Celestial Colonnade

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Worldwake (WWK) Rare
Promo Set (000) Rare

Combos Browse all

Celestial Colonnade

Land

Celestial Colonnade enters the battlefield tapped.

: Add or to your mana pool.

,,: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land.

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Celestial Colonnade Discussion

ArchonBlue on U/W Flicker

9 hours ago

Your land base needs some work, I'm assuming you're on a budget which is why you're not running Celestial Colonnade, but Hallowed Fountain and Flooded Strand would be great in your mana pool, and Glacial Fortress is super cheap so there's no reason you shouldn't be running that over a second-rate dual land like Port Town. Also unless I'm missing something there's no way for you to cast Akroma, Angel of Fury, and even if there was that card is meant for the sideboard. If you want a big scary win condition white has some awesome planeswalkers. Elspeth, Sun's Champion and Gideon, Ally of Zendikar would be fantastic in this deck.

xyr0s on How can I enjoy modern ...

16 hours ago

You're very welcome.

A whole low-budget meta? I actually think it's some of the same strategies, you'd meet in tier decks, that you see in more budget-conscious decks, just with some other cards. Tron is a big mana deck, but if any card would work against tron, it would most likely work just as well against a deck that ramps on Utopia Sprawl and Arbor Elf. Zoo is a creature based aggro deck - cheap, efficient creatures, turned sideways as soon and as many times as possible. Anything that works well against that, works well against other decks with similar strategies. And no one in your local meta abusing the graveyard? No Lingering Souls? No dredge? The day where it becomes a thing, get a set of Relic of Progenitus, Nihil Spellbomb, and/or Rest in Peace, and you should be fine. It doesn't matter if it's against a top-tuned deck full of tarmogoyfs or a homebrew that abuses the scavenge key-word: An empty graveyard is equally useless to them.

I got the part about enjoying modern, but actually figured that it was somehow related to slightly skewed expectations - you hoped for a longer building phase, like 5 turns or so, and felt that the fast strategies kind of abuses or wrecks the game. And while "winning" is not the same as "enjoying" a game, it's hard to enjoy constantly losing to strategies that feels unfair (hint: they aren't, and when you play a fast aggro deck, it feels like cards such as Pyroclasm and Ensnaring Bridge are brokenly unfair). But fair warning: control decks are for some reason often the most expensive to build - it's like they are just made of money (Jace, the Mind Sculptor, Snapcaster Mage, Cryptic Command, Celestial Colonnade - and that's just the most expensive parts of the UW control decks, but it's not like the rest of the deck is for free either). It goes a bit easier with aggro - I have this one for example, which is ridiculously cheap: kuldotha 8whack.

That said: I went looking for budget friendly cards, that rarely sees play, but in a budget-friendly meta might be solid for control and/or midrange, and found... Porphyry Nodes, Forbidden Orchard, and Renegade Rallier. I haven't tried this, but I think it looks viable. You play Porphyry Nodes as soon as possible. Use Forbidden Orchard to ensure that your opponent always has the smallest creature on the table. And Renegade Rallier to get Porphyry Nodes back if it dies - it can also bring back other things, like cycle- and fetchlands, Ghost Quarter, Strangleroot Geist, and whatever other low-cost cards you can find. Just don't play Wall of Omens, as 0 power is a bit of a liability. Along with Path to Exile this should press most games back a few turns. You could build all kinds of things on top of this - Wilt-Leaf Liege and creatures that are all GW (so they get double bonus, and the risk of having the lowest power is reduced), perhaps. More control (table sweepers, in particular, and perhaps Luminarch Ascension as finisher), and a few heavy hitters like Baneslayer Angel. If you really like the recursion bit, you could add Sun Titan and Emeria, The Sky Ruin.

Cereal_Killer on Unlife Control

2 days ago

Thanks for all the advices, I've really appreciated them!

As for Avacyn, Angel of Hope I think you are right; most of the times it wasn't so easy to cast, due to it's mana cost. So it has been cut.

I have also replaced Blinkmoth Nexus with Celestial Colonnade (I don't care so much about prices, since where I usally play they let me use some proxies). It's very strong and as you said, in terms of later game evasive threats, could be very helpfull.

As for the counters: Negate or Mana Leak are surely better than Dawn Charm, I just need to choose one of them (maybe one could replace it and the other could take the spot of Angel's Grace). Cryptic Command also could be an alternative, especially now that Celestial Colonnade is in and Blinkmoth Nexus is out.

Ixalan's Binding has pros and cons, since it needs a target (cons: what if opponent is playing storm or burn?; cons: against all the rest is good), while Gideon's Intervention is really a good card that needs to be playtested and could replace Nevermore or Meddling Mage even if it costs a bit more.

I'll playtest it and see how the deck will work with this changes.
As said at the beginning: Thanks a lot for the advices.

Firebones675 on Unlife Control

2 days ago

Looks good! Id try to cut some cards. Generally speaking, you want to play with the minimum number of cards, 60. This gives you the best chance of drawing your best card or the card that you need in a given situation.

As avacyn, while strong, is an 8 drop in a deck with no ramp and will likely sty trapped in your hand for most of the game. In terms of later game evasive threats, Celestial Colonnade is generally better as it takes up a land slot and helps fix your mana.

Also while nevermore and meddling mage can be strong, game one when you don't know your opponents deck, waiting for them to play a threat so you know what to name is not ideal since you still have something in play beating you down. If you cast them while you losing, you still haven't dealt with the current problem. As a result, these types of cards tend to be for the sideboard and then usually not 6 of that effect. (i'd probably only have 3-4) If you did want to keep a meddling mage type effect in the mainboard, i'd recommend either Ixalan's Binding or Gideon's Intervention as they have an impact on the board state immediately.

Another potential cut is Dawn Charm. It's versatile but the modes aren't always helpful. If you're using the first ability, you're already in trouble and preventing damage for a turn gives you time to draw a card, but had you not had the charm, it would have been a different card anyways. The second only can target your mages since giddeon and avacyn are both indestructible. The last one is extremely likely something that you could have used Negate on for the same mana and can be used on a wider variety of cards. (Mana Leak is also a decent option. Cryptic Command is the king of counterspells in modern right now but that might be pushing your mana base too far since you have 4 lands that produce colorless)

Angels grace is guilty of this as well. Generally when it or unlife is played in modern it's with Ad Nauseam which actively kills the user and thus you need a way to stay alive the turn you combo off and draw your entire deck. Here it buys you a turn but if you can't win with the one turn it gets you, you are likely still dead.

Hope i didn't come across as too harsh. It's a neat deck idea and just wanted to suggest a few places you could cut down on cards. A lot of the ones that i suggested removing tend to look really good on paper but in game don't do as much as expected.

C--8CLARK8--D on

3 days ago

alright so here are a few options, i will go through this by card type.

Creatures - so you have two ways to go here. if you want to be aggressive you want 4Snapcaster Mage 4Spell Queller and 3 Geist of Saint Traft. or if you want to go slow and fight mostly with none-creature spells just 4Snapcaster Mage is fine.

artifacts/enchantments - just get rid of all the ones you have there bad. if you want some enchantments for a slower build try 2 Search for Azcanta  Flip this card is amazing in control.

Land- so again this changes with how aggressive you want to be. if you want to be aggressive don't change your lands are fine, if you want to go longer and more controlling up the count to 25 by adding 2 Field of Ruin and switch 1 Hallowed Fountain for another Celestial Colonnade.

instants/Sorcerys- alright you want to get rid of Concentrate Tidings Vapor Snag Raise the Alarm Boros Charm Boomerang Azorius Charm.

what to add? so you always want 4 Path to Exile and 4 Lightning Bolt. next add 4 Cryptic Command this is the best card you can have in control it does everything, if its out of your budget range try Ojutai's Command. you want some board wipes if you going for the more controlling rout 2 Supreme Verdict and a Settle the Wreckage or Wrath of God is good. you also want 2-4 Electrolyze depending on how many small creature decks you play against. if people are playing bigger creatures go with 1-2Condemn. you also want 2-3 Mana Leak and 2-3 Logic Knot along with a Negate. lastly if you want some card draw go with some Think Twice.

planes-walkers - if your going aggressive you don't want any planeswalkers. if your going more controlling 2-3 Jace, the Mind Sculptor or if you budget doesn't have room for this try 1Ajani Vengeant 1Gideon Jura and 1Nahiri, the Harbinger.

I think that about sums it up, if you have more questions please ask!

lemons452922 on Junding Them w/ BBE

4 days ago

Chasmolinker, you ask the hard questions don't you? Honestly, I have never thought about it, but now that you bring it up, I cannot un-think about it. Looking at the current breakdown of the meta on mtgtop8, I really don't want it only for Mardu and Death's Shadow decks. The question the becomes, what do I value less than Fulminator Mage.

I think what we have to think about is what do I take out for it in the matchups. The thing is, that is dependent on the matchup. Sometimes it is removal, sometimes it is creatues, sometimes it is discard, sometimes it is Lillies. With the unbanning of Jace, the Mind Sculptor, Celestial Colonnade and control is going to be on the up and up. With that, the difference between aggro and control is going to shrink. I feel that it is too wide spread to say that it is better than one card game one, so until we can say "oh this is way better than Abrupt Decay or Terminate" (which would be some of my choices if I had to choose one right now), I think we need to keep it in the board. With that said, though, post game one, it is almost always an auto-include, so 3x or 4x is almost a must.

However, you should always tailor your deck to the meta at the place you play. If all the other players at your local game shop are playing Jace control, then maybe take out the Terminates and throw in some Fulminator Mages MB to possibly take game one. Or if they are aggro, remove some of your other fun-of creatures for them. I can definitely see it being a possibility if your meta is dominated by one archetype.

RingweMakil on BUG Midrange

5 days ago

Search for Azcanta  Flip is wonderful, I'm glad you chose to include it in your list.

Crazy talk for a second - Field of Ruin? I know, I know, three colour decks, colourless lands, etc., but Field of Ruin can fix your mana if need be, and is the freest of answers to Inkmoth Nexus, Celestial Colonnade, Raging Ravine, Urza's Tower, Academy Ruins, and so on and so forth. Having access to that card swings matchups that would otherwise just be unwinnable, into straight up favourable. So long as we're experimenting, maybe we switch the Serum Visions out for the Fields, and rely more on JvP to dig us through our awkward draws?

I'm very glad also that you're playing Hero's Downfall! The card is extremely underrated, in my opinion, and I have a hunch he is going to see much more play now that Jace, the Mind Sculptor is public enemy no. 1. Contrary to popular opinion, it is not a strictly worse Maelstrom Pulse - the fact that it can kill manlands, and as you pointed out, is instant speed, makes it a very strong contender. You won't be disappointed by it!

I still think your gy can support a singleton M. Cut quite easily. Big Goyfs are a reason to play Cut, or a giant Master of Etherium, Primeval Titan, Wurmcoil Engine and so on. With Thoughtseize and shocks and fetch, the casting of Dismember will often be more painful than you'll want.

Speaking of Wurmcoil Engine, Kalitas, Traitor of Ghet! 3 Mind Sculptor is probably 1 more than you need, and Scoozes have a habit of competing for food - may I recommend Kalitas to you? He gains life, he exiles, he races like no other, and wins creature based aggro/attrition matchups as easily as Jace wins control matchups. I think your list desperately needs a way to catch back up on life total and board presence against the more aggressive decks in the field that can deploy multiple threats a turn, and Kalitas coming down after two/three turns of interaction is the best NO to aggro I have yet discovered. In a world of Kolaghan's Command and Liliana, the Last Hope, the exiling zombie maker is king (especially if Lightning Bolt becomes more popular), not least because he can race Gurmag Angler, Tasigur, the Golden Fang and Bedlam Reveler quite successfully with 3 points of lifelink (-5, +3 for you each turn cycle; -3 for them; so you're outpacing them by one life point each combat - and heaven forbid you should have any zombies to help).

And Liliana, the Last Hope! Her minus 2 synergises quite well with Jace zero, her plus is an amazing answer to Birds of Paradise, Lingering Souls, Vizier of Remedies, Elvish Mystic, Selfless Spirit, Young Pyromancer, Dark Confidant, Snapcaster Mage, Master of Waves - I could go on, but you get the idea. Also, even if the plus does not kill something, the shrinking is often very relevant in combat, and saves one a ton of life over the course of several turns of ground based combat; it also makes otherwise untenable combats tenable/favourable. That one copy in your sideboard should probably find its way to the main - even against Tron, I have been happy to have her in my list, because of the rather nasty loop she sets up with Fulminator Mage.

C--8CLARK8--D on AMERICAN Control!!! modern (R/W/U)

5 days ago

@darklord1135 thanks for the suggestions but this deck doesn't need creatures, the plan is to win once the bored is clear of threats, with Jace, the Mind Sculptor or Celestial Colonnade and Snapcaster Mage

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