Tranquil Path

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Tranquil Path

Sorcery

Destroy all enchantments.

Draw a card.

creepycrawler on MagicalHacker - List of All Mass Answers

5 years ago

For Green:

Adimosk on Chemo Ramp

7 years ago

I didn't choose back to nature. because i favored cards that can cycle or draw. so in case i'm not fighting enchantments I they aren't dead weight. since it's a ramp deck of sorts I don't mind spending more mana in exchange for card draw.

examples being Tranquil PathHush

hoardofnotions on Kreshing Elementals

7 years ago

Ancient Ziggurat, Rupture Spire could be basics i think

Vandalblast could be Subterranean Tremors

Tropical Storm could be Arashi, the Sky Asunder

Apprentice Necromancer could be Doomed Necromancer I think you'll like the card advantage over a pump to kresh in the long run

Essence Harvest, Rupture, Soul's Fire, Stalking Vengeance, seems like a good complement to Fling

Primal Growth, Quietus Spike, Urza's Incubator, Elbrus, the Binding Blade  Flip possible cut?

Back to Nature over Tranquil Path i think the mana efficiency will be better over the card draw all lot of the time for this type of effect

In your sideboard I see a couple cards that I think should make there way to the main deck, such as Chandra's Ignition and Blasphemous Act