|Commander / EDH||Legal|
Printings View all
Combos Browse all
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.
Price & Acquistion Set Price Alerts
Celestial Colonnade Discussion
2 days ago
It looks to me you're trying to run a midrange deck, you've got a lot of threats and it seems like you're trying to play the on curve. If you want control, you don't need many sources of damage. Manlands such as Celestial Colonnade and Creeping Tar Pit come to mind, as they won't take up a slot you'll need for spells. Some mix of Snapcaster Mage, Restoration Angel, and/or Geist of Saint Traft will definitely be enough to win the game.
Esper Charm is a great card, also don't underestimate Think Twice, I actually prefer it over serum visions in control lists. If you run more creatures and need to play on curve however serum visions is way better, but that's more midrange/aggro. You already know a great deal of cards that could work in your list so just play around with them see what you like.
So some suggestions,
- Definitely up your landcount to 25-27, you want to be playing a land every turn.
- Reduce the amount of damage dealers and have more reactive cards, such as counter spells, bounce cards, and hard removal.
- The best creatures you can have for damage are snapcaster mage and restoration angel, as they have excellent utility as well. Bombs (like Avacyn, Angel of Hope or something huge) are tempting but are completely unnecessary to win.
- Generally, playing control you don't do much on your turn and draw/counter/bounce/kill things on your opponent's turn. You'll have to be willing to take damage to the face on almost all occasions.
5 days ago
Hello hello! I have deltas I'd be willing to trade (two for your mox opal possibly?), and I also have at least one Celestial Colonnade if you're interested in using them in your list!
5 days ago
I would personally go to either the full playset of Push by taking one Tragic slip away or find something different for Slip. Slip is great when it works, but it is just so variable depending on the matchup. Push hits almost all relevant threats in modern, even hitting manlands like Inkmoth Nexus and Celestial Colonnade.
I really like how Nykthos can ramp you into Mikaeus really early!
1 week ago
frogkill45 thanks for your support.
I have only a couple of notes. The real problem with Mind Funeral is that for 3 mana it mills 9 in average, while Breaking / Entering which competes for the same slot mills 8 for one mana less; however, this shouldn't matter if, like Darkness, when it is 'good' it is also back-breaking. Unfortunately, against fast decks you cannot really cast it and live (without much support, that you should NOT have): the curve is already full and comparable in the mill-efficiency regard; and against 'slow' decks with few lands Mill is already very very favoured (as we are in general against slow decks not sporting Emrakul, the Aeons Torn or Leyline of Sanctity). Thus I advocating going for Breaking / Entering, which is not so good but still way better than Mind Funeral.
About Surgical Extraction: Tron and Valakut are already easy-wins (pretty much the only ones) and we don't need Surgical Extraction at all. Dredge is very favourable, and we only get better with any graveyard hate we would already have in the sideboard for Emrakul, the Aeons Torn-decks. Finally, against Emrakul, the Aeons Torn-decks Surgical Extraction is actually the weakest graveyard-hate card against them: once you conceivably use your whole hand to get rid of Emrakul, the Aeons Torn (that is, if you manage to dodge countespells which Surgical Extraction is expoused at) it is a losing proposition to race Snapcaster Mages, Lightning Bolts and Celestial Colonnades. And againt random combo decks we are good enough (graveyard-hate, Set Adrift, milling them, spot removals and fogs). I argue for employing other kinds of graveyard hate.
About the other cards, I too will play Fatal Push but in the sideboard: maindeck spot-removals are not enough, as I argued in the primer. Hide/Seek is good but only against Emrakul, the Aeons Torn and it is not worth the splash (either Nihil Spellbomb or Lost Legacy does the same thing - which also happen to have a wider range of application). Fragmentize is wonderful, and the only reason I see for a White splash (together with Timely Reinforcements, perhaps): but in my list Set Adrift is much better, and you should splash and play Fragmentize too only if you really want to beat Leyline of Sanctity. AEtherspouts is not good, even if it costed 4: as I argued, people can afford to play around mass-removals. Lastly, I don't understand what Authority of the Consuls is for: can you elaborate please? What can it do that a spot-removal or a Drown in Sorrow can't already? :)
1 week ago
The Jeskai build wants to play primarily at instant speed but Nahiri forces it to tap out. This tension lead to a pretty rapid decline of the deck after initial interest. The Mardu list has a different problem. It's more willing to tap out on its own turn but Mardu doesn't have a great creature finisher as a plan B, compared to Jeskai lists that run Celestial Colonnade. Mardu is excellent at handling a creature-heavy meta while Jeskai tries to split the difference between removal and counterspells.
So if you're looking for a stock list there will be pros and cons of each. I personally believe a modified version of the standard Mardu list is far better than any Jeskai list I've found so far but it has some incredibly weak matchups - Tron, Valakut decks, and to a lesser extent Ad Nauseam and Bant Eldrazi are rough.
1 week ago
Embodiment of Insight works as well with your deck, attack with your lands and tap them afterwards (or during combat) for spells.
I think i'd be good if you could take a look at my deck as well Awaken the lands (needs suggestions)
2 weeks ago
Here's a list of cards that, without accounting for anything else, Lightning Bolt can't kill, but Fatal Push can: Tarmogoyf, Celestial Colonnade, Death's Shadow, Knight of the Reliquary, Kalitas, Traitor of Ghet, Master of Waves, Scavenging Ooze (if you kill one with bolt your opponent is an idiot or he needed the value he already got), Restoration Angel, Linvala, Keeper of Silence...
Add to this the fact that Fatal Push doesn't care if you pump you creature, so Raging Ravine is always vulnerable, as is Inkmoth Nexus through pump spells, and (almost) all of affinity through Arcbound Ravager.
Overhyped? Yeah, probably. But not by much.
And for the question posed by op: control is primed to do great work IF it can answer big mana decks like Tron.
2 weeks ago
Mana Leak is a better choice then Cancel. Even cards like Dissipate and Dissolve are already strictly better then Cancel. Perhaps Disallow (from the new set comming soon) could also work, but that card is going to be a bit more pricey.
I'm not a fan of Sigiled Starfish, it can't attack but it isn't a good blocker either because you need to tap him for the scry effect. You need a finisher instead, which usually is Celestial Colonnade or Dragonlord Ojutai in U/W control. Colonnade is not budget at all, but Ojutai as a 1-off won't hurt your wallet. I would also suggest 2x Hangarback Walker or AEtherling.