
Path of Discovery
Enchantment
Trade
Have (2) | metalmagic , Bluboltar |
Want (0) |
Combos Browse all
Legality
Format | Legality |
Commander / EDH | Legal |
Block Constructed | Legal |
Legacy | Legal |
Pioneer | Legal |
Limited | Legal |
Duel Commander | Legal |
Highlander | Legal |
Historic | Legal |
Custom | Legal |
Tiny Leaders | Legal |
Modern | Legal |
Oathbreaker | Legal |
Casual | Legal |
Gladiator | Legal |
Canadian Highlander | Legal |
2019-10-04 | Legal |
Vintage | Legal |
Unformat | Legal |
Leviathan | Legal |
Arena | Legal |
1v1 Commander | Legal |
Path of Discovery occurrence in decks from the last year
Latest Decks as Commander
Latest Decks
Path of Discovery Discussion
OmniDreamer on
Forest for the Wicked (Kamahl & Kodama EDH)
2 weeks ago
Seer's Sundial seems less optimal than Tireless Tracker . How often do you put creatures into play with power 3 or greater? I'm not sure if Elemental Bond is strong in this particular build as is.
4 mana for even 3 3/3 beast tokens is decent. Your current list already contains Arasta of the Endless Web , and I love that it can help start the loop with Ghost Town if you have the right setup. A couple other token generating spells for surprise factor are Ezuri's Predation , Fresh Meat , and Caller of the Claw .
Dawnglade Regent not necessarily a big finisher, but monarch is another nice way to get card draw and the hexproof for your creatures is nice. Vorinclex, Voice of Hunger is also nice, but a bit pricey.
The Tireless Tracker clues stick around so they're just there when you have spare mana that you don't want to go to waste which is again better than the one opportunity per landfall with Seer's Sundial and the tracker can get bigger as you sacrifice the clues. I especially like that the tokens trigger Kodama and if the land you put into play can tap for 2 mana you can sac a clue to draw a card which may draw you more land to put into play from Kodama triggers.
Quirion Ranger can help provide a clutch blocker or that one extra mana you need for some spell. I like that it helps you have more land in hand for landfall triggers off of Kodama. Since Ashaya makes your creatures into forests they can tap for mana so they all become targets for Quirion Ranger to untap.
Kamahl’s Will does seem like a decent fit for this deck as a way to go wide and removal. Territorial Scythecat seems okay similar to the running a Managorger Hydra but takes a bit to build up. Shifting Ceratops it has some versatility, but I'm not sure what you want this for in a landfall deck. Primeval Bounty is currently in your list here on tappedout. Branching Evolution not sure your strategy is putting a lot of counters on stuff, more dropping lots of tokens on the fiel. Fertilid synergizes well with Retreat to Kazandu . Garruk's Uprising again I don't think you're usually putting a lot of big creatures into play to benefit from the trigger. Court of Bounty seems better than Colossal Majesty and has an added benefit. Reclamation Sage is great, and I'm also interested in the new 2-drop Masked Vandal since it exiles stuff, and another budget tutor for these low cost utility creatures is Woodland Bellower .
=== other card options ===
- Shaman of Forgotten Ways can be a nice alternate way to win.
- Ancient Greenwarden it's Crucible of Worlds on a body, doubles landfall triggers, and has reach (I like referring to reach as dunking).
- Bramble Sovereign solid value, decent size body, can be used politically.
- Shared Summons solid budget tutor.
- Scapeshift could be game ending if you're getting the right landfall triggers.
- Regal Behemoth monarch and more mana.
- Mana Reflection MOAR MANA!
- Path of Discovery could help dig more land per Kodama trigger if landfall is generating token creatures.
- Blighted Woodland could be better than or just a nice addition to Myriad Landscape
- Greater Good is usually pretty solid card advantage in green especially if someone is about to deal with your commander or big bad or board wipe.
- Fecundity is great card advantage in go wide strategies if your deck runs a hand-full of sac outlets.
- Eldrazi Monument is fun if you can generate enough tokens or animate enough lands, just imagine a bunch of flying elemental forests that are indestructible beating down your opponents.
- Parallel Lives is much pricier than I remember.
- Evolutionary Leap is always a nice kind of card advantage in token decks, but still nice to sac non-tokens if they're about to die anyways.
- Beastmaster Ascension is a nice buff in wide strategies.
- Apex Altisaur could be a useful thing to get with your Magus to wipe out some creatures.
- Force of Vigor another great option for removal.
- Genesis Wave is always a solid way to spend lots of mana.
Tarnoduds on
Sidisi, Brood Tyrant's Semi-Tribal Tokens
3 weeks ago
Titans' Nest is working pretty well on my list! Since I have almost no land ramp, it's common to have my dorks wipped after a while, and the pseudo-delve it provides helps me a lot if I need to rebuild the board. Since my deck tries to mill as fast as possible, it rarely becomes a problem of losing to many resouces if I cheat 1 or 2 mana for spell with it. The self-milling at upkeep part is just the icing on the cake.
Zendikar's MDFCs are amazing on this list, trully... I took all 5 that have a creature on the front-side in Sultai colors and switched for tapped lands and the deck became that much better just like that. Since my list doesnt need a lot of mana to run, almost everything mills me for free so I just keep putting zombies on my board, it doesnt affect my gameplan to draw one of those taplands midgame.
I see what you mean about Path of Discovery , but it is just SOOOOOO GOOD with Sidisi, I can't imagine my deck without it anymore. And Doom Whisperer works great in here, you can creat a lot of zombies at your opponent's endstep, I already lost track of how many times I was able to create 15+ zombies out of nowhere with it to go for the killing blow on 2 or 3 opponents at once on my turn. It's a creture that works very well with the reanimator sub-theme, since you can keep bringing it back until you're ready to end the game.
Tarnoduds on
Sidisi, Brood Tyrant's Semi-Tribal Tokens
1 month ago
Hey, I like your super-heavy creature density approach! I'm trying to build a deck on the same spectrum (45+ creatures). The new zendikar modal lands fit this deck like a glove, we can have the creature side activate Sidisi's abillity while the land side can, well, be a land if we draw the card. With this, we can increase the consistency.
Also, since I try very hard to get sidisi on board by T3, I lean heavily on mana dorks or creatures that fetches me lands by turn 2 (look for Diligent Farmhand , he's the second best option after Sakura-Tribe Elder ).
Finally, there's a few enchantments that really make this deck explode with sinergy, look for Path of Discovery and Titans' Nest .
Tell me what you think of those choices and take a look at my list, looking forward for your suggestions =)
deck-large:sidisi-zombie-legion-30-the-return
Tarnoduds on
MY MILL-SNAKE BRINGS ALL THE ZOMBIES FROM THE YARD
1 month ago
I think you should take out Skaab Ruinator just for its nonbo potential with all cards that grows with the number of creatures in your yard.
Also, Path of Discovery and Titans' Nest are two GREAT new cards for sidisy, the first one is insane, every zombie that sidisi creates will explore, and if it mills a creature... oh-oh, another zombie! (the second one also explores and so on so forth...)
Think about the new modal lands from Zendikar, as you already have some lands that enter tapped, but it counts as a creature as well, so it creates a zombie if milled! (Glasspool Mimic Flip is specially spicy, since you can copy a lord if drawn and Tangled Florahedron Flip also ramps if drawn soon and with good land count in hand).
The last thing I'd advise is to have more artifact/enchantment removal... cards like Reclamation Sage are great as removal while keeping your creature count high enough to ensure maximum zombie generation =)
Epicurus on
Yarok, Landlubber
3 months ago
HELLcaster19, thank you for the in depth comment! I'll do my best to respond in full:
You're probably right about Deathsprout, mostly because of the 4 CMC. I originally figured that it would come in handy as an added bonus to fetching a land, but I'm generally disappointed when I draw it.
Ghirapur Orrery also seemed better on paper than in practice, because the second ability helps my opponents way more often than it helps me. I'd hate to lose one of the cards that allow additional land drops, though, because that has become the deck's most powerful feature, from my experience of playing the deck.
Oh, my, God, Storm Cauldron. I have won every single game that I get that beauty onto the board. Given even just a couple of cards that allow multiple land drops, and my opponents are f'd, whilst I get everything back into place, setting off landfall abilities left and right. It's awesome. Never cutting that one. Ever.
Path of Discovery could go, but only if I were replacing it with more multi-land fetching spells.
Rites of Flourishing is important. If I'm able to drop multiple lands, and have a landfall trigger or two, then the extra draw each turn helps me more than the opposition more often than not. Again, that's from my experience from playing the deck. Maybe it's just my meta. But it's also the reason I added in Howling Mine, which I'm yet to draw in a game.
A lot of your suggestions care about creatures entering the battlefield, which make a lot of sense for a Yarok deck. However, this deck is fundamentally a landfall deck. So, for instance, Panharmonicon is out.
And I've considered adding Beast Whisperer, but decided against it so far because he only counts creature spells, not tokens. And Elemental Bond has very limited upside in this deck because most of the creatures are small. Sure, it would rock face with Rampaging Baloths, but the Baloths are really mostly just there as hate bait.
Drownyard Temple is probably a definite include. It does exactly what I want land to do in this deck. Field of the Dead is worth playtesting, though 7 lands with different names might prove difficult with all of the basics I'm running.
Ashaya, Soul of the Wild interests me. Maybe that's what I should replace the Orrery with. I just don't own one, so I haven't tried very hard to find a way to add it into the deck.
The Great Henge is one of my favorite cards ever, but I hadn't really ever even thought about it for this deck. Actually, it might be even better for the Yarok Ninjutsu deck I have. Most of my creatures are small in here, though, but I'm down for trying it out.
Thanks again! Cheers!
HELLcaster19 on
Yarok, Landlubber
3 months ago
Epicurus Greetings! It is shaping up to a great start, so far!
Some cards that I would definitely consider cutting:
Deathsprout due to it being your only removal piece. With no recursion for anything other than lands, 1 piece of removal isnt worth running.
Storm Cauldron Considering that a lot of your big value pieces are upwards of 3 mana, you may find that that you end up with less lands in the end, and not accelerating your mana base, as most Landfall decks want to do. This card is typically a combo piece, and not worth the inclusion.
Path of Discovery This one is a choice based on personal preference. I prefer not to run cards that will allow opponents to know what I have coming up. That, and the cards value comes only from flipping a land off the top.
Ghirapur Orrery, Howling Mine and Rites of Flourishing Again, based on personal preference. Granting opponents the ability to draw additional cards per turn and play additional lands will not put the deck ahead of everyone else.
Some worthwhile additions that I believe will help develop and accelerate your board:
Growing Rites of Itlimoc Flip will allow you to add creatures into your hand (I know, I dont like providing knowledge to opponents). With its ability to flip into a Gaea's Cradle it will ramp up your mana base.
Panharmonicon It is a great value engine in a deck that contains a commander that does the same thing, but better!
Ashaya, Soul of the Wild This one is already in your Maybe board. I urge you to consider adding it, as it causes your non-token creatures to enter as Forest creatures, which will trigger your Landfall stuff!
Alchemist's Refuge Allows you to play at instant speed.
Drownyard Temple A great utility land that you can offer up to Harrow, Crop Rotation, Elvish Reclaimer, etc. Then, you can always bring it back to your field and trigger your Landfall, and doesn't count towards your land limit per turn :)
Field of the Dead Beautiful utility land that generates bodies when lands enter as long as you meet its requirements!
Traverse the Ulvenwald Just a nice fetch piece. Worst case scenario; you go and find a basic land. Otherwise, you can find ANY land or put a value creature into your hand.
The Great Henge is a noteworthy inclusion. Based on the creatures in your deck, you will most likely be casting this for 3-4 mana, easily, by the time you reach mid-game. With your commander, it just screams value as you draw 2 cards and gain two +1/+1 counters with non-token creatures that enter your field.
Guardian Project and Elemental Bond are two strong Enchantments that will garner you some massive draw with your creatures.
Hopefully some of this information will add some spice to your deck. :) +1 from me.
trnx14 on
Dino Stompy Stomp
3 months ago
Forgot to ask earlier, but I would love to hear your thoughts on Season of Growth, Path of Discovery, Vanquisher's Banner, and Carnage Tyrant. It seems like the deck has plenty of ramp, so the mentioned cards seem like they would get cast easily enough and add some more card advantage. Also, I just love Carnage Tyrant too much so seeing it not included in a dino deck, I just had to ask.
RealNeel on
Extra combat Radha
3 months ago
If you are looking for good cards to draw cards, I noticed a lot of big creatures, so a card like Elemental Bond or Soul of the Harvest or maybe even Path of Discovery would be good value for all the tokens in your deck. Other cards that come to mind are: Garruk's Uprising, Colossal Majesty and Garruk's Packleader
Good luck!