Cathedral Membrane

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
New Phyrexia (NPH) Uncommon

Combos Browse all

Cathedral Membrane

Artifact Creature — Wall

DefenderWhen Cathedral Membrane is put into a graveyard from the battlefield during combat, it deals 6 damage to each creature it blocked this combat.

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Cathedral Membrane Discussion

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?

Chazchu on Melding Slowly

6 months ago

Because I have 0 of them, else I'd play a set :D. The Cathedral Membranes work somewhat and stop big creatures in combat, but that draw would save me when my hand empties. They are my priority to find for the deck!

cerealkyra on Buddy system

7 months ago

Glad I could help, interested to see where the deck will go once you start playing around with it.

That being said, you're kinda running low on lands, if you want to drop a 5 drop on t5 consistently. I think you could be greedy and get away with playing 23 total, but even then you're still off the "correct" number of 25 (with the average cmc of 2.75, explained here). Should you ajust the manabase, think we could get away with a few more non-basics, if you're interested. Rogue's Passage can help get the big flyer through to seal the win, Ghost Quarter or the slightly worse Tectonic Edge can help shut down enemy lands or take decks off of colours completely, Moorland Haunt lets you recycle the dead walls into a potent, ghost-based airforce. Minamo, School at Water's Edge while worth a large sum of money, is a potent combination with Ojutai, should you choose to run a few more, the similarly pricey Celestial Colonnade can also help wreck face late in the game, but neither of the two are necessary by any means.

Wall of Omens really shines in this regard, the more cards you see in a game, the more likely you are to win. I think the overall quality of Wall/Defender creatures you are looking to play is bit low. Cathedral Membrane is one mana(dont be afraid to spend life, life is a resource to be used) and usually EXPLODES the creature unfortunate enough to be blocked by it. Dragon's Eye Sentry is pretty damn good for just 1 mana, and really highlights how bad cards like Nearheath Pilgrim (2/1s always die in combat, 2 mana is far too expensive for a card that trades with most 1/1s) are. If it's a card you love, keep it, but you could be playing MUCH better cards. Jeskai Barricade can swoop in and save one of the beaters if they should lose hexproof, let you perfectly block a massive creature(without trample) by bouncing the creature blocking it before damage or just bounce Wall of Omens for that tasty, tasty value.

If you were to run a few more Ojutai, Orator of Ojutai is a better Wall of Omens, but 4 dragons probably isnt enough, might want to research that. Stalwart Shield-Bearers makes all the walls defenders bigger, Wall of Essence has reverse lifelink, while Vertigo Spawn and its big brother Wall of Frost pin down any creature foolish enough to attack into them. And as big and seemingly unkillable as Wall of Frost is, no wall stands close to the mighty, infuriating Wall of Denial.

Here's a list of all the UW walls available in modern.

Also, I'm a little confused by the Authority of the Consuls and the Swiftfoot Boots. Authority gaining you life is neat, but your deck lays down tricky/large walls, you don't need an enchantment to slow the opponent down. What creature are the boots for, exactly? Overseer and Ojutai have hexproof, as does Shieldmate(most likely). These guys dont need haste because they come in protected and swing in later. So all we're really protecting is our disposable walls/defenders, Elspeth tokens and Nearheath Pilgrim, who isn't an incredible magic card. Boots also costing 2 mana kinda gums up the works; you want to be doing something every turn, ideally. Spending two mana on a card that needs a addition one mana to actually do anything on any turn between 2-5 doesnt seem like an awesome time.

Speaking of Elspeth, Elspeth, Sun's Champion sees great as an option if you find yourself facing a lot of big creatres; she can get rid of them while leaving your defenders in pristine condition to... defend.

Witchbane Orb feels like a sideboard card for when you're really getting beaten down by burn or Thoughtseize-style effects, and even then, those types of cards are usually cheap, so waiting til turn 4 to:

A. defend yourself from 1-2 mana spells and B. Do nothing on turn 4

doesnt seem like the greatest plan, IMO. Keep it in the Sideboard if its a card you like, by all means.

That's enough wall talk for now, 3am, must sleep.

Davidmon99 on Orzhov extort with flashbacks and phyrexian(-25$)

7 months ago

Remember that I gain life with extort and can get protection and Cathedral Membrane get some solid defence

Polupus on

8 months ago

+1 Nice deck!

T3 win:

T1: land, Viscera Seer

T2: land, Cryptolith Rite, tap seer for ??? (needs 1drop creature? Vault Skirge? Cathedral Membrane?)

T3: land, Anafenza, Kin-Tree Spirit, sac Vault Skirge in Eldritch Evolution to get Murderous Redcap for infinite dmg.

So a couple things:

That's all I got.

Good luck and nice deck again!

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