Path of Ancestry (Outlaws of Thunder Junction Commander #310)

Path of Ancestry

Land

Path of Ancestry 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.)

Illustrated by Alayna Danner

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for Path of Ancestry:
  • If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce {C}. (2020-11-10)
  • If you don't have a commander, Path of Ancestry's ability produces no mana. (2020-11-10)
  • If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1. (2020-11-10)
  • If your commander has no creature types, it can't share a creature type with any spell that you cast. (2020-11-10)
  • If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two. (2020-11-10)
  • If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1. (2023-07-28)
  • Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability. (2023-07-28)