Winding Way

Winding Way

Sorcery

Choose creature or land. Reveal the top four cards of your library. Put all cards of the chosen type into your hand and the rest into your graveyard.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Modern Horizons (MH1) Common

Combos Browse all

Legality

Format Legality
Vintage Legal
Commander / EDH Legal
Tiny Leaders Legal
Highlander Legal
Limited Legal
Leviathan Legal
1v1 Commander Legal
Oathbreaker Legal
Modern Legal
Pauper Legal
Block Constructed Legal
Canadian Highlander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper EDH Legal
2019-10-04 Legal
Legacy Legal

Latest Decks as Commander

Winding Way Discussion

ReOdip on Soul Sister's Machine Gun - Pauper

1 week ago

I too think that 8 drain dudes are too much: in my opinion you'll be good with just the 4 of Marauding Blight-Priest. You could add green to take advantage of Essence Warden and the mana dorks like Avacyn's Pilgrim, Loam Dryad and Saruli Caretaker: they could help swarm the board and ping the opponent faster (or just attack with a huge army of 1/1s lol). Green also gives you acces to card draw like Winding Way and Lead the Stampede. Some time ago youtuber CalebGannon made an Abzan Soul Sister list with this strategy: you could check his video to take some inspiration. Happy brewing! :)

diddiz on Dead Man's Hand

2 weeks ago

Winding Way is a strictly better upgrade for Mulch, as it can also look for creatures, if needed.

Alkadron on All muscles

4 weeks ago

Sorted by CMC

Accomplished Automaton is about 2/3 of the way down

MFW

This is gorgeous.

Having played decks like this before I'd like to suggest:

Also maybe cut back on some of the fogs, I can't imagine folks profitably attacking into this. XD

Spell_Slam on Dead Dog

4 weeks ago

Hi jdc ,

I'm very happy you took a look at the deck and the videos. There are a lot more games that really show what the deck can do. The deck can be very aggressive and still be able to grind against control decks.

I am a fan of Fume Spitter, but I am considering going to 3 copies and putting the 4th copy of Golgari Brownscale in the maindeck. Spitter is good but not in every matchup. Very good against Delver and Faeries, which is a deck I aim to beat, usually.

These videos were made before Winding Way was printed. Switching out from Lead the Stampede improves the deck's curve and also makes me feel comfortable going down to 21 lands, since the card is cheaper to cast and can also get lands.

hungry000 on Death Bird Aristocrats

1 month ago

Thanks! I've found in testing that if this deck doesn't have Bone Picker, it often loses to chump blockers (if opponent has some sort of clock or combo), so the trample from Rancor is extremely useful. So the one in the main board is most definitely not an afterthought, and the card itself is pretty essential in stalled board states. In fact, I'll probably go back up to 2 Rancor after I run thes a few more times, since it almost always performs well.

My original builds of this deck all had Unearth in them, and frankly I find the card underwhelming. Since the deck doesn't play any 3 cmc creatures and the 2 cmc ones it does play aren't very powerful on their own, the ceiling on Unearth is really low. At best, it brings back a 2 mana 2/2 or a sac-able 1/1 for 1 mana. If the game ever gets to the point where I'm casting Unearth to get back destroyed creatures from the graveyard, I think I'd much rather be casting Winding Way or a Gurmag Angler instead, and I feel that reducing early game consistency by cutting creatures for a mid-late game payoff isn't where this deck wants to be.

I could go more in depth on that and talk about card advantage but I'm a bit lazy

Azeworai on Micromancy

1 month ago

Well met, young callant! I have some suggestions with your names on them. Such a strange coincidence.

You'll need Black Lotus, this verson of Sol Ring, perhaps a dual land or two...

Jests aside, let's do this.

So, I see budget, I see counters, I see mill. Let's start with mill.

One does not simply play a graveyard deck bereft of the following: Satyr Wayfinder finds some lands whiles stocking the bin. Grisly Salvage is morbidly efficient, finding creatures and lands. Winding Way does the forenamed, whereupon it sometimes betrays you (Don't look it in the eye). Grapple with the Past brings stuff back and loads the bin. It feels great. Funeral Rites is fine and straight-forward. Ransack the Lab is cheap whiles bearing efficacy.

If you're feeling betaken to your graveyard chicanery, Perpetual Timepiece does an absolutely lovely job of stocking the bin.

Backup versions of the commander's ability are evermore a cruciality. Sevinne's Reclamation is great, as with Sun Titan. "Six mana?! :(" you say. "It's worth it! :D" I respond.

A little more on the affluent side, but The Gitrog Monster, Ramunap Excavator, and Dread Return could be worth inclusion, for they are quite splendid.

Ahem. DEATH'S OASIS?! It mills, it fills, and eventually it kills. Moreover, it is three to cast, thusly on-theme.

Okay, now counters!

(I've never built any counter-themed decks. You have been warned.) Upon my presaged failures, all I have to proffer is Inspiring Call and Armorcraft Judge. Take it or leave it.

Unto the intrinsic:

Let us protect thine commander! Selfless Spirit is out of budget yet amazing, Saffi Eriksdotter is of a similar role, and Dauntless Bodyguard, along withal Selfless Savior, are budget options for choice.

Ramp, ramp, ramp. I care not that your curve is low, ramp! Rampant Growth, Nature's Lore, Edge of Autumn, ilka of these are fantastic.

There are two routes in commander decks (when playing fairly); a low-curve with a foison of card draw or a higher curve with less card draw. Low-curve = more card draw. I'd add Painful Truths, Sign in Blood, Funeral Rites, Ransack the Lab

I am biased, but I put Once Upon a Time in literally all of my green decks. 'Tis most lovely each time I cast the gest.

And therefrom is the finis of my comment. Fare thee well and may fortune betide!

Azeworai on Radha, The Lands Matter To Me!

2 months ago

Ah, lands. An archetype with which I consider myself quite adroit. I play a Naya version, but Gruul bears the majority of the value.

If you opt for a strategy more anent utility lands, there is a multitude of options that become available.

Inkmoth Nexus can combo superbly well withal Kessig Wolf Run, oft murdering someone on the spot.

Of course, Dark Depths and Thespian's Stage is just another threat for the opponents to answer.

Glacial Chasm has saved me more times than I would care to admit, and Drownyard Temple is fun with sacrifce effects.

Sheltered Thicket is probably just better than an Evolving Wilds.

Sylvan Safekeeper is a little too perfect here. Defend the commander, aggressively costed, and perfidious for the opponents to remove.

I have a lands deck myself, bearing Vital Force and Vivien Reid as splendidly potent engines.

Nissa, Vastwood Seer  Flip is a card that literally never feels bad. It's great at all points of the match.

For assembling your land base, Realms Uncharted carries its weight, Hour of Promise is fantastic evermore, Crop Rotation can be a surprise, Elvish Reclaimer is as powerful as it reads, and Expedition Map is cheap and efficient. Sylvan Scrying is also fine.

Given enow utility lands, Field of the Dead becomes one of the very best cards. You could try snow basics for additional names to support it. This also opens Into the North as a possible ramp spell.

'Tis a little selcouth, but I enjoy Throes of Chaos for decks with many lands, as it makes dead draws less possible.

Cantrips make every deck work! Once Upon a Time is banned and broken, Winding Way grants a refill, and Life from the Loam with a cycling land is an engine by itself, and one quite difficult for anyone to intercede upon. Explore is also effective.

One more interactive spell would be nice. Beast Within does the job.

World Shaper has proven itself with High Market for additional control.

There are some things I'd recommend you ablate:

  1. Yavimaya Elder is overplayed. It's five mana to draw two lands and a card. Unless you can reliably sacrifice it to alternate effects, don't play it.

  2. Skullwinder... Why not Reap or Regrowth? I don't see any effects that care about the body, so you may as well not help the opponents and gain a cheaper casting cost.

  3. Tunneling Geopede is not one I enjoy very much, but I can see its applications in murdering.

  4. Ghirapur Orrery is just too slow. If you need the card draw, run Harmonize. If you need the land drops, try a creature tutor for Azusa. If you are playing lands, the primary goal is assembling an engine and staying ahead of the opposition. Why aid those inimical to your goal?

  5. Nissa's Renewal is so slow! Six-mana?! Come on. You're ramping into seven-drops. Add a Kozilek if you want to do that.

  6. Rites of Flourishing. Tsk tsk. I'd recommend murdering this, but I suppose it earns the graces of the table.

Try fewer lands and more large threats. You have an ungodly amount of ramp yet the only thing reqiring much mana is Radha's second ability. Try some eldrazi, Apex Altisaur does work, Borborygmos Enraged is on theme and always sweet, and fun times is the scariest card on any table, no matter what. Ignore that Teferi. Radha is huge!

Insurrection is oft dispraised, but it ends games a lot of the time. In fact, it has bean so thoroughly unloved by the community as of late that no one expects it. Nice!

The combat package is nice, but it falls apart very quickly to a removal spell. Though, Raking Claws could be fun. :)

In summation, add more angles of attack than voltron, some more card draw would be great, have better ways to spend your mana, and just stick the cheaper ramp. Four mana or less is ideal.

Oh, add some wraths. Blasphemous Act and Ezuri's Predation are each solid. Put them in and don't look back.

Good luck and happy cartography!

Load more