Have you ever lost a card because someone played
Mind Control or Bribery on it, then accidentally
shuffled it into their own deck at the end of
the game and nobody realized? Then this card is
for you. A textbook "answer" card, this card
does nothing unless someone else is using
creature-steal effects. You don't play it if
YOU'RE using them, you just use it to counteract
other people's. How good this card is,
therefore, depends on how many of your friends
play such effects.
The only other reason you'd play this card is if
you're playing Commander with a colorless
commander, such as Kozilek or Ulamog. Basic
lands wouldn't be legal in such a deck, nor
would any nonbasic land that taps for colored
mana, so you'd have to build a land base out of
nothing but colorless nonbasics like this, and
those aren't as easy to come by as you might
think. It's still not a powerful card, but you
need lands to play a deck, and this is a land
with no drawbacks, so you'd run it.
Commander- 3
Casual- 2
Multiplayer- 2
David Fanany
Player since
1995
Homeward Path
Considering the praise I've had over the years
for other cards designed to combat blue
control's tricks, you might be expecting me to
do the same for this card. You may not realize
that I also, counterintuitively, have an Eternal
Dominion deck, and I've been wary for signs of
this card filtering out of Commander settings
and into opponents of that deck. It's mostly
intended for Commander and multiplayer settings,
of course, and serves as a useful political tool
in those settings. It also gives you somewhat of
a hedge against Blatant Thievery and Mass
Mutiny, which can be hard for a lot of decks to
deal with.
Note that Homeward Path is not quite as good as
it looks in Legacy - they can untap their
Vedalken Shackles later and steal your creature
back, forcing you into a duel of tapping, Path
vs. Shackles, until the game ends, both cards
disintegrate, or time stops.
Welcome back readers todays card of the day is
a powerful land that keeps things fair, Homeward
Path allows everyone to get their stolen
creatures back. I commander this is a real niche
card and can completely hose powerful blue cards
and red cards that steal creatures and can
insure everyone is playing a fair game of Magic
with their own creatures. Including this in your
commander deck is basically free as long as you
dont have too many colorless lands clogging up
your deck, this card is most beneficial in
aggressive decks that want to make use of
powerful creatures. In multiplayer this card can
gain you some political clout. Overall this is a
powerful but niche land that if your creatures
keep getting stolen this card is the answer.
Commander: 2.5
Casual: 2.5
Multiplayer: 3.0
Michael "Maikeruu" Pierno
Today's card of the day is Homeward Path which
is a land that taps to add one mana or to return
control of all creatures to their owners.
This is a very situational card that isn't
exactly bad, but works in certain theft of
control situations and more often alongside
creatures that switch control on their own. In
the right deck this is okay, but a single copy
in Commander isn't enough without search engines
on top of the creatures to combo with it.
Overall a decent combo piece that needs lots of
support to be worthwhile most of the time.
Commander: 3.0
Casual: 3.5
Multiplayer: 3.5
Skid Rambo
omeward Path is a neat land that I could see
getting printed in a future core set. We’ve all
been in a situation where a player is giving or
stealing creatures. Those situations are hard to
get out of sometimes and it is nice to have a
simple solution. Most people don’t have room in
a deck to run spells that return creatures to
their owners, but Homeward Path can be used in
any deck. There are so many cards out there that
can steal your creatures and this land gives you
a simple defense against that. Rise of the Dark
Realms and Bribery have met their match!