Homeward Path
The answer to theft, built as a land so it costs you nothing in your deck's color identity. Its second ability does one job and does it symmetrically: every player snaps control of the creatures they own back to themselves, walking back a Mind Control, a Sower of Temptation, an Act of Treason, a Threaten, anything that moved a creature out of the hands that own it. The symmetry is the cost. It hands creatures back to opponents too, so it is not a one-sided rattlesnake; it is a reset, and you fire it when the board state of stolen permanents favors you. What makes it durable in a multiplayer context is that "own" is the bedrock rules concept here, not "control": you can play it preemptively as a deterrent and let it sit untapped, threatening to undo any steal before it sticks, which often means it never has to be activated at all. The mana ability keeps it honest as a land slot; the steal-answer is upside that costs you a colorless source and a single activation. For a long stretch this was the cleanest, most splashable insurance against control-magic strategies that any deck of any color could run.

Rules text
Format Status
More formatsFewer formats
Other printings
- Secret Lair Drop#1851
- Secret Lair Drop#1467★
- Secret Lair Drop#1467
- Tales of Middle-earth Commander#365
- Tales of Middle-earth Commander#395z
- Tales of Middle-earth Commander#395
- Judge Gift Cards 2017#4
- Commander 2016#301









