Striped Riverwinder

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Hour of Devastation (HOU) Common

Combos Browse all

Striped Riverwinder

Creature — Serpent

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Striped Riverwinder Discussion

Pickachu202 on Crush Blue Raspberry

4 days ago

Maybe some number of Striped Riverwinder could be a consideration? Cool list though.

Zaueski on 5 Color Living End

1 month ago

Ingot Chewer doesn't evoke at instant speed, and it doesn't hit Rest in Peace. The body is substandard and, as you guys mentioned... it's a definite nonbo with Architects of Will.

Blue offers me kill speed, with only Jund as an option I'm forced to use more creatures like Deadshot Minotaur which are just pathetic. Curator of Mysteries is highly evasive and the combo with Horror of the Broken Lands is unbelievably powerful. Striped Riverwinder is just a beast at 5/5 and having hexproof to boot is incredible.

Archfiend of Ifnir was originally in Monstrous Carabid's spot but got replaced due to speed. Cycle is hard on this deck because its goal is to go off faster with more power in the graveyard than Jund LE. I sacrificed resiliency for speed in Game 1 and in game 2 we have different options than most people expect so I can clear out their hate easier. Wear / Tear being able to hit Rest in Peace and Blood Moon is huge.

Architects of Will stays in instead of Monstrous Carabid 3-4 because of the effect. It's easy to cycle and burying a card they need to stop you is crucial.

Realistically, I can't afford another Fulminator Mage before the Open, but the Nimble Obstructionist is the most flex spot in the sideboard so I'm not opposed to having a 3rd Fulm

Rex_JB24 on Jeskai Cycling Gift

1 month ago

That's one way to get GPG out early...I like it! Some of these creatures play very well with GPG but I'd like to see a few different creatures here. I would remove both Desert Cerodon and one Striped Riverwinder for three Combustible Gearhulk. This card plays incredibly well with Refurbish and Gift and your average CMC is so high that an opponent would be insane to let you mill three. This will almost always be a draw three, but if your opponent mills you three they're gonna take a TON of damage while also giving you more reanimation targets. Speaking of your CMC, it's big but that seems mostly due to overcosted creatures with cycling. Even so, I think you need more land in deck to be able to cast these cards if you have to. So, I would say cut Leave, you've already got four each of Tormenting Voice and Cathartic Reunion along with all your cyclers and that is enough card draw. The extra four slots free you to add two apiece of Inspiring Vantage and Glacial Fortress for better consistency. I also like Spirebluff Canal here, and three of them could replace Evolving Wilds.

DayDreamer147 on Budget UG Nissa Ramp

1 month ago

I recommend:

Getting 4x Botanical Sanctum Having dual land when you can is always nice and take out two of each other land.

4x Drover of the Mighty over Druid of the Cowl because if gives you both access to both of your colors. And on the plus it gets bigger when your get your big creatures out.

4x Carnage Tyrant over the 2x Sifter Wurm and 2x Striped Riverwinder. The Tyrant is just a better big guy verses the other two and youll find that the more you have of one type of card the more often youll draw that card.

2x more Beneath the Sands over the 2xTraveler's Amulet because paying 3 to put it on the field while still being a able to play another land for that turn is better than paying 2 mana just to put it into your hand which then you would still only have the ability to play one land that turn.

2x Spell Pierce over the 2x Unsummon because its actually gets rid of spells that might counter your creatures or kill them. And returning a creature to there owners hand only delays the inevitable.

Scrap the 2x Abandoned Sarcophagus because you don't need it if a majority of your spells don't have cycle and gives room for 4x Opt because card advantage is always good.

So I realize everything I just said might seem really confusing especially if your new so don't hesitate to ask questions if you have them.

On the down side a majority of the cards I just recommended dont come out until 29th so you have to wait. Also some are a bit pricey and idk your budget so if want ideas of what there is you can look at http://mythicspoiler.com/ixa/index.html to get an idea.

I hope this helps!!!!

Helium on Breya, Etherium shaper

2 months ago

This is just a start FYI

Note: Add more lands as you should have at least 30+ and "Cycling" is not doing anything for this deck other than spending your manna and slowing you down, cards like Diabolic Tutor and Fabricate or Kuldotha Forgemaster will cost you close to the same and get you exactly what you want.

5D_Phantom on UB-Hand of Desecration

2 months ago

Since the secondary ability of Wall of Forgotten Pharaohs only works with deserts and I'm trying to modernize this deck, I found some potential replacements, as there's no point in including slow lands for a single creature.

Potential Walls


I really like Kaijin of the Vanishing Touch because of how bouncing enemy threats is a big theme of this deck, but I could also see Thing in the Ice  Flip being a replacement for both Wall of Forgotten Pharaohs as well as Striped Riverwinder though it doesn't get Hexproof. Thoughts, comments, suggestions?

DragonEleven on UW God-Pharaoh's Gift

2 months ago

I run a similar deck in standard that is doing really well, and runs very few non-Amonkhet block cards.

Seeing as you're mainly relying on Gate to the Afterlife to get out God-Pharaoh's Gift rather than using Refurbish, you don't really need to run a full playset of gifts in the deck... you could even get by on just one.

You really need to run Strategic Planning in this deck to help get creatures into your graveyard so you can activate the gate... maybe consider some cycling creatures as well, such as Winged Shepherd or Striped Riverwinder.

Sacred Cat and Adorned Pouncer would also work nicely in this sort of deck... they have low CMCs and can be used to chump block in earlier turns to get them into the graveyard, and their abilities are great when you bring them back as 4/4s later on... especially when combined with Aven Wind Guide or Temmet, Vizier of Naktamun.

Vaan on Bant Splender

3 months ago

Control decks usually run more than 20 lands. Since your deck has a low CMC i would cut the 2 Aven of Enduring Hope for 2 extra lands. Also, try swapping some of the single colored lands for duals like Irrigated Farmland, Lumbering Falls, Scattered Groves and Fortified Village or maybe some Evolving Wilds.

The current standard metagame is full of aggro decks, maybe running Primal Druid instead of Manalith and Traveler's Amulet is a good idea. Thraben Inspector is a great card, i would totally swap some of your less impactful creatures like Wall of Forgotten Pharaohs, God-Pharaoh's Faithful and Eternal of Harsh Truths for a set of Thraben Inspector. Also consider swapping Beneath the Sands for Shefet Monitor. Traverse the Ulvenwald is amazing but kinda pricey.

Life goes on is a card i would definetly try to cut for something better. Cards that just gain life are often not worth of a deck slot. Ambuscade is not suited for control decks. Both cards could be swapped for sweepers like Fumigate or Descend upon the Sinful or better spot removal like Cast Out.

Choosing which creatures to run on a control deck is very diferent from choosing creatures for aggro/midrange decks. On control you almost always divide your creatures between support creatures and finishers. The only finishers you have are 2 Striped Riverwinder so i recommend adding some combination of Ishkanah, Grafwidow, Linvala, the Preserver and Angel of Sanctions for a total of 6 or 7 finishers. Casting a Shefet Monitor can also help you close the game but it doesn't have any evasion so i would use them almost exclusively to ramp.

Of your remaining creatures Sidewinder Naga feels really out of place because it is an aggressive, midrange creature on a control deck, Tireless Tracker makes a lot more sense as a support creature.

Unsummon bounce effect is best suited on decks built to exploit the tempo advantage it gives or aggressive decks where temporarily removing a blocker can make a big difference so i would swap it for Spring or Nissa's Renewal.

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