders' Enclave and War Room might work out, offering a mana sink and card draw to help smooth out bad draws. You could consider Geier Reach Sanitarium and/or Mikokoro, Center of the Sea, but these help everyone. Tyrite Sanctum is a good utility land in more casual play, offering +1 counters or Indestructible. Temple of the False God can blow up in your face a bit with a terrible hand, but it's usually a ramp land if you run this many lands. Inkmoth Nexus might work well with +1 counters, and it dodges wipes usually. Tower of the Magistrate is useful vs Voltron, you can give an opponent's creature protection, dropping all it's equipment IIRC, which can be pretty funny the first time. Homeward Path can be nice in Green, if people steal your better creatures it feels pretty bad. Any of the G lands with Cycling like Slippery Karst or Tranquil Thicket can be nice with a higher land count. Blighted Woodland or Myriad Landscape offer ramp, but are slow or use a lot of mana to do it. I actually like Opal Palace in a deck that can benefit from it in 1v1, and you should have lots of mana on hand to make the tax pretty insignificant. If you can recast your Commander a few times, they end up reasonably beefy.

Time of Need can find Fynn or Toski. Have you thought about more removal, mostly for artifacts and enchantments, but Green has access to some creature removal, so-so stuff like Kamahl’s Will exist at this point, or the reasonably useful Transmogrifying Wand for repeated Destroy. Silklash Spider or even Squallmonger can help deal with Flying decks, which are frustrating. I also run Sandwurm Convergence in my mono G deck, otherwise I consistently lose to faster flying decks like Talrand (a very nasty 1v1 Commander), ymmv though.

DareiJuxis on Ctrl-G | The Art of Mono Green Control

2 months ago

Looking over the list, there does not seem to be much GY recursion so I would consider Holistic Wisdom in case something important is removed.

Lotus Cobra is also very synergistic with the commander Ashaya, Soul of the Wild. If your commander is on the field, all creatures give you mana when they enter, so it also makes infinite mana with Quirion Ranger and your commander.

Cream of the Crop also filters through the deck fairly well, especially with the bounce effects, or at least lets you know what is coming if a dork is played.

Wilderness Reclamation untaps creatures and lands if your commander is present at your end step, and is an enchantment.

Orb of Dreams is also interesting because you already have ways to untap permanents, so it likely does not hurt you as much as the table.

As far as what I do not like I do not see the use in having Homeward Path in any deck, and I think the 6 mana requirement of Mouth of Ronom is simply too much, even if you have mana doublers and untappers. Considering the card draw, I would rather see a Reliquary Tower than either of these. That's it though, it seems like most of my suggestions would boil down to meta calls, so it is hard to tell what to remove.

Massacar on Dead and Back Again, A Necromancer's Tale

2 months ago

Peingebreck wouldn't the opponents not being forced to sacrifice their creatures, therefore returning their control back to the Gisa player, mean that Homeward Path doesn't work as intended? Since the intent is to re-steal the would be sacrificed creatures?

I understand my earlier explanation to be incorrect in terms of mechanics, but wouldn't the outcome still be that this "combo" returns the creatures to your opponents and therefore be inadvisable?

Sorry, just want to make sure I fully understand!

Peingebreck on Dead and Back Again, A Necromancer's Tale

2 months ago

Massacar nevermind, I did some research in the mean time – while Homeward Path works as intended, your opponent will not have to sacrifice the creature as the control over the triggered ability does not change and you would have to sacrifice a creature you no longer control.

NV_1980 on Hatching Eldrazi *PRIMER*

2 months ago


I would recommend you include Homeward Path, this helps you to retrieve Atla (or any other of your creatures) in case they get stolen. This is kinda handy since you haven't included much that helps Atla protect herself from such actions. Not sure if this happens often in your meta/playgroup, but mine relishes plays that result in the theft of commanders. Just saying.

Kind regards,


Massacar on Dead and Back Again, A Necromancer's Tale

3 months ago

crasher121, unfortunately because decay is a delayed trigger that hits at the end of combat Homeward Path won't actually work here. There isn't a space between damage being dealt and the delayed trigger forcing you to sacrifice the stolen creatures that would allow you to use the homeward path to for your opponents to sacrifice them instead.

crasher121 on Dead and Back Again, A Necromancer's Tale

3 months ago

Thought about adding Homeward Path in response to decay so you get the creatures back?

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