Open the Way

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Legality

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

Open the Way

Sorcery

X can't be greater than the number of players in the game.

Reveal cards from the top of your library until you reveal X land cards. Put those land cards onto the battlefield tapped and the rest on the bottom of your library in a random order.

capwner on I Have A Dragon

3 weeks ago

This effect reminds me a bit of Intet, the Dreamer, but more dragon-y. Oh hey and you mentioned Intet right in your primer! I lost to somebody recently playing that Seasons Past/Time Warp combo actually! It's a really cool and elegant combo, each piece has so much value on its own. I love Temur, this list seems sweet and maybe a little more interesting+fun to pilot than something like Miirym which is more consistently turbo-stompy. Ureni seems less stompy but more grind oriented. I think it would make a lot of sense to focus on consistent hard ramp with cards like Open the Way and Skyshroud Claim (oh nice you got this already). Maybe Tempt with Discovery? Myriad Landscape? Unlike Miirym your cmmdr can generate infinite value so land ramp to recast them seems really valuable, you have lots of land ramp I see but more of the ones that net multiple lands could be especially sweet. I love your choices of red sorceries :)

Ratjarrr on

3 months ago

Maybe you should consider adding stuff like Open the Way

DreadKhan on Xavier Sal, Infested Captain (Sagas)

6 months ago

Just some general points, I like that you have a decent land count (37 and plenty of non-Basics is nice to see), I like that the list seems to have a fair bit of card draw, and I like that the token theme gives the deck some resilience. I like that it doesn't seem too pushed for a pod of 7s, but I feel like if you play vs 8s you will be too behind the curve without more ramp. I have a list of some favorite ramp effects in Green, I hope you can get some mileage out of them!

Have you come across Nesting Grounds before? It probably makes sense in here. It can remove a counter each turn as saga counters can be dumped elsewhere to do nothing.

Unless you have some REALLY good synergies for them I wouldn't use non-Indestructible Artifact lands (like Seat of the Synod), these can easily be swept up in a Vandalblast or Bane of Progress, or be a juicy target of opportunity if someone has extra mana and cards.

This is somewhat personal preference, but if you're in Green you probably should look into stuff like Nature's Lore, Three Visits, and Farseek, these can find dual lands (or even your Triome), meaning they are good at ramping you AND fixing your mana. There is also Wood Elves, Crop Rotation, and Open the Way that are all very high value ways to ramp non-Basic lands. Is your play group against land ramp? if so I can suggest other forms of ramp, but these are usually the best for a 7 or 8.

My final point is that Enchantress is good draw, but small scale draw effects are pretty sweet too, I'm thinking stuff like Night's Whisper or Elvish Visionary, these don't require setup and can help in almost any situation (they also attract a LOT less negative attention than having 2 or more Enchantress sources out). Painful Truths and Costly Plunder are interesting, but both require more setup and can leave you in the lurch in the key early turns.

bryanedds on Double Dragon

6 months ago

Open the Way might work quite well when we need to ramp beyond 7 (such as when holding protection on Atarka cast).

DreadKhan on Uril Deck Need Suggestions Help Please! - jtneal92

9 months ago

I'm not sure how fast you usually end games, but I love Field of the Dead in my Voltron decks, it's ability to generate blockers is usually very relevant by the time it's active. It's best in a Green deck, where you often run land ramp effects over stuff like Arcane Signet, but technically if you fetch Jetmir's Garden it'll still enter tapped, and Signet doesn't, I just hate stuff like Vandalblast wiping me out, they price the effect so low. Anyways, if you wanted to run Field of the Dead, you would probably switch out 1 of each Basic for a Snow-Covered version (you'd only need 3, so it's not a big investment), these have a different name and can help turn on Field! Other things that might help Field work are Crop Rotation, since you run Ancient Tomb (and Sanctum!) I think this is a must anyways, Open the Way is a truly great ramp effect, Farseek is another spell that can find a typed dual or tri, the only thing it can't find is a Basic forest, which is usually fine when you've already got Green in my experience. Considering you're using some pretty strong lands I would consider Hour of Promise, it's a Primeval Titan trigger for less mana, but you just get the one. With lands this good getting two of them should give you a pretty big edge. Into the North can find a Snow land, which would help in a Field of the Dead deck. I suspect with a 5 mana Commander your deck will run smoother if you could find space for a few more lands, up to you obviously but I do suggest a few lands you could consider. At the same time I'd also toss in a few more ramp effects, Green has some good ones, ones that survive the board wipes people will be tutoring up vs a deck like this!

If you're on Serra Sanctum, I feel like mentioning a few cards I like to use with it, to eek out a bit more value. Ruin Ghost can flicker it and generate a bunch of mana, as can Nature's Chosen (which is even an Enchantment!), you might even look at Deserted Temple (probably the worst option all told). Kessig Wolf Run is a card I don't run with Sanctum (I don't have Red i that deck), but plays very well with large amounts of mana, and if you're stuck playing vs a guy that keeps wiping your board. I'm always impressed by it's ability to generate a threat from a weenie, I imagine it'll be more effective with your Commander. Normally I run Wolf Run as much for Trample as the buff, but you do have a lot of Trample sources in here.

Oh yeah, I just remembered a weird trick I like to use in a Boros deck (it was desperate for card draw and I didn't want to spend even more), I settled on using Crown of Flames and Flickering Ward as auras that I could recast over and over. You could also use Whip Silk if you wanted, but the only one of those that seems worth the include in a deck this competitive is Ward, which can make you very hard to block vs some boards, but I think you'd mostly have it to trigger your Enchantress cards.

DreadKhan on

1 year ago

I would take a look at Open the Way, if it doesn't get reprinted in the near future the card is going to get bonkers I suspect, the floor of 3 mana for your next land is both playable and less hassles than a true fetch effect (you don't have to shuffle for it), but if you play it mid game for 6 it's a bit unreal.

Have you ever thought about Mask of Griselbrand? Flying and Lifelink are very good keywords, and this can be a VERY effective form of protection for your Commander, people can't let it die or you get a new hand for almost nothing.

Since people have to attack with everything (and can't send them at you), Rite of the Raging Storm might do some work for you, if an opponent can't deal with 5/1 attackers they are very easily killed.

Not sure how big your Thantis gets, but I like Mandate of Abaddon in my Kresh deck, Kresh can get big enough that this is not just a 4 mana one sided wipe, it also means I'm going to Commander damage someone out of the game.

Not sure how often your Commander gets locked down with stuff like Song of the Dryads, but Angel's Trumpet can be a decent back up.

It's a bit of a weird niche card, but I love Tempting Licid in a Goad deck, this guy can be attached to a creature that you forced to attack at instant speed, and now the opponent that creature is attacking is getting blocked by the kitchen sink, and as soon as those blockers are declared you just detach the licid and go on your merry way. I think most people find the card too confusing to play, but the effect is extremely strong, useful to threaten attacking or blocking creatures. It can also be a one player wipe if your Commander is big enough.

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