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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
1 day ago
This list looks like it is rough mix of Tempo/Delver cards and Draw-Go cards, while not doing either efficiently.
First, you are playing 3 Thoughtseize, 2 Anguished Unmaking, fetchlands, and Shocklands. That is an awful lot of self hate. I'd recommend changing the AU to Detention Sphere, yes, it loses instant speed, but it is tough to play AU in a deck that also plays TS.
You are playing control cards like Celestial Colonnade and Sphinx's Revelation on only 22 lands, without early game card draw. With this setup you won't get to a point where you can use them. You should either up the total land count or remove them. Esper Charm is decent card draw instead of SRev, and it tempo's nicely with early game Serum Visions. Additionally, you don't need 6 shocklands and 6 fastland, try removing one of each copy for some more basics, (Blood moon really ruins Esper mana bases).
You are using late game counterspells and tempo creatures. Focusing on having one or the other will provide you with better matchups. As is, you are looking to both play a creature and hold mana to counter in the same turns, which doesn't work very well. Remand is good if you go the creature/tempo route, and bad if you want to be more control based as it does not actually deal with a threat. Linvala, the Preserver looks like a dead card every game at 6 mana, in a 22 land shell. Baral, Chief of Compliance could be good in a hard control shell, but isn't to helpful in a tempo shell. The Geist of Saint Traft + Restoration Angel is probably the best Esper tempo route, with Creeping Tar Pit as a decent support man land. So maybe go full control and replace the 'cute' counterspells with spells like Logic Knot, Dispel, Mana Leak, etc. and then add in extra card draw. Snapcaster Mage is also fantastic in a Draw-Go shell.
Once you decide which direction you want the deck to go it will be much easier for the Esper players here to help you with card selection.
5 days ago
Burn decks are just more spell-based aggro.
Control decks are not about just saying no. At least, not contemporary control decks. Most control decks now have cards that interact with opponents' spells, aiming to stabilize around Turn 4 in Modern (T4 Format) with something like Anger of the Gods, Wrath of God, etc. In modern, many control decks seek to win via card advantage engines like Nahiri or Tasigur. This is in part because WotC is pushing away from traditional control decks that truly just wear your opponent down and win with Celestial Colonnade beats. Nonetheless, control is about saying no until it can win, not just saying no and hoping for a concession.
1 week ago
1 week ago
Hey, +1. I do have one question though. Why no Celestial Colonnade? I imagine it has been suggested prior to my own, but your mana base looks like it caters to that color significantly. To be fair, I do see a lot of cards that need to be used on T1 (primarily / spells) and tapped lands entering the battlefield hinders that. However, with Tar-pit being at x2; would x2-x4 of Colonnade make too much of a difference? I know late game mana fixing is easier after the T1 push--assuming one has mana in hand.
cplvela0811 on Esper
1 week ago
1 week ago
Its critical flaw is that it sucks at closing games out. Grixis is good because it has Tasigur, the Golden Fang. Jeskai Nahiri is playable because of the namesake planeswalker. If your wincons are Snapcaster Mage/Torrential Gearhulk, Celestial Colonnade, and incidental burn, your deck isn't good. Sorry.
1 week ago
Personally I'd throw in a couple manlands. You're running enough ramp that a tap land on turn 3-4 plus shouldn't really hurt, it allows you to actually play magic when you don't have the combo, and you can pressure decks like control and tron that have a hard time dealing with non-cast threats that dodge sorcery speed removal. Manlands would actually address all your problems, since it would be a secondary win condition, avoid discard, let you do something with mana, and avoid chalice.
P.S. in your colors the manlands are Celestial Colonnade, Raging Ravine, Stirring Wildwood, Wandering Fumarole, Needle Spires, Lumbering Falls, Faerie Conclave, Ghitu Encampment, Treetop Village, and Forbidding Watchtower.
2 weeks ago
Ok, man, this isn't going to be a funny conversation, but I'll try to help you sorting things out.
Mill is not a very consistent strategy in modern. It never was. Basically, Mill is a bad burn deck where you need to deal 53 instead of 20, and there's no such thing as 4 extra copies of Tome Scour, as much as there are many similar cards to Lightning Bolt. Please keep this in mind this while building.
If you want to control, play control. If you (REALLY) want to mill, then play mill. What you have here is a in-between breed of these two archetypes that is not reactive enough to hold back an aggro modern deck, neither fast enough to mill them down before a Glistener Elf kills you for 10 damage.
Let's split in two directions:
- The point of playing control is to hold your oponnents back with cost-efficient cards, such as Path to Exile, Fatal Push, Mana Leak, etc, to win yourself some time until you can actually put a strong wincon, let's say Celestial Colonnade.
- The point of playing mill is to get your oponnents deck over as fast as you possibly could. Fast, got it? Traumatize does nothing if you need speed. It would be a much better slot if you were running 4 Mesmeric Orb and Hedron Crab. The best mill card ever printed is possibly Glimpse the Unthinkable, but if you're trying to keep it budget, I assume you're not intending to get these in a closer future.
Now that we're done with the archetypes, I assume you can decide what you're acutally playing and proceed with the deckbuilding.
In a control shell, the lower the cost of a counterspell the better it gets. Cancel is not in this tag, if you're wondering. Use some Negate and more creature removals (Fatal Push is probably the best one, but Go for the Throat and Ultimate Price are very useful too).
For these reasons, cards as Counterbore and Discombobulate are very often good for nothing. I'm not very comfortable with the two copies of Turn Aside either. I understand you want to protect your Ulamog, but Dispel is probably better for this and many other various uses.
For Milling strategies, there are some key cards that cannot be out of your list: Archive Trap, Mind Funeral, Breaking, Mind Sculpt and the obvious Tome Scour. If you really want to mill someone down, you have to use 4 copies of each.
Consuming Aberration. Yes, I know. I'm pretty sure you love this card. Pretty much everyone that tried playing mill once in a lifetime had a little bromance with Consuming Aberration. But this is far from good. The card take a lot of mana, to deal a very small value on the board, and has a ridiculous chance of just getting a Murderous Cut and, boom, you just threw 6 mana in the trash. You would make a much better slot for a Manic Scribe there.
So, I know this is a lot of information, but if you read this with a little patience I'm sure you will understand. I'm not trying to diss your deck off, but I live with a dude who had something very similar a few years ago, and I play an Esper. control, so I believe I have some good advice for you.
I'll come with another comment about the lands soon.