Where Ancients Tread

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed 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
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Where Ancients Tread

Enchantment

Whenever a creature with power 5 or greater enters the battlefield under your control, you may have Where Ancients Tread deal 5 damage to target creature or player.

Flx35 on Fast and Furious, Great Balls of Fire

1 month ago

Thanks for the suggestion KongMing!

That is a great idea, I remember thinking about Where Ancients Tread and ultimately not adding it to the deck, but I can't remember exactly why.

At the moment, I don't see anything bad with it and it can trigger easily in this deck. The issue resides now in the classic question: "What should I cut for this"?

I'll play with the deck a bit more and see if any cards feel meh to put this new one in instead.

KongMing on Fast and Furious, Great Balls of Fire

1 month ago

How about Where Ancients Tread for another Warstorm Surge effect?

wallisface on 5orgreater

11 months ago

Some thoughts:

  • you have almost no cards costing 1 or 2 mana. Even being 1-turn behind your opponent (by having no turn-1 play) is a really dangerous place to be - but your deck has high-odds of doing nothing for the first 2 turns, which probably just means your opponent wins.

  • considering how high your mana curve is, you have almost no ramp and a very small number of lands. I think you need both more ramp (particularly turn-1 options) and more lands if you want to have any hope of casting your higher-mana cards before the game ends.

  • Where Ancients Tread feels super awkward in that it requires you spend a turn casting it, and so effectively doing nothing. I’m not convinced the payoff is worth the effort/downtime. At best it’s a ”win more” card, at worst (and more frequently) it’s costing you the game

griffstick on how does uncivil unrest work …

1 year ago

It doesn't work because Where Ancients Tread is dealing the damage, not the creature

king-saproling on Omelette du Fromage

1 year ago

Sure thing shadowjules. Since every creature in the deck (aside from Pulmonic Sliver) is a changeling, they are all both Eggs and Slivers. So if you sacrifice the egg Atla makes, or just any changeling, you will reveal cards from your deck via Atla's ability to get either: 1) another changeling or 2) Pulmonic Sliver. If you get another changeling, just sacrifice it and repeat until you get Pulmonic Sliver. Once the Sliver is out, when you sacrifice a changeling you can stack your triggers so that the Sliver's ability resolves first putting the sacked changeling on top of your deck, then Atla's ability resolves to put that changeling right back into play, letting you loop the changeling forever.

This loop does nothing on its own, but any one of the following cards allow you to win from looping changelings:

Dragon Tempest
Goblin Bombardment
Impact Tremors
Altar of Dementia
Embalmer's Tools
Relic Vial
Blasting Station
Vigilante Justice
Kyren Negotiations
Outpost Siege
Where Ancients Tread
Warstorm Surge

ImNora on Esika, God of Dragons

2 years ago

Nice, I made some changes to the deck thanks to you. It now has more card draw and I threw in Where Ancients Tread.

Wild Pair is pretty awesome. I've never seen it before. Only problem is that this deck is designed to specifically avoid casting dragon spells and instead use stuff like Elvish Piper so I can avoid the mana costs. I think that would keep Wild Pair from working sadly.

Tutors would be a good upgrade but I like decks not being consistent. I would definitely suggest tutors to be added for anyone who wants to make the deck stronger. I just like the randomness personally.

Anyway, thanks for all the great suggestions. You made the deck better <3

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