Loran of the Third Path
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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Loran of the Third Path

Legendary Creature — Human Artificer

Vigilance

When Loran of the Third Path enters the battlefield, destroy up to one target artifact or enchantment.

: You and target opponent each draw a card.

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plakjekaas on How Good is Temple Bell?

2 months ago

Loran of the Third Path at least benefits less opponents, the white decks should probably opt for that one if it would be a choice.

DadHumanPraetor on You Know Nuthin Jon Snow

3 months ago

Tocasia's Welcome Rumor Gatherer Loran of the Third Path

Moonshaker Cavalry True Conviction

I love mono-white too, it's come so far for edh the past couple of years. Cool deck, Oketra is awesome.

Crow_Umbra on Alesha, Who Blinks at Death EDH

3 months ago

Hi there, I saw your comment on the front page feed that you were looking for some help with your deck. Alesha was one of my first favorites, but I recycled her a couple of years ago to build Isshin.

In looking at your deck and some of the stuff in your Maybe Board, I have a few suggestions:

  • Generally speaking, I think you can trim down your creature base a bit more to give you a bit more room for lands, another mana rock or two, and other spells that can help your overall strategy.

  • Some of the creatures I think you can safely cut are: Ponyback Brigade (you have other token creators that aren't 3 color intensive, also kinda underwhelming), Vulturous Aven (there are other similar effects on cheaper spells, at cost of not being repeatable), and Mirkwood Bats (mostly because you currently have ~10 or fewer token creating effects in deck, so not a lot of support).

  • As mentioned for the Vulturous Aven swap, but Deadly Dispute, Costly Plunder, & Plumb the Forbidden are all excellent options. Plumb the Forbidden is one I've enjoyed in my aggro decks as a response to board wipes.

  • Fanatical Devotion is a budget option that pulls some weight in Alesha as a protection effect & repeatable "free" sac outlet.

  • Scapegoat can also be a cheap board protection effect, & means for you to return ETB creatures to hand for reuse.

  • Reconnaissance - I first started playing this card in Alesha before using it in some of my current aggro decks. Helps with pulling Alesha or other creatures out of combat after they've dealt damage, since creatures are considered attacking until combat ends. This EDHREc article goes in more detail.

  • Snarling Gorehound - Is a newer card & can help Alesha get some repeated Surveil to sculpt her graveyard.

  • I'd recommend replacing Coldsteel Heart with something like Talisman of Conviction or Fellwar Stone. I see you recently swapped out Fellwar Stone for Coldsteel Heart, but you're losing a bit of mana velocity with that ETB tapped on Coldsteel.

  • In looking at your mana, I think you can probably swap Castle Embereth with another Mountain, mostly because 6 of your 33 lands have the Mountain type. On that note, I think you could safely replace some of your lands that enter tapped with more Basics until you can your hands on something like Luxury Suite or Spectator Seating. Exotic Orchard can also be helpful.

  • You can also maybe swap out Junkyard Genius for something like Goblin War Drums, if you're looking for a more reliable Menace anthem.

  • I know she's in your Maybe Board, but I think Loran of the Third Path can be a potential swap with Boneshredder. The political draw she has can be really helpful.

Hope these suggestions were helpful. I'd be down to chat about additional swaps if you're up for it. Best of luck, Alesha is a lot of fun

-

Worrad75 on Pia-tiful Impulse Control

4 months ago

Keeping a record of the changes I make here.

took out Surge of Salvation for Island Sanctuary

This deck can take some time to assemble a lethal board, and we need a way to dissuade attackers. Surge is a fantastic 'gotcha' combat trick, but it doesn't do much for us if we exile it at sorcery speed. Island sanctuary allows us to trade our card for turn for security; it blocks ground creatures, we print fliers like crazy so flying attackers dont typically scare us, and islandwalk will never matter for us. The card disadvantage isn't nothing, but this deck has plenty of ways to generate advantage from exile.

took out Faithless Looting for Dragon's Rage Channeler

This is simply too much value to ignore. We have 50(!!) noncreature spells in our deck. FL is in there to help generate velocity when we get stuck with our hand, but DRC simply blows it out of the water in terms of card selection. Filling our graveyard is also semi-relevant, as we run Reconstruct History, and having an extra 3/3 flier certainly contributes to our gameplan of smacking our opponents repeatedly.

took out Cursed Mirror for Loran of the Third Path

This swap is somewhat based on goldfishing impressions, which means there's a chance it gets reverted with more reps in a real pod. Cursed Mirror gives us velocity as a ramp piece (albiet at 3 mana), while offering incredible upside to copy something like a Professional Face-Breaker, not to mention your opponents creatures. The issue lies in the makeup of our deck; as currently constructed, we have only 18 creatures, and 10 of them are legendary. This makes the Mirror's upside more of a "hope your opponents have something cool to copy" rather than it's more powerful use of "get one of your effects doubled temporarily" due to the lack of available targets on our own board. While Loran doesn't ramp us, she gives us both interaction and non-exile card draw, both areas that this deck is a bit light on.

took out Cosmic Intervention for Boros Charm

Cosmic intervention was initially included due to Pia's natural synergy with fortell cards. However, the closer you look at situations in which you are likely to need Intervention, you start to realize how next-to-useless that extra Thopter is. Additionally, one of the massive upsides to Intervention is re-enabling ETB effects, which we currently only have 2 of in the deck. Boros Charm on the other hand actually manages to save our board from damage/destroy effects, while also giving us more flexibility. We have a handful of large creatures/effects that benefit from double strike (14 points of lifegain off Sephara, Sky's Blade, anyone?), and if all else fails the 4 life can be meaningful, as this deck tends to deal death by 1000 cuts. Exiling CI off the top at sorcery speed feels like a whiff; exiling BC feels the world is your oyster.

Dropping a Mountain for Land Tax

This is a bit of an experimental swap, as it's possible we actually want to leave more lands in the deck so they can be exiled off the top. This will mean in games where we have LT in our openning hand (the ideal start), we will exile fewer lands and more nonland cards. We'll be playing the lands every turn to be able to play the extra spells, but we'll also miss out on the value of playing lands from exile. That being said, there is undeniable value to be had by being a bit greedy here.

Crow_Umbra on Just a Silly Little Girl

4 months ago

Alesha is my OG favorite Mardu commander. I used to play her for a couple of years before converting her into Isshin, when he debuted. I've always liked how flexibly she can be built, and that each Alesha deck has its own unique twists. I'm glad you already have Inti in there, as that's a newer card I would've slot into mine if I still had it. A few things worth considering:

  • Reconnaissance - I used to run this in my Alesha deck before it found its new home with Isshin. If you're unfamiliar with the card, it can act as a pseudo Vigilance anthem, that also protects your attacking creatures due to combat step timings. This EDHRECast video and EDHREC article both explain how the timing works. Super helpful for protecting Alesha.

  • Dolmen Gate - Super helpful protection piece to keep Alesha safe(r) on attacks.

  • Loran of the Third Path - Potentially reusable removal that can be recurred by Alesha. The draw can also be used politically as needed.

  • Professional Face-Breaker- Has the right power to get recurred by Alesha, and works to help with mana acceleration and impulse-drawing.

I think you could probably cut Mardu Banner and/or Chromatic Lantern, as your curve is already fairly low, and your other ramp options are decent.

Best of luck with your deck. I hope these suggestions were helpful, and would be up to discussing further if you're interested.

BPWyndon on Kyler, Sigardian Emissary

5 months ago

Love human tribal, here are some cards I think would go well.

Victory's Envoy, putting the +1/+1 on your commander and all you creatures is equivalent to +2/+2 to all your creatures every turn!

Loran of the Third Path, this is one of the best political machines, make a friend at the table. Also doubles as some removal.

Orzhov Advokist, You put 2 counters on your commander every upkeep, and if any other player wants to put two counters on one of their creatures, no problem, they just aren't allowed to attack you for any entire turn, what a trade off!

Aragorn and Arwen, Wed, a card I haven't had the chance to playtest yet, but seems good.

Archetype of Courage, makes attacking into you unmanageable.

Forgotten Ancient, I know it isn't human, but holy crap a bunch of counters for your commander.

Tarrian's Soulcleaver, more counters for you commander, especially if your meta uses a lot of treasures!

My only other suggestion maybe to add more lands, and get some more ramps spells, you look a bit low in that area.

Crow_Umbra on Where in the world is Carmen

6 months ago

I saw your forum post, and figured I'd leave my suggestions here:

  • Scapegoat - Can help with board protection for stuff you wouldn't want to die (mostly Carmen).

  • Bartolome del Presidio - Kind of like another Carrion Feeder. Helpful to have another free sac outlet that can also grow into a threat.

  • Plumb the Forbidden - Maybe can replace Village Rites or Corrupted Conviction. Excellent draw, especially when used in response to board wipes. One of my favorite uses was using it in response to a Living Death lol.

  • Fanatical Devotion - Another free sac outlet that can help you protect key creatures.

  • Curse of the Restless Dead - Could be another means of getting creature tokens to sac, even if you enchant yourself with it. I think this or Fanatical Devotion could replace Monologue Tax, which felt very underwhelming each time I played it.

  • Loran of the Third Path - Another helpful ETB removal with some upside for political draw.

  • Chittering Witch - ETB token creator with a bit of removal

  • Bronzebeak Foragers - More ETB removal that can be repeated with Carmen. Kind of like a Grasp of Fate on a stick.

  • Luminous Broodmoth - Helps recur your sacrificed creatures and turns them into more effective attackers/blockers, assuming they didn't already have flying.

  • Vito, Fanatic of Aclazotz - A value engine that cares about you sacrificing permanents.

  • Lich-Knights' Conquest - Could be a means of doing a "surgical" version of Living Death, and get back some of your ETB removal like Fleshbag Marauder and crew.

I think you have a solid start so far in terms of trying to balance out sac fodder creation and sac enablers. Every meta is different, but I think with how prevalent Treasures and similar types of tokens are now, Carmen should get some incidental growth from other players, but will definitely require some testing in your local metas to determine that. I think having a decent amount of Free Sac Outlets to let you control your own sacrificing at instant speed should be helpful too, especially if some of those effects can help you protect Carmen, or at least replenish resources if she is removed.

Imaginary_Friend777 on Marchesa, Forced Combat

6 months ago

Hey, I just built a very similar deck and had a couple suggestions. Have you thought about a couple cards like Ghostly Prison or Windborn Muse to keep you safe early? Blazing Archon is great, but it is more of a late game threat. You have a lot of global forced combat like Goblin Diplomats and Avatar of Slaughter, so you want to make sure those effects don't come at you. You can also achieve this with political pieces like Shadrix Silverquill or Loran of the Third Path. One more thing, I like to have on hand are some surprising wincons like Delirium for big commanders and Incite Rebellion for big boards. Definitely some cool ideas here!

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