|Commander / EDH||Legal|
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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
14 hours ago
7 of your 22 lands come into play tapped. That's way too much for Modern, and an aggressive deck in particular. A slow control deck with 25 lands can get away with 4 Celestial Colonnade, but your deck should not have more than 1-3 tapped lands. (I'm aware those lands have uses outside of playing them and tapping them for mana, but realistically you will have to do that frequently anyway with so many of them.)
As for your choice of spells, it seems like a mix of a Dredge-style deck and a deck focused on Winding Constrictor. While there is some decent overlap, the synergy could be better. With all those creatures that enter from the grave, not playing Prized Amalgam seems wrong to me.
On the other hand, the Constrictor would benefit from more counter related cards, otherwise it's not always pulling its weight. A shell based on the Modular mechanic with Arcbound Ravager and Arcbound Worker as well as Steel Overseer might be the best way to play Constrictor (and also Hardened Scales).
1 week ago
It's on the edge for me. I think it works a bit better in B/W since they have access to Lingering Souls and Bitterblossom. It could allow me to trim back a land by filling the role of Celestial Colonnade. I'm keeping it in the back of my mind.
1 week ago
The combo seems fragile, especially after game one when your opponent knows what is happening, essentially it is hold up removal fro a combo piece, with that said the deck is still very interesting. I would consider using a number of counters over something like Cranial Plating which is not adding anything to the combo (once the lock is set up it should be easy to beat down with removal, alternatively you could just use something like Blue Sun's Zenith which would be funny), and for your purposes Remand would be perfect considering that for a spell to be countered it has to be cast so returning the spell to your opponent's hand is essentially a hard counter and gives you more time to combo off.
Also, you may want to consider investing in Celestial Colonnade as it can be a win-con in itself.
2 weeks ago
@Minihorror227: Yeah if you stay straight U/W, I'd go with a list something like:
4x Intruder Alarm
4x Serum Visions/Opt
4x Path to Exile
2x Cryptic Command
2x Spell Snare
3x Altar of the Brood
1x Sphinx's Revelation
21 Other Spells
2x Rest in Peace
2x Stony Silence
1x Blessed Alliance
1x Wrath of God
1x Blind Obedience
15 Sideboard Cards
You'd play it like a regular U/W Control deck, except you'd have a combo finish. You could even put an Emeria, The Sky Ruin package somewhere in the deck, so you can switch into a more Sun Titan control shell if your opponent boards in too much hate or they have a deck that really likes to tap and untap its creatures.
2 weeks ago
Match Report Part One:
These are the matches I have had time to test so far as I find free time in the coming days I'll record more results.
- vs. Allies 1-2
Very close matchup but eventually the speed and tempo of allies was able to take the win. If anything this matchup showed how much you want Card: stony silence in the sideboard as Aether Vial tears apart the deck turning off Nevermore and cards of the like. Also, allies had a natural advantage in the form of Harabaz Druid which, if I didn't have removal, could easily pay the prison tax.
- vs. U/B Turns 0-2
This is my personal competitive deck that I have been working on for months so experience was a factor. In all honesty this was simply a very bad matchup for you. Turns is a deck that attempts to combo off with extra turn spells and win via an awakened Card: Part the Waterveil. The early turns of the game it denies you mana and a deck like prison that needs ample mana has a hard time beating it.
- vs. G/W Ramunap Death & Taxes 0-2
Another personal deck and one I have worked on extensively, essentially the deciding factor was D&T's ability to land a Thalia, Guardian of Thraben, when that happened the deck was fast enough to close out the game before your deck could set up through the tax. Game two got caught behind the Ramunap Excavator and Ghost Quarter lock and couldn't really do anything.
- vs. Bant Eldrazi 2-1
Against a tiered Bant Eldrazi deck the deck performed like I hoped it would perform. Midrange decks should always be your best matchups and that is what Bant Eldrazi is. Game one beat down with Angels from Luminarch Ascension, game two Bant Eldrazi got a nut draw where they were playing everything early thanks Eldrazi Temple. Game three was kind of funny, I was able to play 3 Sphere of Safety in succession and watched them grow; this followed by well timed removal in the form of Path to Exile on Drowner of Hope (opponent could blink it with Eldrazi Displacer and create scions to try to pay the tax) as well as a Detention Sphere on the scions, was able to close out the game. Won via Celestial Colonnade.
So there is a few matchups done, again as I find time I'll continue to test.
2 weeks ago
3 weeks ago
Nice deck! My one suggestion is cutting down to 3 Celestial Colonnade. It's basically a tapland if you draw multiples, and you have time to draw one in control.
3 weeks ago
not running the man lands?