: Add to your mana pool.
: Each player gains control of all creatures he or she owns.
|Have (3)||Obsolete , , orzhov_is_relatively_okay819|
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Homeward Path Discussion
2 weeks ago
Willborn thank you for the comment!
Honestly really the only thing I look for in a starting hand land-wise is a green and a white source, whether that be through basics, nonbasics, or fetches. I've kept far too many two land hands and it's worked out mostly well for me. I'd say I'm satisfied with my hand 75% of the time. With the lower land count with not many backup sources of mana such as dorks and rocks, there is a greater chance of being mana-screwed. However, in my opinion the greatest part of running a low-CMC deck is you are still able to cast spells and you don't need to rely on getting to that fifth or sixth land drop; you're able to work with just three to four lands. The deck is designed to lock out opponents, meanwhile having the ability to constantly be playing two to three enchantments a turn, if not more. If every enchantment was four to five mana, we couldn't do that, however we're able to because 50% of the deck is less than two mana.
I will admit, I should probably look at replacing Ancient Tomb with either a basic or a fetch, as it honestly hasn't done much for me in the long run and there have been times where I wished it was a forest or a plains. However, I do love the utility having many of the lands you mentioned gives us. Deserted Temple pairs great with Serra's Sanctum and Nykthos, Shrine to Nyx. People in my playgroup do run troublesome lands such as Maze of Ith, Glacial Chasm, and even Dark Depths so being able to deal with them with ways such as Strip Mine and Wasteland is super nice. People also run Insurrection-esque cards, so being able to get your own stuff back is a must with Homeward Path. Emergence Zone is more niche, but it can allow us to flash in an enchantment that would screw someone over if we didn't cast it on our turn.
All in all, I suppose in the end it comes down to personal preference. I've been playing EDH with 30 or less lands for years at this point and it just feels natural to have a land count around 28 to 30, especially with lower CMC decks. If you want a higher land count, you could probably cut a few cards here or there in order to get to that point. However, 28 lands works for me just fine, so I roll with it.
Hopefully this answered your questions! If you have any more, feel free to ask.
2 months ago
If you're looking to hold onto Karona, your best bet is probably Homeward Path , which will let you take her back once per turn cycle (though your opponent will control her long enough for instant speed shenanigans). However, there's no way to permanently supersede her swap ability short of just removing it with Kenrith's Transformation or similar, which kind of defeats the purpose of playing Karona in the first place.
If you're looking to mitigate her drawback, consider cards like Vow of Flight to prevent her from attacking you and Clout of the Dominus to make her untargetable, which will at least make it harder for players to use her against you or otherwise mess with her.
2 months ago
Why: Because greed, also having a second jeweled lotus is nice
@Profet93 i'm really considering running Break the Ice . reason being it gets rid f a lot of problem lands that tergrid doesn't want to deal with (things like Homeward Path ). I don't think it's an absolute addition until I get more games in at the shop that's recently opened it's play space up but it does potentially have a lot of value. the cut im looking at for it is Tavesh Szat currently
3 months ago
I would see a Homeward Path fit in there; might be useful when you steal a non creature and give on in exchange. Not a cheap card but not crazy expensive either
4 months ago
So the new Sword of X and Y looks pretty strong. It appears a bit stronger than it's closest comparison in Sword of the Animist in some decks. I definitely will consider it for Hofri. Ramp in Boros, critical protection colors, corner case Homeward Path effect, and re-triggering ETB all in one package seems great.
Zabaz is interesting. I had a Modular deck a long time ago so it's cool to see a Modular legendary show up. I wonder if new Modular cards will be printed in MH2.
4 months ago
Named_Tawyny, yes, that is definitely a significant decrease in power.
4 months ago
4 months 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 .
Wheel of Fortune - Draw + Nice card you tutored for, I hope you have recursion
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
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 :)