Pointed Discussion

Magic: The Gathering Card Comments Archive

Where Ancients Tread

Multiverse ID: 175115

Where Ancients Tread

Comments (26)

Vilkacis666
★★★☆☆ (3.6/5.0) (4 votes)
Coupled with Godsire whenever he pops out one of his tokens this bad boy will auto hit anything you want for 5 damage. After that you might as well use Brion Stoutarm to launch it at them for another 8. Maybe even lay down a Soul's Fire beforehand.
Mode
★★★★☆ (4.5/5.0) (3 votes)
Reminds me of Æther Charge, although the great advantage here is that you can also deal the damage to a creature. yet you won't be able to deal massive damage with little one-drops, either - as opposed to Arther Charge. Can deal great amounts of damage, but overall it could have been slightly cheaper.
JaxsonBateman
★★★★★ (5.0/5.0) (1 vote)
Whilst it works well in many Naya decks, it combos very, very well with Electropotence and Ooze Garden. Bring out a power 5+ creature, Where Ancients Tread goes off for 5, then pay 2F for Electropotence to go off for at least 5. Next turn (or the same turn if you have enough mana) use Ooze Garden to sacrifice the creature and bring out an ooze with at least 5 power, and do the same thing again. Potentially 20+ damage for 8 mana? I'll take that. If you have any Mighty Emergences out too your oozes will come out stronger (as those creatures that enter play with at least 5 power are going to become at least power 7 creatures thanks to the enchantment, meaning your ooze will enter play with at least 7 power).

And let's not forget that if you have cards like Paleoloth or Mycoid Shepherd you'll activate those abilities with this kind of play (twice!). So that's an extra 2 creatures out of the graveyard, and 5 health. What's not to like?
Gezus82
★★★★★ (5.0/5.0) (1 vote)
people are thinking too much of naya behemoths, just because it was made for them. I find this works particularly well in a mono red deck with ball lightning and maybe some electropotence too
RyanFisher
★★☆☆☆ (2.0/5.0) (3 votes)
This combos EXTREMELY well with Sharuum!
Donovan_Fabian
★★★★★ (5.0/5.0) (1 vote)
This card seems to never have picked up much enthusiasm from the magic community even though it may be the biggest bomb enchantment in the set. 5 burn damage for just playing creatures normally is like a free lava axe every turn, and the card itself costs the same as a lava axe. Not to mention it's just nuts if you have some way to bring multiple 5 power creatures into play, like an active beastmaster ascension, or followed footsteps on a thoctar, among others. Even played normally, in a common naya deck with cards you might expect to see like cliffrunner behemoth and woolly thoctar, you can pretty easily win in 4 turns just by playing your creatures and doing the 5 directly to the opponent's life points. More than one in play, such as with copy enchantment, would definitely end the game in a hurry at 10 damage a pop. Great way to instant kill planeswalkers. Turns all your 3 mana thoctars into a shriekmaw if nothing else.

The downside of course is that you may not be able to play anything else the first turn its available at turn 4 or 5, and it can still be destroyed by enchantment hate, but then nothing in the game is invulnerable.

@Vilkaci godsire is made for this card, though at the same time if I have a godsire on the field I think the game is more or less over regardless.
coyotemoon722
★★★★★ (5.0/5.0) (1 vote)
This card heavily relies on mana accel I've come to realize, or used strictly as a finishing card. The problem with this card is you need to fill your deck with power 5s. And besides Thoctar, there's not a whole lot of them that would play early. Plus, if you don't have it in your opening hand, and you have all Thoctars or other 5/n creatures, then you're forced to play those first, and not really get the effect of the card until it pops into play on turn 5 earliest. Not to mention that Naya 5s don't have any protection.

If you use heavy mana accel/deck thinning like Khalni Heart Expedition, Harrow, Rampant Growth and Terramorphic Expanse, then you think your deck of land and you boost your mana to around 6 on Turn 3, and if you have it in your hand, you throw it down and start casting Thoctars on Turn 4. I highly recommend Bull Cerodon for this set up. If you can build your deck around this card, and it works, it's great. Even so, for as hard as it is to pull off, or even draw for that matter, I'm gonna give it a 3.5.
izzet_guild_mage
★★★★★ (5.0/5.0) (1 vote)
Coyote, you seem to have forgotten Spearbreaker Behemoth. Sure, it won't stop path, but it tries its best to protect your broskis :P
DacenOctavio
★★★☆☆ (3.5/5.0) (1 vote)
Do you seem to make Dragon tokens every turn for some strange reason? Do you like how much face both Lava Axe and Lightning Axe smash? Try Where Ancients Tread, and you'll be treading all over your enemies. Only $19.95 + S&H!

This is so necessary in decks that use the awesome might of dragons.
Kindulas
☆☆☆☆☆ (0.0/5.0)
Mycoloth + this + beastmaster ascension = I win.
novasun
☆☆☆☆☆ (0.0/5.0)
One Word: Eldrazi...
ddong
★★★★★ (5.0/5.0) (1 vote)
Combos with Changeling Berserker, Changeling Titan and Wren's Run Packmaster and other champions as well, though those 3 are the most viable as you would most likely be playing mana ramp elves. Champion your champions and you can pull off some nice tricks, it can also can go for infinite with 3 champions on top of each other. Not the most powerful combo ever but its a fun combo which doesnt require any extremely expensive pieces, and the deck itself can be pretty effective without Where Ancients Tread.
Huffytreefolkman
☆☆☆☆☆ (0.0/5.0)
this card pretty stellar if your going against a fog deck. green builds mana quick so it's possible to get out on turn 3. i"m making a Ghostway type deck and it is sick dealt 20 in one turn with it.
jfre81
☆☆☆☆☆ (0.0/5.0)
Don't just win. Win more.
Crag-Hack
☆☆☆☆☆ (0.0/5.0)
SICK artwork.
LordRandomness
☆☆☆☆☆ (0.0/5.0)
Combo with Turn to Mist, Momentary Blink, et al. Blink in particular (if you're willing to run three colours) becomes 10 damage for 6 mana provided you have an appropriate creature in play, and Mist lets your Ball Lightning miss its trigger and block on your opponent's turn, too.
HuntingDrake
★★★★★ (5.0/5.0) (2 votes)
With Opalescence in play, this triggers itself!
Lchowa
☆☆☆☆☆ (0.5/5.0) (1 vote)
Took this card out of my deck, waaaaay too over powered
battleofwits
☆☆☆☆☆ (0.0/5.0)
they need shard watermarks
Lash_of_Dragonbreath
☆☆☆☆☆ (0.0/5.0)
Sort of decent, I suppose, but much worse than Warstorm Surge.

edit: I eat my words, in my Intet, the Dreamer deck this fits the curve much better than Surge.
Equinox523
☆☆☆☆☆ (0.0/5.0)
Primal Forcemage gets your creatures halfway there, if this is your deck's kill condition. Even tiny Uktabi Drakes will mean 5 mana to the dome - especially if it is unblocked too. While it may take a while to get set up, if you can survive long enough and can get this to stick, just 4 triggers is all you need for fatal damage.

Thinking about this a bit more, Bloodbraid Elf would also be potentially deadly in this deck. With a Forcemage out, the Elf itself would trigger the ability, it could attack, and whatever it Cascades out could also potentially trigger more 5 damage packets. There are so many 3CMC or lower creatures that would lend themselves to this deck - Woolly Thoctar, Wild Nacatl, Watchwolf and so many other quality creatures could clog up the early game, and double as Where Ancients Tread bodies if it goes longer than 4 turns.
TheBringer
☆☆☆☆☆ (0.0/5.0)
Armada Wurm from RTR is great with this if you can get the mana.
RunedServitor
☆☆☆☆☆ (0.0/5.0)
Cool, a genuine use for Force of Savagery.
Mainstay
☆☆☆☆☆ (0.0/5.0)
@Equinox523: Primal Forcemage won't work. By the time it's ability resolves, Where Ancients Tread has already decided not to trigger.