Pojo's Magic The Gathering news, tips, strategies and more!

Pojo's MTG
MTG Home
Message Board
News & Archives
Deck Garage
BMoor Dolf BeJoSe

Paul's Perspective
Jeff Zandi
DeQuan Watson
Jordon Kronick
Aburame Shino
Rare Hunter
Tim Stoltzfus
Judge Bill's Corner

Trading Card

Card of the Day
Guide for Newbies
Decks to Beat
Featured Articles
Peasant Magic
Fan Tips
Tourney Reports

Color Chart
Book Reviews
Online Play
MTG Links

This Space
For Rent

Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Image from Wizards.com

 Homeward Path
- M:TG Commander

Reviewed January 9, 2014

Commander: 3.20
Casual: 2.90
Multiplayer: 3.20

Ratings are based on a 1 to 5 scale:
1 being the worst.  3 - average.  5 is the highest rating

Click here to see all of our 
Card of the Day Reviews 


Homeward Path

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.
Commander: 4/5
Casual: 3/5
Multiplayer: 4/5


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!

Commander: 3.5
Casual: 3.5
Multiplayer: 3.5

Copyrightę 1998-2014 pojo.com
This site is not sponsored, endorsed, or otherwise affiliated with any of the companies or products featured on this site. This is not an Official Site.