Celestial Colonnade


Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Worldwake Rare
Promo Set Rare

Combos Browse all

Celestial Colonnade


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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Price & Acquistion Set Price Alerts

Cardhoarder (MTGO) -7%

22.03 TIX $21.86 Foil


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Celestial Colonnade Discussion

fastzero on Jeskai Flash

6 days ago

i play this deck, and i think Wandering Fumarole is not good enough, i already tried, and i think is better use 3 Celestial Colonnade than 2 and 1 of the ur man land. I think Blade Splicer is strong, but in a flash build is better Vendilion Clique or just Kitchen Finks even he doesn't have flash, he iss better in your deck than splicer, but it's up to you. And Kiki-Jiki, Mirror Breaker combos with Restoration Angel but i dont think 1 would be good. U can try Remand depending of the metagame, its really strong with kiki-jiki to get the 2 cards of the combo, hehe

LocustMan on second sunrose

1 week ago

It should really be: -2 Dismember
+2 Supreme Verdict -2 Condemn -2 Negate +4 Cryptic Command -4 random basics +4 Celestial Colonnade

BladeMasta220 on Binder Update

1 week ago

Added some stuff, took some out. Looking for 3x Celestial Colonnade

Here's my Binder

PixelatedScarecrow on Bant Goodstuff

1 week ago

Knight of the Reliquary is really good in this deck because of all the fetches and Collected Company. I would also play 2 more CoCos because they're just that good and some more creatures, taking out the Dispels and Spell Pierces and possibly putting them in the sideboard. Also, I'd change up the mana base by adding some man lands like Celestial Colonnade and Stirring Wildwood and adding some basics because without them Ghost Quarter and Path to Exile are amazing against you (both of which are common cards in modern). Also one Dryad Arbor would be nice because you can get it with fetches so you can have a chump blocker.

TheAlexGnan on Grixis Delver - AER updates

1 week ago

i think in the current eldrazi-heavy meta, its suicide to not play Terminate (unless you just concede that matchup, because with this configuration, you dont have a chance). fatal push of course is good against Death's Shadow aggro (and incidentally, GREAT against Celestial Colonnade out of UW control), but you run 0 removal against Eldrazi (bant, eldrazitron or Gx Tron, and these decks make up a large chunk of the meta right now.

Of course you could argue that Death's Shadow outgrows eldrazi, but thats a pretty shakey plan, seeing as you dont have access to Traverse the Ulvenwald.

Maybe I just cant wrap my head around it, but Terminate, at least as a 1-2 of seems like a must. especially since you can create a kind of toolbox effect with Thought Scour and Snapcaster Mage.

cerealkyra on Buddy system

3 weeks 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.

btreuther on Seas of Ojutai Control

4 weeks ago

skoobysnackz - I really like that idea of Tolaria West and will begin testing it. Could also search up a Celestial Colonnade for a wincon, or Engineered Explosives for removal. Blessed Alliance is great in this list; added removal, life gain, and of course a Dragonlord Ojutai saver if we don't have Minamo, School at Water's Edge or counterspell.

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