Drifting Meadow

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal

Drifting Meadow

Land

Drifting Meadow enters the battlefield tapped.

: Gain .

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

griffstick on Elspeth is the cmdr

3 months ago

Thanks for the upvote

White has gotten some great toys of card draw.

Other cards like.

And to a lesser degree.

Also my cmdr Djeru, With Eyes Open will always replace its self with elspeth.

Guerric on [Primer] Helming the Host of Heaven: A Giada Guide

4 months ago
The first major update to the deck has been completed, the major theme being more draw. All of my initial testing showed that this deck goldfishes very quickly, but is hungry for resources, and that just drawing one extra card per turn, which it was consistently able to do, wasn't enough to feel like we had options and could easily rebuild after a blow out. Burst card draw pieces like Well of Lost Dreams and Thorough Investigation (which builds up tokens to be used as burst draw later) have been the powerhouse pieces. As such, the idea with this update is to add either more of those, or more one card per turn pieces so that it is likely we can have two of them out most games. Below are the lists of cuts and adds with justification.

1) Burnished Hart OUT Pearl Medallion IN

Hart is a great card, and research suggests it's one of the winningest cards in EDH, so naturally in a monowhite deck that a land ramp piece like this would seem to be great. I think the issue for it here is it just isn't fast enough for the deck. Giada doesn't need to ramp a lot to be relevant, and in testing I've found that we often have something more urgent to do cast it initially or sac it to get the lands. It's still a great card, but likely better suited to more controlling decks. What is amazing in this deck, however, are cards that discount creature spells like Herald's Horn, as we can use them to more easily put out multiple pieces in a turn at discount. Making your four drops three drops is incredible acceleration that suits our gameplan just fine. And Medallion does this not just for our creature spells, but any spell in white. It's fabulous!

2) Cosmos Elixir OUT Vanquisher's Banner IN

Elixir is theoretically a good card in this deck as it can draw cards off life-gain or gain life. The problem is it never does both, it draws one extra card per turn at most, and costs 4 mana for the privilege. It's equivalent card would be Sigarda's Splendor, but that always gains us life, and is simply based on not having lost life from the last noted turn, which is more reliable. Banner costs more, but its floor is replacing every angel we cast with a card, and its ceiling is drawing several cards in a turn, so it's better all around. The anthem is just gravy.

3) Welcoming Vampire OUT Mask of Memory IN

While a fabulous card, Giada's ability ensures that we won't draw cards with angels off of vampire. It will definitely find a home in a new deck. Mask of Memory, however, is great. It costs two and equips for one, meaning an easy early line of play would be to cast it turn three, attack it to Giada, and get an engine going. We get to draw two cards and then discard the one in our hand we need least, which allows us to be up a card while moving through the deck to what we need. Sometimes we might even discard a good card only to recur it with another later, so there are lots of nice little possibilities with this one.

4) Mirror Entity OUT Sanctuary Warden IN

So far we've replaced subpar draw with better draw, but no we are upping our count. I've never like entity, but I thought it might be better here since Giada gives it counters that make it more resilient when not being pumped. Still though, like all changelings, its an angel that doesn't fly, which is wicked annoying. Moreover, while its ability is a powerhouse with 1/1 tokens which can be turned to 4 power with 4 mana, it's not so great when the average power of an angel is already 3/3 or 4/4. It will weaken some of your angels, and where it improve them it takes a monstrous amount of mana to do so. Finally, while one might be tempted to add Reveillark to complete the combo with entity and Karmic Guide, we have to remember that Giada shuts entity off from killing the board, effectively shutting down the combo. It's just bad, trust me. This is where a lot of online deck tech's fail. They just throw it in because its an "angel" and a generically good card without thinking through the consequences! Meanwhile, while costly Sanctuary Warden is an absolute powerhouse. It immediately replaces itself, and can draw cards more cards this way for free by being blinked with Sword of Hearth and Home. It's an engine that draws us cards every turn, and we can use our plentiful supply of +1/+1 counters to power it, leaving the shield counters to protect it from most removal and board wipes. It's an all-star card.

5) Plains OUT Tome of Legends IN

I'm hoping I don't regret going down to 35 lands, but I think the deck can sustain it, especially when we are upping the draw. Tome is an amazingly good and underrated card. It can net us an extra card the turn we cast it, and can draw one every turn as long as we attack with out commmander, something that isn't too hard to do here. Keep in mind, Giada has vigilance, so even if we want to tap her to cast an angel we can always do so on our second main phase! The best part of this card is that it costs only two mana, allowing us often to ramp it out turn three with another angel or put it out early with another two drop. It's been great in other decks and I expect no less here!

6) Archaeomancer's Map OUT Eye of Vecna IN

This might be a more controversial cut, but I don't think I need the ramp map theoretically provides, and it can be a tricky card to play here. Ideally you'd want to get this down turn three, in order to ramp lands based upon your opponent's turns, but you'll have to discard if you do unless you played a one drop turn one. It's not as great late game, and the ramp is conditional based on having the extra land in hand and not missing a land drop, which can happen without enough draw. Eye immediately replaces itself and draws one card every turn for the low cost of 2 life, which we aren't worried about at all here. The only downside is that Angel of Jubilation shuts it down, but that is a narrow enough case that it isn't worth not playing a 2cmc draw spell over.

7) Disenchant OUT Together Forever IN

We have plenty of removal and I think we can afford to cut our least relevant piece. Together Forever is amazing, cheap, efficient protection for our entire board, including Giada. It can save our stuff from being destroyed by removal or damage, and has value as repeatable single-target protection and board wipe protection. I expect this to be an all-star piece.

8) Desert of the True and Drifting Meadow OUT War Room and Bonders' Enclave IN

I hated these cycling lands in early testing because they are just not worth having the lands come into play tapped. War Room and Enclave actually draw us cards, and come into play untapped. Sure, 4 mana is a lot for a single card, but there are times we will be happy for it, and in a monocolored deck the colorless nature isn't too much of a drawback.

9) 2x Plains OUT Emergence Zone and Seraph Sanctuary IN

Why not attack lifegain to a land? Sanctuary is just an obvious card for this build that I somehow missed the first time around. Zone is a deeply underrated card that allows you once in a game to get the jump on your opponents by becoming a one turn Vedalken Orrery. The element of surprise is what often wins you games in aggressive decks, and this card allows for that!

So that's the first update! I'll have updates to the primer coming later today or tomorrow. Hope this helps all of you as you build and play the deck!

Spackle on Suggested Decks For a Gift

11 months ago

Thanks for the comments!

Wow. After looking at that burn deck I understand what sergiodelrio was getting at. I think I was being a naïve. That other mono-red hollow deck looks pretty interesting though and probably more our level/slightly above.

The deck below is a rough outline of what I can remember for a white deck I put together. I think its fun because I plays differently in a lot of situations. The amounts aren't exact. There is some other stuff in there I can't remember like a life boost (I think a creature or two that gives life upon sacrifice). For deck building we generally build with what we already have (I have bought specific cards before to be really annoying such as Armageddon). So I typically don't have enough cards to reliably power combo, though its likely I'm not clever enough yet to recognize the potential with what I have. To compete against this he usually whips out a blue deck with tons of counters, clones, and stealing. They are roughly even. A red deck in the theme of burn has also been used (mana vaults, sol rings, fireballs and goblin gernades etc).

Creatures Kor Skyfisher x 3-4 Wall of Omens x 2 Crumbling Colossus x 2 Master Splicer x 2 Razor Golem x 1 Soltari Priest x 2 Soltari Monk x 2 Soltari Champion x 2 Mentor of the Meek x 2

Spells Armageddon x 2 Wrath of God x 2 Enlightened Tutor x 2-3 Rootborn Defenses x 1-2 Eye for an Eye x 1

Artifacts Nevinyrral's Disk x 1 Elixir of Immortality x 1 Mimic Vat x 1-2 Sol Ring x 2-3

Land Drifting Meadow x 4 and Misc.

Side board -- all available cards.

DarkKnightCuron on White Soldier Deck for Commander, …

1 year ago

Good Afternoon, Hope everyone is doing well.

I've amassed the following cards for specifically a soldier-themed deck, but I'm having trouble narrowing down the list for an appropriate deck, so I'd like to request advice and assistance. The general idea was to summon a bunch of soldier tokens, buff them, defeat opponents, but I keep stumbling into cards that would be 'cool' or 'awesome' with the theme. Here are the cards I am looking at:

Legendary Cards (Potential Commanders) Akroma, Vision of Ixidor (Synergy with Odric) Baird, Steward of Argive (Good delay) Brimaz, King of Oreskos (Cheap commander that produces soldiers) Darien, King of Kjeldor (decent way of making soldiers, expensive) Keleth, Sunmane Familiar (only for partner) Lena, Selfless Champion Mikaeus, the Lunarch Nahiri, the Lithomancer Odric, Lunarch Marshal Odric, Master Tactician Prava of the Steel Legion Thalia, Heretic Cathar Trynn, Champion of Freedom

Normal Cards Abzan Falconer (synergy with Mikaeus) Adaptive Automaton (buffs soldiers) Ainok Bond-Kin (synergy with Mikaeus) Ancestral Blade (2 for a 2/2 creature seems good, especially if I can re-assign it to Auriok Steelshaper) Angel's Feather (Life gain) Angel's Grace (emergency + synergy with Darien)(Isochron Scepter) Anointed Procession (Double tokens, yes) Anointer Priest (life gain for tokens, seems good) Auriok Steelshaper (seems like good synergy with the equipment in the deck, if they're included. Otherwise, might toss this out) Aven Brigadier (Might toss this) Aysen Crusader (P/T based on soldiers? Yes please) Ballyrush Banneret (cheaper soldier spells) Basri Ket (Synergy with Abzan Falconer and Ainok Bond-Kin)(Produces Soldier Tokens) Benalish Commander (Roundabout way of producing soldiers) Bounty Agent (Neat way of dealing with certain cards) Call the Coppercoats (Produces soldiers) Captain of the Watch (Produces soldiers, buffs soldiers) Captain's Call (Produces soldiers) Catapult Master (Neat way of exiling enemy creatures) Cenn's Enlistment (produces soldiers, retrace) Commanding Presence (roundabout way of producing soldiers) Conclave Phalanx (can easily be a free creature + free life gain) Congregate (good life gain) Conqueror's Pledge (produces soldiers) Coordinated Barrage (meshes with soldiers well. Isochron Scepter) Crusader of Odric (can get really tough and powerful, might be worth cutting though) Daru Stinger (Could be really potent) Daru Warchief (cheaper spells, buffs soldiers, seems good) Dawn of Hope (good synergy with life gains, produces soldiers with lifelink) Daysquad Marshal (produces 1 soldier token, only really good with other buffs/cost reductions) Decree of Justice (mostly just to cycle it) Deploy to the Front (Great way of expanding ranks of soldiers) Devout Invocation (This is basically a win condition) Door of Destinies (buffs soldiers) Elspeth Tirel (makes soldiers, gain life, emergency nuke) Elspeth, Knight-Errant (makes soldiers, indestructable emblem) Elspeth, Sun's Champion (produces soldiers, cool emblem) Elspeth, Sun's Nemesis (makes soldiers or gain life, neat concept) Enlistment Officer (Good way of thinning the deck) Entrapment Maneuver (produces soldiers while protecting yourself, smidge situational) Erase (cheap removal. Isochron Scepter) Evangel of Heliod (produces soldiers, potential for lots of soldiers) Even the Odds (Nice way of getting emergency troops) Fairgrounds Warden (cool removal) Field Marshal (buffs soldiers) Fiend Binder (cool removal) Finale of Glory (basically a win condition) First Response (Nice way of benefitting from small attackers, I think) Garrison Cat (produces 1 soldier token, effectively replacing itself, might be worth cutting) Gideon, Ally of Zendikar (only really here for the emblem and possibly getting buffed on attacks) Gift of Estates (Land is always a problem for me, good deck thinning) Glorious Anthem (buff) God-Favored General (produces soldiers, albeit a bit expensive) Haazda Marshal (neat soldier producer, makes lifelink soldiers) Hero of Bladehold (battlecry + soldier producer, great with Haazda Marshal) Holy Day (defensive spell, Isochron Scepter) Honor of the Pure (buff) Hunted Witness (replaces itself with a soldier, cheap, might cut though) Intangible Virtue (buffs tokens) Intrepid Hero (Great removal, lots of great memories, nostalgic for me, etc) Isochron Scepter (Keep using certain Instants as needed) Join the Ranks (a bit expensive but makes soldiers) Journey to Nowhere (removal) Keeper of the Accord (really cool card, definitely helps with soldiers and lands) Knight-Captain of Eos (basically a holy day by sacrificing a soldier, seems really good) Land Tax (Land is always a problem) Launch the Fleet (produces soldiers, great with Odric, Haazda Marshal, Hero of Bladehold, Brimaz, etc) Leyline of the Meek (Neat little buff) Lieutenants of the Guard (neat mechanic, might cut) Loxodon Partisan (battlecry, might cut) Loyal Sentry (neat concept, cheap) Makeshift Battalion (diet battlecry) Marble Diamond (might be good) Marshal's Anthem (neat card, might be beneficial in a pinch) Martial Coup (great removal + producing soldiers) Mentor of the Meek (card draw from soldiers) Militia Bugler (decent deck-thinning, might cut since its only top four) Militia's Pride (produces soldiers, lots of good synergy) Mobilization (decent buff, built-in soldier producer, tad expensive) Mother of Runes (utility, might cut) Murder Investigation (neat little way of producing soldiers, depends) Ninth Bridge Patrol (neat way of benefitting from tokens getting destroyed) Nomads' Assembly (huge potential) Oath of Lieges (Land is always a problem) Oathsworn Giant (expensive, but decent buff) Oblivion Ring (Removal) Omen of the Sun (produces soldiers, little life gain, scry later, flash, generally good) Palace Guard (cool card) Paragon of New Dawns (buffs soldiers) Path to Exile (Removal) Patrol Signaler (roundabout way of producing soldiers, might cut) Pay No Heed (cheap defense, Isochron Scepter) Pearl Medallion (cheaper spells is always better) Pennon Blade (make something huge, kinda expensive though, might cut) Phantom General (buffs tokens) Precinct Captain (cheap, produces soldiers for attacking, decent synergy) Preeminent Captain (free cast, depending upon circumstances, decent synergy) Proper Burial (decent life gain) Raise the Alarm (cheap soldiers, Isochron Scepter) Ranger of Eos (only useful if I have a lot of cheap creatures) Reborn Hero (neat concept, can bring it back) Rebuff the Wicked (neat counter) Recruit the Worthy (cheap soldiers, Isochron Scepter) Recruiter of the Guard (decent search) Remember the Fallen (might cut, decent card) Resurrection (decent way of bringing back an expensive creature) Return to the Ranks (potentially free method of bringing cards back) Reverent Hoplite (potentially lots of soldiers) Rhox Pikemaster (Decent buff) Righteous Cause (Decent buff, tad expensive) Riot Control (neat life gain, defense) Rootborn Defenses (defense, makes a soldier, neat) Safe Passage (defense) Selfless Squire (interesting utility, might cut) Sergeant-at-Arms (can create soldiers, seems expensive though) Shielded Passage (neat little defense, Isochron Scepter) Sol Ring (obvious reasons) Soul Parry (decent defense, Isochron Scepter) Soul Snare (neat way to keep up devotion + have something on hand to deal with a creature) Soulmender (cheap creature, life gain, might cut) Standing Troops (decent card, might cut) Stormfront Riders (expensive way of producing soldiers, flying, might cut) Strata Scythe (make something huge, might cut) Strength of Arms (decent way of making soldiers, Isochron Scepter) Sword of the Meek (decent way of bringing it back from graveyard, might cut though) Sworn Companions (lifelink soldiers) Terminus (nice clutch card) Thraben Standard Bearer (cheap soldier, can be good for creating defenders in a pinch) Timely Reinforcements (neat for emergencies) True Conviction (huge buff) Unified Strike (exile based on number of soldiers, isochron scepter) Unruly Mob (might cut) Valor (easy way to get first strike) Veteran Armorer (buff, might cut) Veteran Armorsmith (buff, might cut) Veteran Swordsmith (buff, might cut) Veteran's Armaments (decent synergy, might cut) War Report (good life gain) Wing Shards (neat card, might cut) Worship (synergizes with Darien)

Lands Drifting Meadow (cycling) Emeria, The Sky Ruin (awesome card if I can get 7 plains) Karoo (neat little card, not sure if worth it) 28x Plains New Benalia (neat card, not sure if worth it) Nykthos, Shrine of Nyx (white deck, probably a good call) Secluded Steppe (cycling)

Thank you for your time and attention.

The_Fallen_Duke on

2 years ago

In my opinion 31 lands are too few for having a consistently reliable mana base, especially considering that you don't run many mana rocks and that white does not have mana dorks: I would suggest you to add more Plains and a Drifting Meadow which is convenient as you can cycle it just in case. I assume the deck is on a budget, so let's not consider expensive mana rocks, but a Marble Diamond should be helpful. As most of your creatures are either humans or angels, Pillar of Origins is a cheap rock (both CMC and $ wise) that could have some use.

To make some space, I'd start getting rid of sorcery speed spells providing little added value such as Gather the Townsfolk or redundant as Silverflame Ritual.

Spell_Slam on

2 years ago

I would think about including as many Soul Sisters as possible: Anointer Priest, Soul Warden, Impassioned Orator, Soul's Attendant, Suture Priest and maybe Answered Prayers. These will gain you a lot of time. There is also lump life gain like Conclave Phalanx and Dwarven Priest that work very well with all your blink effects. Peach Garden Oath is also a pretty amazing common. These creatures could easily replace many of your filler creatures, like Ancestral Statue (doesn't provide enough advantage for the cost), Aven Skirmisher, Devoted Hero, Kor Outfitter, Leonin Elder, Savannah Lions and Segovian Angel.

In your lands, you could be running a lot more non-basics to help you out. All the cycling lands, Secluded Steppe, Drifting Meadow and Desert of the True, are great options for filtering through your deck. Other good options are Idyllic Grange, Kabira Crossroads, Radiant Fountain, Remote Farm and Sejiri Steppe.

I hope some of this was helpful!

MGlBlaze on Dicktouch

2 years ago

Keeping in mind that this is a casual budget deck, I think there are still a couple of utility lands you could use in place of a few of your basics that you might find useful, and they aren't too expensive.

Rogue's Passage would act as an extra combo piece with Phage the Untouchable

Blighted Woodland would let you grab two basics from your deck and put them on to the battlefield tapped for . Myriad Landscape is similar but needs to grab two of the same basic land.

I notice you have some land destruction in there: Ghost Quarter can be used to take out a a different utility land from another player. Field of Ruin is similar, but targets nonbasics specifically - ditto for Tectonic Edge and Encroaching Wastes

Ice Floe can keep any one creature without flying that might otherwise pose as a problem.

Barren Moor, Tranquil Thicket, Desert of the Indomitable, Desert of the Glorified, Drifting Meadow and Polluted Mire are also some other land options. They're slow since they enter the battlefield tapped, but you can cycle them if you don't need the mana at that time. Ash Barrens might also be interesting.

A number of the suggestions are from this list; others are anything I could think of at the time that could be helpful while being inexpensive.

Andrew30001 on Heliod Sun-Crowned

2 years ago

If you are running Felidar Soverign than you will also want to run Test of Endurance. Aetherflux Resivoir is a great card that can gain you a ton and help shoot down opponents. Check out all of the Ajani planswalker cards if you can afford them but especially Ajani, Strength of the Pride. Ajani's Welcome, Auriok Champion, Daxos, Blessed by the Sun, Healer of the Pride, Impassioned Orator, and Pious Evangel  Flip can all be extra copies of Soul Warden. You have a lot of untapped potential in the landbase (pun intended) and it wouldn't hurt to replace some of those Plains with other cards that you can get extra value from. Drifting Meadow, Desert of the True, and Secluded Steppe can all replace themselves for a card if you draw them late game. Myriad Landscape can help ramp you, and Rogue's Passage is a great way of getting extra damage through. Idyllic Grange can get you one extra counter, Castle Ardenvale and Westvale Abbey  Flip can both pump out creatures if you lacking some, and lastly Buried Ruin and Emeria, The Sky Ruin can get back cards from the graveyard. The deck looks fun to play and functions pretty well. Let me know if you want to suggest more cards, these were just a few off the top of my head!

Load more