Path of Ancestry

Path of Ancestry

Land

This 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.

Latest Decks as Commander

Path of Ancestry Discussion

multimedia on Tiamat's Coven

6 days ago

Hey, well done for being new and knowing that you can still learn and improve your deck building.

Some cards within your budget to consider adding:

You have Old Gnawbone, Hellkite Charger is a combo with Gnawbone for infinite attacks as long as Charger can keep attacking you can keep paying seven mana with treasures to have another combat step. This combo uses Dragons as the win condition by attacking with Tiamat being a source of lethal Commander damage. Savage Ventmaw can make six mana when it attacks that can be used to pay for Charger, needing only one mana to have another attack which can result in having a lot of extra attacks on your turn each turn equal to the amount of untapped mana you have. Crux of Fate can wreck since it can destroy all nonDragon creatures your opponents control leaving only your Dragons alive to attack.

Temur Ascendancy does two things that are really good for Dragons, it's a haste enabler and repeatable draw whenever a Dragon ETB. Faeburrow Elder can tap for two mana, green and white, but if you control other colored permanents then it can tap for even more mana, up to tapping for five mana, one of each color. Fellwar Stone is another two drop rainbow mana rock.

Boros Charm at instant speed can protect all permanents you control from most removal including all your lands. Swords to Plowshares and Counterspell are staple single effect instant removal options. Blasphemous Act is really good in multiplayer Commander as a fail-safe/reset the battlefield of creatures and it's mana cost consistently can be reduced to only one red mana.

Patriarch's Bidding is among the most powerful reanimation effects for tribal, for five mana it reanimates all Dragons that are in your graveyard.


Some cards to consider cutting:

Temple of the False God is not a good land. My advice is cut it from all your decks, since you can't tap it for mana until you control five or more lands. If you have it in your opening hand then that hand is a mulligan and any land that does this shouldn't be used. Orb of Dragonkind can't tap to make mana to cast any nonDragon card or pay for anything else, there's better ramp options.

You're not going to be casting enough instant or sorceries in a turn to reduce the mana cost of Demilich much. Quad blue or triple blue mana cost is too difficult to make with this manabase without controlling Chromatic Lantern or The World Tree with five other lands. Velomachus Lorehold cares about cheating the mana cost of powerful 5 CMC or less instants and sorceries which you don't really have here or do you need to include since Dragons are the high CMC cards you want to cast. Casting a Crux of Fate for free would be nice, but even so I don't there's enough worth while instants or sorceries to make Velomachus worth playing.

Good luck with your deck.

multimedia on Nihiloor Nightmares

6 days ago

Hey, well done for a first deck on such a low budget. I haven't seen this Commander before.

When you're just starting out building decks in Commander it can be helpful to have some basic deck structure guildlines to follow.

This is just a basic structure to get things started. It doesn't cover everything and your final deck may have different numbers for each part of the structure such as you might have more creatures. Some cards can cover more than one area such as Palace Jailer who is creature removal and can be repeatable draw which is really helpful.


Ramp is something all Commander decks need since you don't want to only rely on lands/land drops to make mana. You have Sol Ring which is really good, but that's where the ramp ends here. Only Sol is not enough ramp.

I always explain to new Commander deck builders that you need to be able to sacrifice (cut) some of the fun cards to add ramp to your deck. Since doing this will help gameplay so that you can more easily cast your Commander and the other big fun cards you want to play. In the case here my advice is consider cutting at least 9 cards to add more budget ramp?

Some cards to consider cutting to add more ramp are creatures who don't do enough for their mana cost: Gods' Hall Guardian, Living Tempest, Dread Rider, Shepherd of Heroes, Kor Celebrant, Ronom Unicorn, Brinebarrow Intruder


Like ramp all decks also need draw that comes from single draw effects and more importantly repeatable draw sources. Currently your deck has three good single draw effects Baleful Strix, Champion of Wits, Cloudblazer and one repeatable draw source Jace, Wielder of Mysteries. There's a reanimation theme here that can get you more draw from these creatures which is good, but consider more draw?

Jailer and Rose can be repeatable draw sources with the Monarch Emblem. When you have the monarch then you draw a card at your end step. Only one player in the game at one time can be the monarch and it can change players. As long as you are monarch you get the repeatable draw at your end step which is a big advantage.

For an opponent to become the monarch they have to do combat damage with a creature to you or play a card/effect that makes them the monarch. When this happens you loose the monarch and that opponent becomes the monarch. You can get back the monarch though by doing combat damage with a creature to the opponent who is the monarch or playing a card/effect that makes you the monarch.

Some cards to consider cutting to add more draw: Withercrown, Grave Endeavor, Arcane Endeavor, Smite the Monstrous, Extract Brain, Wand of Orcus


The area of your deck that you have a lot of is removal. I count 23 single effects of removal here. You can afford to cut some removal to improve other areas of your deck: Withercrown, Befuddle, Iron Verdict, Smite the Monstrous.

If you're interested I offer more advice in another comment. Including explaining how blink from single effects or repeatable such as Soulherder and Brago, King Eternal can be powerful here. Would you like me to continue with more advice?

Good luck with your deck.

multimedia on The old bois

1 week ago

Hey, there's not much to say yet as this is just a list of cards you want to play, nice Swordtooth. Most of what you have so far on the low budget is good, but Decree of Savagery is not playable and Sun-Crested Pterodon, Elfhame Palace, Stone Quarry are really lackluster.

Do you own Gishath? I don't see him here, but I do see Atla. If you don't own Gishath then he's really not worth getting for $20 if you're on such a low budget. Atla is a fine Commander for Dinos and you have her. For $20 you could get many budget cards that are good with Atla rather than just Gishath.

Atla and Gishath will play very differently. Gishath is more straight forward, ramp and Dinos. Atla is more complex since you want ramp, sac outlets for Eggs and Dinos. Marauding Raptor is a combo Dino with Atla to kill an Egg right when it ETB. It also triggers enrage when a Dino ETB.


Some budget Dinos to consider adding:

Some budget cards that have good interactions with Atla and/or Dinos or are ramp:

Some budget land upgrades to consider:

Good luck with your deck.

Phule451 on Dimir Zombie EDH

1 week ago

Also, I didn’t see any other gods in the deck so Path of Ancestry is kinda pointless…

Stardragon on General Land and Deck Help

1 week ago

I'm made a 5-Color Wealth Deck (it has some food and clue token generation as well but may cut some of those) and it has all 100 cards, Sadly it's only 31 lands and no basics I'm sure if this is good idea or not and if should run more lands. Any suggestions are more than welcome on what to add and cut. Im trying to get rid of the tap lands like Rupture Spire, Transguild Promenade, Archway Commons, Gateway Plaza, Path of Ancestry and the Triome lands as the slow the deck down, but not sure what to replace them with. I'm also think of adding more Instants/Sorceries and maybe some more creatures. Any help is welcome.

Deck Link El Dorado City of Wealth

multimedia on jodah archmage eternal

2 weeks ago

Hey, nice list of cards on a budget. You have several good cards, but also many stinkers.

Do you really play this deck? Or it is a deck you made here for fun? I ask because I don't see how this deck can win a game or consistently function well enough in a real game of multiplayer Commander. If Jodah gets disrupted you're done because your deck is relying way too much on Jodah. Problem is Jodah will be an instant target for removal when he's on the battlefield as your opponents can't let him stick around letting you take over the game. You want your deck to be able to function in gameplay without Jodah.

There's a basic deck structure you can use for a causal Commander deck that's a starting point for building a deck.

This structure doesn't cover everything, just the basics to help to make a functioning deck. For example with Jodah you will want to dedicate quite a few card spots for protection such as Boros Charm and Swiftfoot Boots for him and the big stuff you cheat onto the battlefield. Some areas such as number of lands, lands used in the manabase and ramp become much more important than others. Especially when playing five colors, needing one of each color to cast spells with Jodah and having many high mana cost cards you want to cast.


You have Command Tower which is good, one of the best lands in Commander. When playing five colors then more color fixing from lands in the manabase and ramp sources that can make any color of mana are areas to focus more on and allocate more funds to make gameplay better with or without Jodah.

For lands on a budget if basic lands are the lands you count on most then include ramp and other lands that have interaction with basic lands.

Glade and the four others are called Tango lands and they care about you controlling two or more basic lands for them to ETB untapped. Farseek can search for any one Tango land and put it onto the battlefield tapped.

You have Jungle Shrine which is good, it's called a Tri land and on a budget these lands are some of better lands you can play for color fixing. Consider more Tri lands?

I can continue with more advice in another comment. Would you like me to continue?

Good luck with your deck.

multimedia on Korvold Loves Treasure

3 weeks ago

Hey, well done on a budget, nice foil Goldspan and SL Dreadbore :)

Consider more ramp with Korvold? More one and two drop ramp sources:

Korvold is powerful as Commander when playing lots of ramp since it helps to cast him faster and then that ramp can fuel his sacrifice. This makes playing lots of redundant ramp actually a strength.


Animation Module + Ashnod's Altar + Korvold is a combo to draw as many cards as you want, make Korvold huge, make as much colorless mana as you want. Without the combo Module is a nice repeatable source of tokens for sac fodder because of Korvold.

Add Pitiless Plunderer to create tons of treasures. Plunderer and a different sac outlet such as Viscera Seer or Goblin Bombardment could replace Ashnod's Altar since it only costs 1 mana (1 treasure) to make a Servo with Module. Bombardment is an excellent low CMC budget sac outlet.

Ramunap Excavator lets you abuse lands as the permanent to sac with Korvold. Caustic Caterpillar and Seal of Primordium are upgrades for artifact/enchantment removal spells because they can sac themselves as well as be saced at instant speed. Plaguecrafter is a nice creature removal effect in multiplayer Commander who sacs himself.

Prossh, Skyraider of Kher as the high end has synergy with Korvold. It's a sac outlet and it makes Kobold tokens to sac. Farseek is an upgrade for Rampant Growth because you have Overgrown Tomb and Stomping Ground. Harrow is an upgrade for Cultivate because you sac a land to cast it.

Path of Ancestry, Jund Panorama, Karplusan Forest, Dragonskull Summit, Rootbound Crag, Cinder Glade, Smoldering Marsh are some budget land upgrades to consider.

If interested I offer more advice including suggestions of cuts to consider. Good luck with your deck.

multimedia on Work in Progress - God Save the Queen

3 weeks ago

Hey, good work in progress so far for a first deck with an interesting concept.

Command Tower and Arcane Signet are two staples to consider adding. Consider adding some flying creatures who can disrupt your opponent to help you do keep the monarch and some repeatable sources of flying creatures?

Blind Obedience can be opponent mana rock ramp disruption and shuts off haste of opponent's creatures who might want to attack you. With Cunning Rhetoric opponent may not want to attack you because then you'll exile card from top of their library.


The mana curve is very high here since you have so many 5 CMC, 6 CMC or higher cards. Cutting some of them for lower CMC cards and more ramp would help gameplay. More two drop mana rocks can make it easier/faster to cast Marchesa. Since she's a 4 CMC creature then a turn two mana rock can potentially let you cast her turn three if you make your land drops.


Some lands to consider adding in place of some basic lands that are within your budget to improve the manabase:

If you're playing Dark Depths then consider Thespian's Stage? Stage is the land that combos with Depths to get Marit Lage. When you control Depths and Stage pay 2 mana to copy Depths with Stage. Stage becomes Depths with no ice counters on it and the legendary rule will take place since you can't control two legendary Depths at the same time. Choose to keep Stage and remove Depths. Since Stage has no ice counters it's saced to create Marit Lage.

If interested I offer more advice including cuts to consider. Good luck with your deck.

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