Riverglide Pathway

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: Gain .

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal

Latest Decks as Commander

Riverglide Pathway Discussion

Spirits on Saheeli's Thopter Factory

1 month ago

Hey TheDigitalMoose,

Not too much to say on this one, it has a good theme behind it, aligns nicely to the commander.

I has a good ramp package (about 12 or so on a quick look). Talisman of Creativity / Arcane Signet needs to be in here (can replace a higher CMC one). Dockside Extortionist is good if you can get his pre-con at walmart for $30. Foundry Inspector i see quite a bit. Hullbreacher if you lucky enough to crack one, he's super expensive, but so strong.

Scrap Trawler could be interesting, but I think you're on the token strategy, so it's honestly meh for you. More along the recursion lines, I often see Daretti, Scrap Savant being a go to for closing out a game. Sac your mana ramp artifacts to bring back your Myr Battlesphere for example. Hellkite Tyrant might be fun as an alt-win but he's CMC6 but certainly on theme, might be better than some others in those slots. Steel Overseer is often a good early drop, and has good value in all game facets, development, ahead, behind, even. Mirage Mirror is a good way to bring down CMC with game changers as well.

I think some targeted removal would be good, Chaos Warp , Counterspell , Cyclonic Rift , Vandalblast , lots of talk about the value/situation Mystic Reflection I think it may be cEDH level. Arcane Denial maybe. Narset's Reversal is really good, stealing an opponent spell sometimes better than just countering it. Capsize is a staple.

Draw perhaps could get a couple, it definitely has a draw package, I would convert 2-3 of my CMC6/5, and maybe 2 of my CMC4 moving them to the 1-3CMC slots. Jhoira, Weatherlight Captain is CMC4 but also good if replacing a CMC6. Recurring theme I know, thopters LOVE Skullclamp ! Jeska's Will I was a little show me what you can do, and now, I can't see any deck that shouldn't play this card, I've been trying to buy them when I see them in LGS, but they are never in stock. Brainstorm , Ponder are the strongest of the cantrips, I would include to lower the CMC and hit those land drops. Preordain is borderline I think, but it's still worthy of a spot IMHO. Faithless Looting especially if you have a Daretti, Scrap Savant .

Trading Post is just a fun card, I love it in my artifact decks. Good at a 5.

I'll say it again Lands suck, the cost :(. Steam Vents , Shivan Reef , Fiery Islet , Spire of Industry , Riverglide Pathway  Flip are all must includes. Highland Lake / Izzet Guildgate / Swiftwater Cliffs would all be outs for me, things like Sulfur Falls / Training Center / Fabled Passage / Exotic Orchard arent guaranteed mana but have the potential of entering untapped and mana fixing.

I would try and get some more 1 drops (a little lack there at 2, like 6-8 better curve), 3 is probably a good peak, but might be a little too high, have a better progression with CMC2 some mana rocks Arcane Signet / Talisman of Creativity can do that replacing some higher cost ramp. 4 I might try and cut like 3 honestly. 5/6 around 10 total right now its 14. Sometimes evaluating cards on when you can play them, ultimately you want to play more cards = more fun/involvement. Your commander is CMC4 so if your playing her T3/T4 consistently (and that is where most of your cards sit too), you have to choose play the commander or play a 3/4 spell. You want to be developing the board on T1-T3 leading into that T3/T4 commander play with a nice +1 thopter engine. Another thing to think about is now its T4/T5 have 4-7 mana, I can't really cast a 5 and a 2 to use my mana because I'm mostly 3 drops, maybe i have 6 mana and 2x3, but why not play a CMC6+CMC1, or CMC4+CMC2 for maximum value. When everything 3/4 drop including your commander, lots of wasted mana or tough play decisions.

Ancient Stone Idol only has value I think when your ahead, or maybe even if you have a possible swing with flyers, really bad in developing or behind. However, have to balance with how awesomely fun he would be to play.

This deck looks built with good methodology, and a theme/win plan, which is awesome. My friend had a deck I called, "The deck of missed triggers" because no matter what he misses triggers. This deck reminds me of that because you have Draw triggers, Upkeep triggers, CMC enables, ETB's, Attack triggers, end of turn triggers, etc. Lots of stuff to keep track of on your board! It's really fun looking deck, I play Mizzix Spellstorm so I just have to worry about assembling a million combo pieces, but also my Animar Budget is fun, almost the same idea as this deck with creatures vs. artifacts, cast a creature like 5 things trigger and like 4 things modifying the CMC of each spell.

Super fun, nice low moving to mid deck. Cheers!

multimedia on Animar Crossing

1 month ago

Hey, nice Cloudstone Curio :)

Dual lands that can ETB untapped are pretty important for color fixing with three color Animar to be able to cast him consistently turn three. Consider more dual lands in place of basic lands especially Mountains? Dual lands that can make green mana for a turn one green mana dork should be priority.

Some options within your budget to consider, ordered from less expensive to more:

20 basic lands is too much for three colors and you're not trying to take advantage of Blood Moon / Back to Basics . You want to be able to consistently cast a green one drop mana dork, but that's going to be a problem with almost the same number of Forests than Mountains and Islands. My advice is cut Mountains and Islands for dual lands that can make these colors.

Cut more Mountains than Islands because overall red is less important than blue. You really only need red for Animar thus let dual lands and other nonland sources provide red mana and not basic lands. The more Mountains you can cut for dual lands the more consistent getting green and blue will be while not sacrificing red.

Good luck with your deck.

5colourchaos on Riku of Two Reflections - Wizard Duplication

2 months ago

Thank you both very much for you input! I went to my local card shop and made a few more changes to my deck. I had Neoform already, and took it out cause I didn't think it would gel, I appreciate you pointing that out to me.

These are all the changes I made:

Glimpse of Freedom ---> Brainstorm

Armory of Iroas ---> Solemn Simulacrum

Gruul Guildgate ---> Cragcrown Pathway  Flip

Khalni Garden ---> Riverglide Pathway  Flip

Rugged Highlands ---> Barkchannel Pathway  Flip

Hamletback Goliath ---> Mana Reflection

Temple of the False God ---> Glasspool Mimic  Flip

Seer's Lantern ---> Kodama's Reach

Wall of Runes ---> Llanowar Elves

Neoform ---> Burnished Hart

Replacing Burnished Hart is more so because it's a very curvy holo that sticks out in my deck too much, and drives me crazy lol.

ImaginitiveRascal on

2 months ago

I would suggest the pathways over basics ( Clearwater Pathway  Flip, Riverglide Pathway  Flip, Blightstep Pathway  Flip). You might want some more wincons, Maybe an Ugin, the Spirit Dragon ?

multimedia on Riku of Two Reflections - Wizard Duplication

2 months ago

Hey, good job winning with a budget deck.

Neoform is powerful when you can copy it to then tutor for and put two creatures onto the battlefield. It can setup two win conditions: sac a four drop to tutor for Kiki/Conscripts or sac a two drop to get Biovisionary/ Glasspool Mimic  Flip. Eldritch Evolution is similar, but more expensive price and it gives you a little more control over what creatures you can tutor for. Evolution is a good way to tutor for Worldgorger by sacing a four drop letting you combo with Riku for five mana instead of eight. Shared Summons instant can tutor for two creatures or four creatures if copied.


The manabase is the main area to consider improvements as there's too many lands that will always ETB tapped. Riku is very color dependent therefore the Bounce lands help a lot for color fixing, but they should be some of the only lands that always ETB tapped since they have terrible interaction with lots of other lands that always ETB tapped. Bivouac and Path of Ancestry are the other lands to play that always ETB tapped since they're three colors. The Bounce lands have interaction with the Pathways and Pathways are some less expensive lands: Cragcrown Pathway  Flip, Riverglide Pathway  Flip and Barkchannel Pathway  Flip. Barkchannel is less than $3 at TCGPlayer.

Exotic Orchard is good in multiplayer Commander. The Filter lands are the lowest prices they have been in a long time and they can help with color fixing: Fire-Lit Thicket , Flooded Grove and Cascade Bluffs . Shivan Reef , Yavimaya Coast , Cinder Glade , Sulfur Falls , Rootbound Crag are other less expensive land upgrades. Glade and Check lands have interaction with basic lands. Crop Rotation instant can help with color fixing since for three mana you can tutor for and put onto the battlefield any two lands.

Arcane Signet , Rattleclaw Mystic and Kiora's Follower are two drops that can ramp and color fix. Follower has interaction with Bounce lands since he can untap it the turn it's played or the Bounce land can make four mana.


Cards to consider cutting:

  • Temple of the False God
  • Gruul Guildgate
  • Khalni Garden
  • Rugged Highlands
  • Temple of Abandon
  • Temple of Epiphany
  • Temple of Mystery
  • Hamletback Goliath
  • Wall of Runes
  • Armory of Iroas
  • Clone
  • Glimpse of Freedom

Good luck with your deck.

DanMcSharp on Standard burn

3 months ago

Hello,

First off, when you say "cutting the last few cards" do you mean to go from 83 to 60 cards? That's a lot of cutting! lol

Anyway, usually "burn" decks want to have a lot of cards that can hit the player's health, otherwise you could just be stock in a match-up where most of your cards don't do much. Maybe start by cutting a few copies of cards like Demon Bolt , Frost Bite , Tundra Fumarole , Soul Sear and Squash . Those cards make more sense when the "burn" part of the deck is only meant to help you stay alive into mid to late game, not as much when you try to use them as win cons. I'm guessing you mean to get the most out of Toralf, God of Fury  Flip with those spells, but instead I would cut a few copies of him as well.

You could cut a few copies of Aegar, the Freezing Flame since it's legendary. It's a good card but I don't think it's good enough to have 1 in play and be stuck with 2 more in your hand. Chances are you won't even be able to play it anyway since you only run 4 lands that produce blue mana as it is. On the other hand, Torbran, Thane of Red Fell is probably overpowered enough to stay at 4! lol

Speaking of lands, I'm not sure why you have a mix of basic lands and snow basic lands, might as well go all snow if you want to make use of them. Adding 4 Riverglide Pathway  Flip would probably be a good idea too.

If you had more blue mana in your lands you could probably afford to have some more useful cards like Negate in your sideboard instead of a full playset of Ox of Agonas and Tibalt's Trickery . Btw, just to be sure, that Tibalt card isn't meant to be used as a counter spell. It's meant to be used on your own spell in very wild combo decks that can predict the outcome.

Hopefully these suggestions are useful, cheers!

multimedia on Cycle the deck, and destroy everyone

4 months ago

Hey, nice start on a budget.

When you add Pathways and other DFC cards that have lands on the backside you only add the front side of the card to your decklist. Pathways only count as one land in the manabase; don't add both sides, only one such as Riverglide Pathway  Flip, but not Lavaglide Pathway. Replace the extra Pathways in the manabase with a few more basic lands. Sejiri Shelter  Flip has a land on the backside, but you don't add Sejiri Glacier to the manabase. These DFC acts as extra lands as an addition to the total lands in the deck. If you have 34 total lands then Sejiri Shelter  Flip can be a 35th land.

Sol Ring, Command Tower and Path of Ancestry are three budget staples of Commander to consider adding. Trinket Mage can tutor for Bag of Holding or Elixir of Immortality, important cards to have more access too. Tandem Lookout can change who it's soulbond too and when your Commander has an effect that can do damage to each opponent then Lookout can be a repeatable draw source to draw a lot of cards.

With as little as 40 cards in your library Brallin or Glint-Horn Buccaneer can win you the game at your Cleanup step. If either is soulbond to Lookout or enchanted with Curiosity or Ophidian Eye, you have 8 or more cards in hand and have no effect that's no max hand size. At your Cleanup step you have to discard down to 7 cards in hand and you don't leave the Cleanup step until you have exactly 7 cards in hand, but this combo doesn't let you have 7 cards in hand thus you don't leave the Cleanup step. When you discard it triggers Ballin who then triggers to draw, you keep drawing and discarding your entire library until your opponents are dead or until you run out of cards.

Drift of Phantasms transmute is a budget way to tutor for Tandem Lookout, Ophidian Eye, Glint-Horn Buccaneer or any other 3 CMC card in your library and Transmute is a discard effect.


Cards to consider cutting:

  • Lavaglide Pathway
  • Pillarverge Pathway
  • Sejiri Glacier
  • Silundi Isle
  • Star Compass
  • Mercurial Chemister
  • Herald of the Forgotten
  • Boon of the Wish-Giver
  • Tormenting Voice

Good luck with your deck.

LitchOubliette on Commander Staples Cube

5 months ago

Changelog (22/11/2020)

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