Path of Ancestry

Combos Browse all Suggest

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
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Path of Ancestry

Land

This enters tapped.

: Add one mana of any colour in your commander's colour identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card onto the bottom of your library.)

FadingReality on building

4 days ago

Last post here. This will be a list of suggestions. If I place an "***" next to one I strongly reccomend you try to find room for it. Regardless, all of these suggestions should be considered as I think they're all good. I wouldn't be suggesting them otherwise.

LANDS

MDFC's:

Bala Ged Recovery  Flip

Agadeem's Awakening  Flip

Turntimber Symbiosis  Flip

Fell the Profane  Flip*** (highly suggest cutting a basic swamp)

Disciple of Freyalise  Flip

Branchloft Pathway  Flip (swap with a basic if you get this)

Brightclimb Pathway  Flip (swap with a basic if you get this)

Darkbore Pathway  Flip (swap with a basic if you get this)

Normal lands:

Thespian's Stage

Wasteland*** (I suggested this as a swap actually but I wanna relist it here so you don't forget)

Dust Bowl*** (Strip mine, wasteland, and dust bowl are the best lands that kill lands in the game, period. Run these 3 and you do not need any others.

Path of Ancestry (3+ color decks are gonna want any-color lands. You'd be surprised)

Mana Confluence (3+ color decks are gonna want any-color lands. You'd be surprised)

City of Brass (3+ color decks are gonna want any-color lands. You'd be surprised)

Horizon of Progress*** (3+ color decks are gonna want any-color lands. You'd be suprised) (The reason I added asterisks here and not the other 5 color lands is its ramp ability. You are running 40 lands so that ability will do work AND it's sac/draw ability will also be nuts in your deck. Did I mention it also taps for all 5 colors AND colorless too? Lol such a good land for you and in general)

Glacial Chasmfoil***

Underground Mortuary*** (helps with graveyard, is fetchable)

Lush Portico*** (helps with graveyard, is fetchable)

Shadowy Backstreet*** (helps with graveyard, is fetchable)

CREATURES

(You want several more "play additional land'' effects in this deck. Believe me the deck will be way more powerful with a critical mass of these effects.)

Ancient Greenwarden

Dryad of the Ilysian Grove***

Traveling Chocobo

Wayward Swordtooth***

The Gitrog Monster

ENCHANTMENTS

Necropotence***

Attrition*** (you have tokens out the wazoo to sac. this is also repeatable, reusable removal on a stick. even if your opponent has black creatures, its still a sac outlet.)

Grave Pact (double value if you have this AND attrition out. I would've put asterisks here too, but idk if you have enough sac outlets. Its good without sac outlets obviously, but with more it would be an auto-inlcude as opposed to a very solid suggestion)

Survival of the Fittest (would've put asterisks here too but you need roughly 25+ creatures before this is really worth running. This appears to be the case with most cedh decks that run this and it's also been my personal experience. This is a suggestion that you could include or ignore tbh.

ARTIFACTS

(RUN BOTH OF THESE!!! VERY IMPORTANT)

Conduit of Worlds*** (also gives you general recursion for every card in your deck except instants and sorceries)

Crucible of Worlds***

SORCERIES

Ravages of Warfoil****** (extra asterisks lol. This is a functional reprint of Armageddon. Doubles your chances of MLD!)

INSTANTS

Teferi's Protection (reason for this suggestion is it's heroic intervention #2 for the purposes of comboing with Armageddon/ravages of war. You'll destroy all lands on the board except your own. Be prepared for people to ragequit lmao.)

clayperce on Every Angel is Terrifying

1 month ago

Very cool deck. I've been low-key thinking about building Angels (either Giada, Font of Hope or Errant and Giada) for a friend, and this makes it MUCH more likely, so thanks!

Idk how much room you might have for more non-Basic Lands, but in case you haven't already looked at them: Emeria, the Sky Ruin, Path of Ancestry, and Minas Tirith might be worth considering.

I also really like Herald's Horn in a Typal deck; it might be worth a look too.

Big +1 from me; cheers!

Malsorn on Buttercup Full O Poison

8 months ago

Path of Ancestry would be a cheap upgrade over one of the trilands, I'd nix Crumbling Necropolis for it.

AsheliaDaydream on Creatures of the Deep

9 months ago

To do: - swap out cards like Path of Ancestry that are better in more focused typal decks. - fill out remainder of deck

Kersa on Time to die, mutie.

11 months ago

you could probably put a Vesuva in, and replace tainted wood and temple of malady with Path of Ancestry and Reflecting Poolfoil

vensers journal is really expensive for infinite handsize and your draw doesnt seem that great to benefit from the healing maybe use Reliquary Tower or Thought Vessel instead, or if you just want infinite hand size a Spellbook works too

amarthaler on EDH Arcades, the Strategist

1 year ago

Update!

Out: Primal RageReflecting Poolfoil

In: Path of Ancestry… 1x Plains

multimedia on Liesa but Angels

1 year ago

Hey, good WIP for Angels, nice Avacyn and Tithe.

When you break it down to the very basics of what you need for Angels it's three things: Angels, ramp and draw. Angels because you want to cast/attack with Angels, ramp because you want to be able to consistently cast your higher mana cost (4+ CMC) Angels and repeatable draw because you want to keep having Angels in your hand to cast. The better Angels you want to attack with, including Liesa, have a high mana cost, without more ramp you'll have a more difficult time casting them. Consider more lower mana cost (1-3 CMC) ramp and more repeatable draw sources?

In my opinion, a good rule for casual Commander deck building is having at least 10 sources of draw and at least 10 sources of ramp, allocate deck room for these. These are the most important two effects to have for smoother gameplay. Better overall gameplay makes playing Commander more fun since you'll get less frustrated with how your deck is running. Consider cutting a few of the lesser power cards compared to other cards here for more ramp and draw?

Add:

Cut:

Some land upgrades to consider that are within the budget for the manabase: Caves of Koilos, Fetid Heath, Shineshadow Snarl, Great Hall of Starnheim, Tyrite Sanctum, Vault of the Archangel, Soulstone Sanctuary, Path of Ancestry

I hope this advice is helpful and I offer more if you're interested, about the potential adds/cuts I've suggested.

Load more