Find the Path MTG Card


Find the Path - Adventures in the Forgotten Realms
Mana cost
Converted mana cost3
RarityCommon
TypeEnchantment — Aura
Abilities Enchant,Venture into the dungeon
Released2021-07-23
Set symbol
Set nameAdventures in the Forgotten Realms
Set codeAFR
Number183
Frame2015
LayoutNormal
BorderBlack
Illustred byLindsey Look

Key Takeaways

  1. Provides card advantage by increasing land count and bolstering your ability to cast powerful spells earlier.
  2. Enhances gameplay by allowing instant-speed interactions, giving a strategic edge over the opponent.
  3. Might not suit all decks due to specific mana requirements and the need to discard upon casting.

Where to buy

If you're looking to purchase Find the Path MTG card by a specific set like Adventures in the Forgotten Realms, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Find the Path and other MTG cards:

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Text of card

Enchant land When Find the Path enters the battlefield, venture into the dungeon. (Enter the first room or advance to the next room.) Enchanted land has ": Add ."


Card Pros

Card Advantage: The Find the Path card comes into play by presenting an opportunity to ramp up your land count, effectively skewing the balance of available resources in your favor. Every land drawn is one step closer to casting the game-defining spells that could secure your victory.

Resource Acceleration: By enabling you to search your library for a basic land card and put it onto the battlefield tapped, not only does it boost your land count, but it also accelerates your resource growth. This helps you deploy your more powerful spells earlier than your opponent, which could lead to a strategic advantage.

Instant Speed: Playing at instant speed adds a tactical layer to your game plan. You can wait until the most opportune moment within a turn cycle, perhaps at the end of your opponent’s turn or in response to an action, to cast Find the Path, keeping your options flexible and your strategies concealed.


Card Cons

Discard Requirement: The card Find the Path necessitates the discarding of a card as a part of its casting cost. This can set you back in game progression, especially when you are trying to maintain card advantage against your opponent.

Specific Mana Cost: Boasting a specific mana requirement that includes green, Find the Path might not easily fit into multi-colored decks or those that don’t generate enough green mana consistently, thereby limiting its flexibility across various deck archetypes.

Comparatively High Mana Cost: Considering its effect, the mana cost for Find the Path is on the higher side, which may deter players from including it in their decks, particularly when other cards can provide ramp or land fetching at a lower cost.


Reasons to Include Find the Path in Your Collection

Versatility: Find the Path is adaptable in many green-centered decks, serving as a robust ramp spell that bolsters your mana base while enabling more significant spells to be played ahead of curve.

Combo Potential: Not only does it ramp up land, but Find the Path also sets the stage for potent landfall-related combos. As it turns a land into a source of extra mana, it can be a linchpin in strategies built around land synergies.

Meta-Relevance: As the landscape of the game often fluctuates, a card that accelerates mana growth maintains its relevance. Its ability to expedite your game plan keeps it as a strong contender in various meta environments where speed and efficiency are key.


How to beat

Find the Path is a unique enchantment card that boosts one’s mana acceleration in Magic: The Gathering. It stands out by allowing a land to tap for an additional green mana and can be a thorn in an opponent’s side by solidifying a mana advantage. Despite its benefits, it can be tackled by focusing on land destruction or enchantment removal strategies.

Considering cards like Ghost Quarter or Field of Ruin can efficiently dispose of the enchanted land, thus negating the advantage Find the Path offers. Enchantment removal spells like Disenchant or Naturalize are also effective, as they can directly target and eliminate Find the Path from the battlefield, leaving your opponent with one less resource to utilize.

Playing around Find the Path involves being proactive and keeping removal spells in hand for critical moments. Timing is essential, as disrupting your opponent’s mana base can severely set them back. It’s a careful balance of resource management and strategy that can help ensure victory against the enhanced mana capabilities that Find the Path introduces to the board.


Cards like Find the Path

Find the Path is an intriguing element within the realm of mana acceleration in Magic: The Gathering, bearing resemblance to staples like Rampant Growth. Both serve the fundamental purpose of land ramp, crucial for building up mana resources swiftly. However, Find the Path edges forward by offering an enchantment that remains on the field, potentially providing long-term value. Rampant Growth, conversely, has a one-time effect of fetching a land to the battlefield.

Examining other peers, we can draw a parallel to Explore. Explore allows players to play an additional land and draw a card, presenting immediate advantage albeit without the lasting presence akin to Find the Path. Cultivate is another card that bears a semblance to it, giving you an instant benefit of placing one land onto the battlefield and one into your hand, distributing the goodness across current and future turns.

Ultimately, when evaluating the benefits and strategic fits, Find the Path stands out for its continuous mana boost capability, an asset for players looking to capitalize on long-term investments in their land base within Magic: The Gathering games.

Rampant Growth - MTG Card versions
Explore - MTG Card versions
Cultivate - MTG Card versions
Rampant Growth - MTG Card versions
Explore - MTG Card versions
Cultivate - MTG Card versions

Cards similar to Find the Path by color, type and mana cost

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Arachnus Web - MTG Card versions
Kudzu - MTG Card versions
Wanderlust - MTG Card versions
Maddening Wind - MTG Card versions
Cycle of Life - MTG Card versions
Hall of Gemstone - MTG Card versions
Dense Foliage - MTG Card versions
Momentum - MTG Card versions
Ancestral Mask - MTG Card versions
Broken Fall - MTG Card versions
Lure - MTG Card versions
Food Chain - MTG Card versions
Howling Moon - MTG Card versions
The Dragon-Kami Reborn // Dragon-Kami's Egg - MTG Card versions
Squirrel Nest - MTG Card versions
Alpha Status - MTG Card versions
Lifegift - MTG Card versions
Blanchwood Armor - MTG Card versions
Rites of Flourishing - MTG Card versions
Fyndhorn Pollen - MTG Card versions
Arachnus Web - MTG Card versions

Legalities

Magic the Gathering formats where Find the Path has restrictions

FormatLegality
CommanderLegal
LegacyLegal
PaupercommanderLegal
ModernLegal
OathbreakerLegal
PauperLegal
VintageLegal
DuelLegal
ExplorerLegal
GladiatorLegal
PioneerLegal
TimelessLegal

Rules and information

The reference guide for Magic: The Gathering Find the Path card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

Date Text
2021-07-23 A player may only have one dungeon in the command zone at a time.
2021-07-23 Choosing the dungeon or room to venture into is part of resolving the venture into the dungeon keyword action. Once that choice is made, players may not respond until after the appropriate room ability has triggered.
2021-07-23 Dungeon cards are not part of a player's deck or sideboard. In both constructed and limited formats, players can use any dungeon card when they venture into the dungeon.
2021-07-23 Dungeons are removed from the game as a state-based action.
2021-07-23 If you somehow venture into the dungeon while a room's ability is on the stack, you will continue on in the dungeon. If you're already in the last room, complete that dungeon and start a new one.
2021-07-23 Moving into a dungeon room will cause its room ability to trigger.
2021-07-23 Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
2021-07-23 The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.
2021-07-23 To venture into the dungeon, a player moves their venture marker into the next room of the dungeon they are currently in. If they aren't currently in a dungeon, that player instead chooses a dungeon card from outside the game, puts it into the command zone, and moves their venture marker onto the first room.
2021-07-23 You can only move forward (well, downward) in a dungeon, never backwards or sideways.