Drifting Meadow

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Commander 2015 Common
Commander 2014 Common
Commander 2013 Common
Battle Royale Box Set Common
Anthologies Common
Urza's Saga Common

Combos Browse all

Drifting Meadow

Land

Drifting Meadow enters the battlefield tapped.

: Add to your mana pool.

Cycling (, Discard this card: Draw a card.)

View at Gatherer Browse Alters

Price & Acquistion Set Price Alerts

Cardhoarder (MTGO)

0.05 TIX $0.04 Foil

Isle of Cards

$0.15 Paper

Card Kingdom

$0.25

Ebay

Have (4) Xue-Kaihua , maR2307 , hosshughes , TheAlmostHero
Want (0)

Recent Decks

Load more

Drifting Meadow Discussion

LVL_666 on Brago, King of Eternal Value

1 week ago

Your deck reminds me of Astral Slide, the most OG of flicker spells. Since Cycling is now a thing again, you have a whole host of Cycling lands to choose from:

Additionally, you could use:

  • Eternal Dragon to help you get more Plains.
  • Akroma's Vengeance for mass destruction, and a chance for you to slide a creature to save them from the destruction.
  • Decree of Justice A bomb of a spell, especially great after you just do a board wipe.

I realize that these suggestions would basically change your entire deck, but that's what came to mind. Take it all worth a grain of salt. But if you're willing to go into that direction, let me know. I'm curious to see what you'd think up.

cobalt127 on Deck Cycling the Cycling Deck

2 weeks ago

First off I love that this is a Zur deck that isn't hardcore voltron. As for suggestions there's some older cycling lands that you could use, if you don't mind having land that enters tapped: Barren Moor, Drifting Meadow, Lonely Sandbar, Polluted Mire, Remote Isle, Secluded Steppe.

greatdevourer on All Hands on Deck

1 month ago

Let me start by saying that I think you have a great theme and you've done a great job of sticking to your theme elements.After going over your list, here's the recommendations that I think might help you.

Cards to take out (to get down to 100):
Golem Foundry is just a weak card. It is kinda nice getting a golem token for casting 3 artifacts, but I've never been happy playing that card. It always ends up feeling like a waste of board space.
Metalwork Colossus is really nice, but with all of the vehicles and other creatures, it seems kinda mana intensive and you're not really working on a sacrificing artifact theme.
Blinkmoth Urn is symetrical, meaning it helps you opponents as much as it helps you. Yes, you may have more artifacts than them, but do you really want to give your opponents free mana? And they get that free mana before you do.
Darksteel Juggernaut is a great card in a draft, or in another deck where you're primarily focused on attacking each turn. But the requirement of attacking each turn makes this card feel like it doesn't fit.
Sram's Expertise is cute, and I understand why it is in the deck but a few 1/1 tokens seems kinda weak for this deck.
Chief of the Foundry helps out the vehicles, but not the dwarves.

Those initial cuts gets you down to the 100 cards for Commander. Now to make the deck a bit stonger.
These changes might help make your deck more resilient againt various opponents. Obviously, you'll need to temper these recommendations with your collection, budget, and local metagame.

I'll start with lands. Nine (9) out, Nine (9) in.
Take out:
Spinerock Knoll, Better in a combo deck.
Shinka, the Bloodsoaked Keep, Not enough legends
Wind-Scarred Crag, Boros Guildgate, and Stone Quarry come into play tapped. You have too many lands that come into play tapped and it slows you down.
Drifting Meadow, Forgotten Cave, Secluded Steppe, Smoldering Crater, the cycle lands are nice in a deck with lots of graveyard recursion or when you're focused on cycling cards. But you're deck isn't set up for those things and these are just more lands that enter the battlefield tapped and slow you down.
Kabira Crossroads for it. The 2 life usually isn't enough in Commander games to make a big different.

Put in:
4 Plains
2 Mountain
Sejiri Steppe is something to consider. And the Boros Garrison makes it better.
Move the Rugged Prairie and Sacred Foundry to the mainboard from your maybe board.
Don't ignore the plain old basic lands. Even if you just use a couple of each. You never know when an opponet will play a "Every seach for a basic land" card and you're left out of the party.

I would also consider Holdout Settlement and Springleaf Drum to help take advantage of Depala, Pilot Exemplar's ability to load your hand with creatures and vehicles. Remember that you can tap a creature with summoning sickness to activate the Settlement or the Drum since you aren't activating the creature's ability.
Lightning Greaves is a tough card to consider. Yes, it is a great card. But does it really help that much? You aren't themed around equipment. I would drop in in favor of something that helps more often.

One-shot effects like Built to Last and Built to Smash are not really good in a multiplayer game.

I hope these suggestions help give you some ideas. Let me know what you think. Feel free to look over my decks and let me know what you think of the suggestions.

Darth_Savage on Mono-White Life gain

2 months ago

Your mana curve is off (too many 2, 4 and 6 drops / not enough 1 drops) and you aren't running a play set (4x) of any card. If you want to make the deck more efficient then a few things should probably change...

For non-creatures I'd cut Silkwrap, Blind Obedience, Hail of Arrows, Angel's Feather and Chaplain's Blessing. Instead of these running 4xJourney to Nowhere and 4xAcolyte's Reward

For land since devotion is an easy sub-theme Nykthos, Shrine to Nyx is almost an auto-include in mono-coloured decks. Also worth consideration is Emeria, The Sky Ruin, Drifting Meadow and New Benalia all offer some utility, you probably don't need more than 20 land.

Finally for creatures you have no drop creature, I would suggest 4x Perimeter Captain in that role. To make the space cut Staff of the Sun Magus and 2x Plains. You might want to look at Nyx-Fleece Ram, Hero of Bladehold / Archangel of Tithes (in preference to Aegis Angel) or if you want to spend money - Serra Ascendant!

Colgate on UW Spirits for FNM with ...

2 months ago

If you are new to Legacy, I highly suggest you to play combo deck or some noninteractive aggro, because then you need to just learn to play your deck. If you want to play interactive deck, you need to also know what your opponent is doing and in Legacy "What is my opponent trying to do?" is quite open question. If you know what you are going to go against it's a lot easier, but you still need to learn more decks than by playing noninteractive decks. Familirize with format before playing interactive decks to know how to interact. Let's try to play some control then:

Main
4 Drifting Meadow
4 Slippery Karst
4 Blasted Landscape
6 Forest
6 Plains
3 Swords to Plowshares
3 Gilded Light
3 Blade Splicer
4 Fluctuator
4 Day of Judgment
2 Eternal Dragon
4 Wall of Roots
4 Astral Slide
3 Wall of Blossoms
2 Acidic Slime
4 Street Wraith

Side
4 Nature's Claim 4 Relic of Progenitus 4 Pithing Needle 3 Ratchet Bomb

This is quite rough version and it's quite undercosted for your budget. You can improve it with Living Wish and wishboard, use Containment Priest for shenanigans and with more. You could add somewhere Lone Missionary somewhere or Reclamation Sage. Perhaps you want to splash a colour, anyway it's easily customizable for your own preferences. Your meta seems to be light on Abrupt Decay, so Astral Slide felt natural way to go.

hoardofnotions on Cheap-Manno, Revolutionary(<15$)

2 months ago

Relic Seeker- probably too expensive, but it's your budget stoneforge mystic

Skyhunter Skirmisher- carries a sword or enchantment well

Wing Shards- board control. Plus a personnel favorite i don't see played much

Mass Calcify-on color Plague Wind

Mask of Memory- card draw in mono

Ring of Thune vigilance and a slowly growing threat

Trailblazer's Boots unblockable always!

Haunted Cloak- generic good stuff equipment, this one is iffy

Mind Stone mana rock that draws you a card

Bonehoard big dude and allows for commander kills (hopefully)

Oblivion Ring removal

Secluded Steppe better than a plains imo

Drifting Meadow better than a plains imo

New Benalia better than a plains imo

Kor Cartographer iffy mana ramp. seems like you don't need to ramp after 4 lands but in case you wanted that option

Decree of Justice finisher and card draw!

Tamiyo's Journal card draw!

Darksteel Mutation commander lock down!

Faith's Fetters hits everything and more removal!

Armored Ascension commander killS

SilverhawkPX45 on Nahiri

3 months ago

I'm putting lands into a separate thing because I'm currently seeing 72 cards for your mana base, so something's clearly off and I can't make any assumptions as to what's actually part of the decklist and what isn't.

A mono colored deck, especially a white one always likes Terrain Generator, in my experience. I'd probably cut Rustic Clachan for it, because it's not a particularly great combat trick and always comes into play tapped for you. Myriad Landscape is another fairly obvious suggestion for mono colored decks, cutting one plains for it. Since you'd probably enjoy manlands but don't really want to re-equip your creatures all the time, maybe try Foundry of the Consuls as well as Spawning Bed, although the former is probably strictly better for your purposes. Lastly, I want to suggest running City of Shadows as a big mana land. You should have enough token production to make this viable, but it's still kind of risky considering it doesn't produce mana on it's own. Nykthos, Shrine to Nyx is another option that at least produces mana, but you'd need two white symbols in addition to your commander to get any benefit from it and considering a lot of your deck is colorless it seems like a waste. You should probably also add the two mono white cycling lands, Secluded Steppe and Drifting Meadow, as well as Buried Ruin for some attractive options inside your mana base.

I'm confused about Terramorphic Expanse and Evolving Wilds in the decklist. It seems like it's not worth having your lands come into play tapped simply to thin out one more plains, especially considering there are so many other nonbasic lands you could play. Strip Mine is obvious, because some lands just can't be left on the table for too long (hi there, Gaea's Cradle!). For the other land it feels like New Benalia's Scry 1 is a more immediate benefit compared to having one less plains in the decklist. Windbrisk Heights is another good option, though I always feel underwhelmed by the impact of Hideaway lands.

I'll summarize the entire manabase since I have no idea what is and isn't in there:

39 Land total

1 Eiganjo Castle
1 Emeria, the Sky Ruin
1 Kjeldoran Outpost
1 Kor Haven
1 Mistveil Plains
1 Throne of the High City
1 Strip Mine
1 New Benalia
1 Terrain Generator
1 Myriad Landscape
1 Foundry of the Consuls
1 City of Shadows
1 Secluded Steppe
1 Drifting Meadow
1 Buried Ruin
24 Plains

joshuaizac on Astral Slide (Amonkhet Update coming Soon)

5 months ago

seeing the name of this deck got me all excited....seeing the decklist...not as much sadly....(nostalgia of being one of those ppl that actually played Angel Stompy Slide in Legacy on and off during onslaught era and thereafter).

The original Standard lists used Exalted Angel morphed, and then cycle/slide it out to flip it rather than pay 2. Eternal Dragon, Akroma's Vengeance and frequently used Gilded Light and Decree of Justice. This is in addition to Slide/Rift/cycling lands of course.

The Legacy lists at the time were far more interesting. Among the All-Stars of all of the Legacy lists; Fluctuator and the Urza's Saga Cycling Lands... Slippery Karst, Drifting Meadow, Polluted Mire (I'm just listing just Abzan) and sometimes even Blasted Landscape as it doesn't etb tapped. After Life from the Loam was printed one of my favorite variants was Abzan with Unearth, Witness, Slide and Invigorating Boon + Troll Ascetic. Flicker Witness, slide away any blockers and Grow-a-Troll....With a ridiculous dredge draw engine once you get Fluctuator/Life from the Loam & 3x Urza's Cycle lands. (Cast Loam, grab 3 cycle lands, cycle all three for free, decline the draw on the 3rd to dredge Loam back....)

I'm not suggesting you go with any of the variants above per say, just hoping to familiarize you with some of what you might have missed from the era. As for your current list I'd say your thought to ditch red is right on track. I've tried numerous variants of slide with Rift / Land's Edge and or Seismic Assault and while entertaining, I wasn't happy with the way any of these preformed. I think right now is a great time to revisit this casual deck as commander 2016 just gave it a shiny new gift in the form of Ash Barrens. Ordering 4 of these online seems like a must! Sooooo if you go with 3-4 Fluctuators (which is a more disrupt-able/semi-reliant route, but extremely powerful when it works) I'd say 2x of each of the abzan colored Urza's cycling lands and 1x each Onslaught cycle lands. Without Fluctuator I'd still go up to 3x each Onslaught land. This is in addition to 4x Ash Barren, ditch evolving wilds/terramorphic expanse. With a better mana base, we no longer need Edge of Autumn. Rampant Growth with a cycling ability that sacs lands when you've already been playing half your lands tapped on etb in Slide which is already a slow control deck is horrible. I'd probably go -1 Rhino and +1 Unearth (maybe even +2) as well as finding more aggro-ish 3 drops in place of your 6 walls (not that I'm not a fan of either of the walls, this just doesn't seem like the place for them in spite of the etb flavor).

Anyways I'm hoping you find some inspiration within the wall of text I just carved out, and I'm giving you an upvote regardless what you do to the deck from here, just cause it's awesome to see someone actually playing SLIDE!

GL & HF...

Load more