|Commander / EDH||Legal|
Printings View all
|Commander 2015 (C15)||Common|
|Commander 2014 (C14)||Common|
|Commander 2013 (C13)||Common|
|Battle Royale Box Set (BRB)||Common|
|Urza's Saga (USG)||Common|
Combos Browse all
Drifting Meadow enters the battlefield tapped.
: Add to your mana pool.
Cycling (, Discard this card: Draw a card.)
Price & Acquistion Set Price Alerts
|Have (10)||Xue-Kaihua , maR2307 , Dr_Jay , frederiklw , Atroxreaper , bakunet , pedroaugustom97 , , orzhov_is_relatively_okay819 , richardmv|
Drifting Meadow Discussion
2 weeks ago
Ouch... evil commander deck... +1 love mono
You might like Nykthos, Shrine to Nyx and Mistveil Plains for more land diversity and utility. Also perhaps cycling lands for late game, when you find yourself with too many Plains ; Drifting Meadow, Desert of the True and Secluded Steppe
have a good day!
2 months ago
What a neat concept. I love deckbuilding challenges like this. Just watch out for Void!
I'd strongly recommend you spring for Student of Warfare. Having a one-drop with the potential to be a 4/4 double striker would outshine any of the creatures in the deck currently for sheer size. Caravan Escort isn't nearly as good, but the potential for a 5/5 first striker could still be worth it. You might also like the touch of removal Icatian Javelineers can bring to the table.
I'd also definitely try and grab a copy of Tithe! Nothing quite like getting two lands for one mana. On that topic, though... are you sure you don't have too many lands? When everything is one mana, you're probably running at full capacity once you have, say, two mana. For that reason, I'd at least try and get Secluded Steppe and maybe Drifting Meadow.
3 months ago
So the first thing I would do is clean up the mana base a little and add some more mana rocks to help you cast your spells on time i noticed you have a lot of enter the battles field tapped land so I suggested some better ones and cut a couple. So far the total on suggested changes it $22.61. ill look over the removal and card draw next let me know what you think.
4 months ago
This list is pretty similar to mine, and I'd love to hear which cards are your favorites here so I can get ideas for my list! Innistrad's Last Stand - Odric Keyword EDH
I definitely recommend more card draw. Aggressive white decks tend to run out of steam really quickly, and topdecking can suck. I like to run Bygone Bishop, because he's flavorful and gets me lots of clues off my low curve, Mentor of the Meek for similar reasons, and Puresteel Paladin because I run a few Equipment. You could also consider Sram, Senior Edificer, but I prefer Paladin because it lets me equip stuff for free if I have metalcraft. I also run Secluded Steppe and Drifting Meadow to smoothen out if I topdeck lands, but if you're concerned about curve I wouldn't run them.
How does Chrome Mox work for you? I have one I pulled from an Eternal Masters draft and I have no idea how to use it.
5 months ago
I know space and budgets are tight, but here are some other cards for your maybe list:
Boros Reckoner, Silverblade Paladin, Thalia's Lancers, Mother of Runes, Wrath of God, Day of Judgment, Lightning Greaves, Sword of the Animist, Mind Stone, Fire Diamond, Marble Diamond, Hedron Archive, Godsend, Gilded Lotus, Thran Dynamo, Chained to the Rocks, Oblivion Ring, Sacred Foundry, Clifftop Retreat, Inspiring Vantage, Rugged Prairie, Arid Mesa, Needle Spires, Secluded Steppe, Forgotten Cave, Drifting Meadow, Smoldering Crater
6 months 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.
7 months 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.
7 months 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.
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.
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.