Path of Ancestry

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena 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
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Unformat Legal
Vanguard Legal
Vintage Legal

Path of Ancestry

Land

Path of Ancestry enters the battlefield 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.)

Belfore on Marwyn Elfs

2 months ago

Well if you are insistent on staying mono green I would say you need at least 4 more land. Even though you have mana dorks you want to make sure you have at least a couple of lands in your hand. One land I would recommend is Nykthos, Shrine to Nyx, War Room, Path of Ancestry, and Scavenger Grounds. As for what to drop for those lands (or more forest) I would drop Gilt-Leaf Archdruid (you only have 12 Druids and 1 druid maker of 100 cards highly unlikely you will have enough druids in play), Wolverine Riders (too slow for what he does), Birchlore Rangers (you already have much much stronger mana dorks), and probably Dwynen's Elite (just not very good at what it is doing).

other creatures to consider putting in the deck over a couple of others. Galadhrim Brigade you mentioned lords, Lys Alana Huntmaster (better token producer than the Dwynen's Elite), Wellwisher (a staple in every elf deck usually), and Ivy Lane Denizen (comboes exceedingly well with your commander, Joraga Warcaller, Haldir, and Lorien Lieutenant).

Also you are missing a bit of interaction.

If you want to go wide I recommend considering either Lathril, Blade of the Elves (would give you some fun and evil mana outlets, and would let you use your Tyvar to greater affect) or Rhys the Redeemed (for truly going wide with an obscene amount of tokens) and again I got more if you want me to keep going with the suggestions let me know.

legendofa on Search Fallout Deck Idea

3 months ago

berserk76 This looks like the beginning of a collection, rather than a decklist. Five Sol Rings, five Samwise the Stouthearted, five Path of Ancestrys... On top of the deck building tool, you can also add these to your personal inventory on this site. It's another option under the folder icon.

What particular colors and/or strategies do you like? Since this is starting with what looks like a bunch of recent Commander decks and a handful of boosters, the themes and mechanics are going to be pretty constrained.

Rhadamanthus on Rona, herald of invasion and …

5 months ago

A note on the last comment above: Path of Ancestry will be able to "know" the commander's creature types if it's in a hidden zone. This is addressed by a specific rule:

903.3e If an effect refers to a characteristic of “your commander,” it can find the appropriate player’s commander and see its current characteristics, as modified by continuous effects and other rules, in all zones, including that player’s library and hand.

HeadinPants on Faster game starts and smoother …

6 months ago

SteelSentry I may be wrong here, but I think you are in the minority on that, mostly on the grounds that new products are constantly being released, and that means many players are always changing their decks. It's entirely possible I'm wrong and that's just how it plays out at my LGS, though. Either way, you're right that having a good grasp of the deck makes it easier to figure out what you're grabbing, but that doesn't change that you will have to shuffle afterwards.

I will admit that with the Realms Uncharted example I was always in the same boat as you: the only deck I ran it in was Ur-Dragon, so it was the "pick a creature type" lands, Command Tower, and Path of Ancestry most of the time.

cebel3 on Kyler, Sigardian Emissary

9 months ago

Some possible additions would be:

Flowering of the White Tree for buffing everything and giving your legendary creatures some protection.

Windbrisk Heights to help cheat out hopefully something big for doing what you're already doing.

Frontline Medic to help when you swing wide.

Boromir, Warden of the Tower to stop others from getting to cheat out spells in general.

Door of Destinies and Coat of Arms to make your army swol.

Vanquisher's Banner Path of Ancestry and Sylvan Library for some card advantage.

Maybe putting in Throne of the God-Pharaoh and Strixhaven Stadium as additional win conditions to take out players that can guard against you or pillow fort.

It looks like you're also running a counters matter sub theme so maybe Opal Palace has a place too.

Malsorn on Oops all planeswalkers

10 months ago

I'd do Path of Ancestry over Rupture Spire, sure you won't get the scry but it'll tap for all colors and doesn't need the extra mana when it ETBs!

DWM024 on Poggers

10 months ago

Being able to run Emeria, the Sky Ruin is one of the few perks of mono-white, you should try to increase the number of plains you have to be able to consistently get emeria active. you can prolly just replace these with basics

  • Terrain Generator - you dont really have the card draw to support this
  • Command Tower - effectively just a plains that doesnt count towards emeria, replace with basic
  • Kabira Crossroads - slow tapland that isnt worth its effect, replace with basic
  • Karoo - This land sucks, replace with a basic
  • New Benalia - a one off scry trigger is iffy for the slow land, rely more on repeatable effects like Path of Ancestry
  • Reliquary Tower - I'm not sure mono white has the card draw to justify this slot
  • Roadside Reliquary - colorless sac land for a one off draw can really fuck you over early in the game

random stuff

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