Home / Magic: The Gathering / Aetherdrift Commander / Path of Ancestry
Path of Ancestry
NM
LP
MP
HP

Viewing offers in Near Mint condition

common · Land

Path of Ancestry

common · Land · Aetherdrift Commander
$0.20
Low
$0.23
Market
$0.29
High

Oracle Text

This land enters tapped.
{T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Card Details

-/-Power / Toughness
-Mana Cost
49Prints

Character Background

Path of Ancestry is a quietly powerful piece for tribal and value-oriented Commander builds: thematically it reads like a road paved by generations of your creatures, and mechanically it rewards creature-heavy game plans by converting color-fixing into incremental card selection. Because it enters tapped it hurts pure tempo decks, so it’s best in midrange/value or tribal aggro shells that cast lots of creatures over the game rather than hyper-fast combo lines. Practical synergies are obvious — any tribal commander (Elves, Humans, Goblins, Giants, etc.) benefits because each creature you cast with its mana scries you toward more gas. Deckbuilding tip: treat this as part of your fixing suite and mitigate the ETB tapped drawback with early ramp (Sol Ring/Signet) or include multiple other untapped color-fixers like Command Tower; prioritize a high creature density so Path’s scry triggers are frequent. It’s a low-risk inclusion that smooths draws and turns routine creature casts into small but steady card-advantage.

Generated using gpt-5-mini

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Suggested Pricing
$0.20 - $0.29
At the current market price of $0.23.
Average Time to Sell
3 days
At the current market price of $0.23.

Public Decks Using This Card

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Character Background

Path of Ancestry is a quietly powerful piece for tribal and value-oriented Commander builds: thematically it reads like a road paved by generations of your creatures, and mechanically it rewards creature-heavy game plans by converting color-fixing into incremental card selection. Because it enters tapped it hurts pure tempo decks, so it’s best in midrange/value or tribal aggro shells that cast lots of creatures over the game rather than hyper-fast combo lines. Practical synergies are obvious — any tribal commander (Elves, Humans, Goblins, Giants, etc.) benefits because each creature you cast with its mana scries you toward more gas. Deckbuilding tip: treat this as part of your fixing suite and mitigate the ETB tapped drawback with early ramp (Sol Ring/Signet) or include multiple other untapped color-fixers like Command Tower; prioritize a high creature density so Path’s scry triggers are frequent. It’s a low-risk inclusion that smooths draws and turns routine creature casts into small but steady card-advantage.

Generated using gpt-5-mini · Updated at 2026-05-16 10:20:45 UTC

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