|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||Uncommon|
|Core Set 2019 (M19)||Common|
|Global Series: Jiang Yanggu & Mu Yanling (GS1)||Common|
|Oath of the Gatewatch (OGW)||Uncommon|
Combos Browse all
Meandering River enters the battlefield tapped.
: Gain or .
Meandering River Discussion
7 months ago
Alright, so- here's some tips for building now that you have a fitting commander. Definitely focus on repeatable life-gain more than sorceries or instants. Riot Control though is an good card against aggressive, creature-based decks going for the kill.
Blue/White lifegain is a little harder to build, as Blue rarely has life-based synergy. But its doable, especially due to white. The Soul Sisters ( Soul Warden , Soul's Attendant , and Suture Priest gain you life as you get more creatures. This synergies well with any tokens you make.
Dual lands are great for getting the right colors out. You don't necessarily need the expensive ones to build a fun deck. Meandering River , Azorius Chancery , Tranquil Cove , Irrigated Farmland , Boreal Shelf , and Coastal Tower are all cheap dual lands. Cheap means entering tapped though, just to warn you. But it can be better than basic lands at times due to either color of mana as needed. And oh, speaking of mana- Azorius Signet , Azorius Locket , Azorius Keyrune , and Azorius Cluestone are great artifacts for ramping up to bigger spells. White and Blue lack a lot of ramp, so its something to think about.
8 months ago
Love this! Having flying on every creature adds so much value to the deck, and the counters really play off each other nicely. I swapped Cartouche of Knowledge and Recumbent Bliss with Ordeal of Thassa and Pacifism , as well as adding in Meandering River s.
Great build, love the $5 decks!
8 months ago
Heya Fans, and welcome back to our show. After some practice with our potential new hires we come to our first look at what fresh acts we can bring to the audiences.
After much hiring and firing, then rehiring again, and many hours of choreography, I am happy to report we have had decent results. And that I'm convinced there could be physical changes made. If you disagree or think of something better, please share your thoughts in the comments.
These changes aren't so deck altering as some of the others I am still considering, but I'm still not 100% on them. Need some outside input.
Hanna, Ship's Navigator - ???: Closest things I could find that flies is Razor Hippogriff , Sanctum Gargoyle , and Griffin Dreamfinder but that only covers half. Or is this ability really necessary, can we work around our toys being removed and use this spot to fit something new?.
Azorius Keyrune & Ojutai Monument : for lack of a better word they seem 'cute' now. They seemed useful at first because they turned into flying creatures that shared the benefit other flyers do. Better rocks? Keep? Replacements could include Fellwar Stone , Basalt Monolith could be blinked with Brago... unsure what else is good and not overly expensive.
Favorable Winds : Is it really necessary, amid the other +'s it seems the least shiny, even though it's foiled.
Stay tuned for more to come! We're always trying to keep fresh acts, and as accidents happen replacement performers will hopefully be swift coming. Don't forget the suggestion and vote box on your way out. See you next time at The Circus!
9 months ago
DiverDown Did some small digging on the issue, and I have found at least one common denominator.
The following cards from Magic Game Night - (GNT) have incorrect legality:
And in Global Series: Jiang Yanggu & Mu Yanling - (GS1), only the cards listed below works:
- Brilliant Plan
- Cloak of Mists
- Giant Spider
- Meandering River
- Timber Gorge
- Welkin Tern
This shows that only NEW entries in the database are affected by this bug, cards that existed before which only got an updated image in the sets didn't get affected.
I have tried to edit cards(using the "fix card" function) but that does not yield any result at all, everything looks okay in the forms when submitting the cards.
I also tried submitting an entry of an existing card in another set/expansion to see if it changed something, but it didn't.
So the entries in the database are probably corrupted, manual deletion and readding is maybe a way to go for individual cards. But what causes the bug I have no idea of.
To investigate this issue further it would be good if I have more cards to look at, so tag them here if you find any.
Arvail : I hope not, except for this bug I think it works somewhat good.
11 months ago
Just a momentary thought: Budget upgrades could include the land upgrades?
Those seem like excellent includes for once you've purchased the other ones and you're looking to finish the job.
Thanks for the upgrades guide, I've made a lot of use of it, adding some into the mainboard, and reserving a few that will be bought along with the 100 in the list, as a 15 card 'sideboard' of sorts, used to add in cards to power up the deck depending on what strengths I'm playing against.
3 changes I made though:
-Azami, Lady of Scrolls Solemn Simulacrum (I feel like Simulacrum does what Azami wants to do with better consistency, you only really want to be paying UUU for a creature that is its own excellent engine, such as Arcanis. Azami needs way more wizards in the list to really get pumping, and unlike a Simulacrum, players will immediately respond to an Azami, they know it will generate game-winning card advantage, vs flashing in a chump block simulacrum for pure value-town, much faster than Azami's slow roller. Also, colour-less mana fixing. God bless).
I kept Hushwing Gryff when I added Kira to mainboard, and instead dropped Aven Mindcensor for Kira, Great Glass-Spinner. The reason behind this being my playgroup has a krenko, as well as a bunch of other tribals. Tribal ETB's are powerful, I can't say no to keeping a hushwing in my back pocket. If I verse someone I know will play johnny combo, and search their library, I'll change between Censor and Hushwing accordingly.
My version of your list (which I just ordered as a nice christmas present to myself!):
+1 from me!
1 year ago
For your lands, I would recommend you run 38. This number should be a mix of utility, mana fixing, and basics.
P.S. Hour of Devastation is not allowed in your deck.
1 year ago
I really like your deck and admire your desire to make inexpensive edh decks. That being said I do believe there are some ways you could improve this deck without breaking the budget.
While you do have plenty of board wipe effects I notice that you only have a few single target removal spells. Board wipes are great but the problem is the fact that they are sorcery speed. The ability to react on your opponents turn is invaluable so I would highly recommend adding one or two more instant speed removal spells. Some notable ones would be
I also think there are some counterspell's you would be better off for running that are pretty cheap.
- Sinister Sabotage is basically a Cancel with upside and still pretty cheap.
- Rewind is almost free in the late game.
- Foil is a budget Force of Will that would fit great in your deck given your high island count.
- Arcane Denial is just a solid counter spell in EDH since it replaces itself and the advantage it gives your opponent is mitigated by the multiplayer format.
- I would also recommend running Forbid since you seem to draw so many cards but this one is a little more pricey.
The only other general improvement I would recommend would be try to add some dual lands. Even if they come into play tapped, dual lands do wonders to help a deck perform at its best. Some really budget ones I'd recommend are.
- Irrigated Farmland
- Azorius Chancery
- Boreal Shelf
- Coastal Tower
- Meandering River
- Prahv, Spires of Order
- Sejiri Refuge
- Tranquil Cove
I really do like your deck and what you have made so far, but I would like you to at least consider these options to further improve your deck.
1 year ago
I think synergy build was on the right track for your mana base but here is what I think it should be.
This gives you
You need a minimum of 17 islands so that you can cast Sinister Sabotage on turn 3 consistently
You need 15 white sources to cast Settle the Wreckage consistently on turn 4
I learned how to build manabases from a helpful article written by Frank Karsten. I am not perfect and therefore my suggestion could be a little off but I think it’s pretty close to the ideal manabase. Here is a link:
And here is a table I often reference from his article:
Meandering River occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%