|Commander / EDH||Legal|
Printings View all
|Oath of the Gatewatch||Uncommon|
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Meandering River enters the battlefield tapped.
: Add or to your mana pool.
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Meandering River Discussion
2 weeks ago
@TheLastHop I agree that the Meandering River's should be replaced by other U/W dual lands, but I couldn't really decide so I added that to the description. And while I think Port Town is a good option, I think I like Prairie Stream better.
2 weeks ago
3 weeks ago
Well, any control deck needs a few things. Control magic (counter spells), cheap\ mass removal, card draw\advantage, and a big finisher. I'm sorry to say that the cards you have listed here are not going to be of much use in a control deck.
The one thing that is spot on with these cards is your mana count- you want 25 or 26 land in a control deck. You never want to miss a land drop, so running that many is important. I would up the Meandering River to 4 since it gives you both, and you won't need the desert. I know you're on a budget, but if you could get some Irrigated Farmland that would be a big help, since early on they're good for both colors, but later you can cycle them for a card.
Right now Censor is a key card in control builds since it an counter early when your opponents mana is tight, and you cycle it late for a card. Typically it's a 4x. Other counter spells that you see are Disallow and Void Shatter. If you don't have the budget, you can play Cancel, but I'd try and upgrade.
You need spot removal as well as board wipes. Fumigate is a good board wipe- gets everything and gives you a little life to boot. The spot removal can be a little tricky since it depends on what the creatures you're playing against look like. Immolating Glare is a decent removal spell, it just requires an attacking creature, so you can't use it to get a blocker out of the way. Declaration in Stone is good, but sorcery speed. It's also rare so it costs a few bucks. Blessed Alliance is alright, it's a sac effect and life gain in one card. Cast Out is very good right now since it gets anything, and again, you can cycle if you don't need it. You might also consider Farm\ Market from the new set as a potential removal and draw spell.
Speaking of draw spells, Glimmer of Genius is one of the best. You can also play Hieroglyphic Illumination so you can cycle for a card early, or cast it for 2 cards late. Anticipate is also good, letter you chose a card out of the top 3. Pull from Tomorrow is a great rare upgrade, but you'll want a mix of these to help keep the hand full.
The finisher of control is currently Torrential Gearhulk, but he is absolutely not budget. A cheap option for a finisher is Glyph Keeper. A big flyer that takes more than 1 removal spell to kill, and if they do, you an bring him back. You could also play a couple copies of Linvala, the Preserver. possible life gain and possible additional angel... and it's likely you can get both.
So I don't know if this helps or not, but I sure hope so. You can absolutely build a budget control deck, you just have to be willing to have the lower power cards.
Best of luck with it.
1 month ago
Themes Blue/White Good Stuff UWgud Stax Your things cost less, theirs cost more. ETB Mill Pillowfort
Cards to cut or just don't do enough Slow Motion, Stormscape Familiar, Select for Inspection (too Specific), Etherium Sculptor (Not justifiable), Mindshrieker, Burnished Hart (Look, we all love this stupid Elk, but he sits at a slot where you need to have around that much mana up for counter spells. You really only want to be spending that type of mana to reduce your costs or increase opponents costs or stop them from attacking you. Else, counterspells. Two mana ramp is what you are looking for, ideally, not six spread over two turns), Jace's Archivist(I like this card a lot, and I think it's great with things like Thousand-Year Elixir, but realistically you want to be sculpting the perfect control hand all game rather than tossing it away.), Rhystic Study(Great card, but not $8 great. Mostly priced based on popularity. Budget choice for you, you don't need it). Temple Bell (Fun card, but too beneficial for your opponents. Don't spend mana to speed other's race, that's the opposite goal of the deck.), Cataclysm (I don't see why you have this other than as a combo with As Foretold.), Entrapment Maneuver, Hindering Touch, Leave in the Dust, Sleep(Only beneficial against creature decks), Psychic Spiral(You have to devote yourself to wheel for this card to work well, and wheel arguably doesn't help your deck.), Sunder(This combos only with As Foretold), Isperia, Supreme Judge (Costs six, his only creature decks, they don't have to attack you, there is better card draw.), Sphinx of Magosi, Silent Sentinel (Requires attack and arguably not enough enchantments).
You have a pretty decent Stax and 'Don't touch me there' package going on here, but not a whole lot of direction other than that. Some mill, some land destruction, but no real win-cons. If you want to have a serious mill win con, you can take out a little of your protection package and focus it on ETB effects and pair with a card like Altar of the Brood. Is that enough justification? I don't know, but ETB effects can be very strong and already seem like a small sub-theme. You would have to make more serious cuts for it. You definitely need to upgrade your mill-win con to be more flexible if you intend on winning that way. Sitting down at the average CMDR table of at least sum(4) means that you have hundreds of cards to whittle away. Some suggestions:Aforementioned Altar of the Brood, only for considerationSands of Delirium, Memory Erosion, Jace's Erasure, Sphinx's Tutelage, Increasing Confusion, Hinder/Spell Crumple + Tunnel Vision is a particular jank combo favorite of mine. Really you want stuff that hits early and doesn't require any further effort so you can pillowfort yourself, or are huge sinks for the late game push.
If you are looking to remove some pillowfort and upgrade your stax package, check out Brago, King Eternal, Paradox Engine, Static Orb, Tangle Wire, Torpor Orb, Smokestack, Trinisphere, Thorn of Amethyst, Meekstone, Clock of Omens (This is especially useful), Dovin Baan, Inspiring Statuary.
Also, you should take out all land destruction since you don't have a real way to take advantage of it. Even with a couple of your reductions, the green player/ Mizzix player will get on board faster and annihilate you out of spite.
Also, the deck only has mill as its win-con thus far, which is tenuous at best even in the most refined EDH decks. I suggest you put some of the not-so-flashy-feels-bad-win-cons in this deck such as Approach of the Second Sun, Azor's Elocutors, Laboratory Maniac, etc.
Also, after above edits, you only have three board clears by my count. Even if I'm off, you want around 7-10 for a deck of this style that covers a multitude of fronts. Most board-wipes are just creature based, but you should include ones like Akroma's Vengeance, Consulate Crackdown, Planar Cleansing, Nevinyrral's Disk. Things that can be instant speed are also great like Rout and Evacuation.
Your land base needs a pretty big update as well. You should really only be running 10 or less of each basic for a dual colored deck, though not as important for three and up decks. But, you have quite a few double-symbol costs that your cost reduction can't affect.Fixing lands Coastal Tower, Meandering River, Evolving Wilds, Terramorphic Expanse, Azorius Guildgate, Sejiri Refuge, Tranquil Cove, Prairie Stream, Exotic Orchard.
Hope this helps! :)
1 month ago
I'm sorry if these suggestions are over your budget, but I couldn't find one.
1 month ago
It's cheaper, can clear away Tokens, and doesn't rely on having a Vehicle on the field to Exile.
However, a Vehicle that is REALLY good in the late game is Skysovereign, Consul Flagship.
1 month ago
Well, if you have multiple toolkits out, it's more than 1 mana. But all the creatures with embalm are more expensive from the yard, so the toolkit helps so you can play more than 1 a turn. And with the procession out, that's a good thing.
Some other removal? Well, there are some good cards, it just depends on how you want to play it. Blessed Alliance has multiple uses, but the removal part makes them sacrifice so you don't get to choose, but you also don't target the creature so it can get around hexproof. Cast Out is very solid removal- it's the Angel just without the creature part. Stasis Snare is cheaper than castout, but it only hits creatures. Immolating Glare just kills an attacking creature, so that's good too. Skywhaler's Shot is narrow in that it only kills power 3 or greater creatures, but it also let's you scry. You also might want to think about a couple Fumigate. It kills everything, but all your creatures come back so, might be good. Kind of a non-bo with the angel though. Blue's removal is more focused on bouncing than actually removing, so that's why I focused more on the white.
Hey- do you have a smart phone? There are TONs on MTG apps that let you search through cards and you can set it to only show you standard. MTG Familiar is the best for android, but there are others for iphones.
2 months ago
I don't know if this is the right place for this, and please correct me if it's not. Doing DraftSim, I'm able to draft the full cycles of common ally and enemy etb tapped dual lands. As far as I can tell, these cards do not exist in booster packs of Amonkhet and therefore cannot be drafted. Their inclusion in draft sim makes it difficult to accurately simulate an Amonkhet draft and should not be included in this functionality IMO.