|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
1 week ago
I'd cut each the following:
-1x Tablet of the Guilds (lifegain on its own is generally terrible)
-3x Prison Term (there's a lot of better options))
-1x Wall of Denial (again, better options are out there)
-1x Angel of Invention (doesn't dodge Lightning Bolt and you're not playing a lot of creatures. It's mana cost is too high to justify playing a creature without flash)
-1x Niblis of Frost (It dodges Fatal Push and Abrupt Decay, but not Lightning Bolt)
-3x Render Silent (there are cheaper Counterspells. 3 mana is a lot)
-1x AEtherling (you don't need a lot of win conditions)
-1x Azorius Guildmage (we need some room)
-2x Negate (again, need more room for some other stuff)
+1x Opt (you want 4 copies)
+2x Detention Sphere (general purpose removeal)
+2x Mana Leak (low mana Counterspell)
+1x Dispel (this is fills a role similar to Negate, except it costs less mana)
+1x Elspeth, Sun's Champion (this is the type of win condition you're probably looking for)
+1x Condemn (Death's Shadow really doesn't like this card)
+1x Logic Knot (it's a hard counter that's excellent to have later in the game)
+4x Spreading Seas (some decks simply won't be able to cast spells at all if you play this, especially Tron)
+1x Venser, Shaper Savant (this should just be in your main)
For your sideboard, I'd do:
1x Blessed Alliance (good catch-all card to handle a variety of decks)
1x Supreme Verdict (against Aggro, you'll want more sweepers)
2x Blind Obedience (this is a good choice against burn and you're already playing them)
2x Disenchant (you need instant speed artifact/enchantment removal)
2x Relic of Progenitus (graveyard hate)
1x Essence Scatter (good choice)
2x Negate (these are the ones that were main but get moved to the side. You bring them in against combo and control)
1x Dispel (against some decks you'll want 2, namely control decks)
1x Celestial Purge (beats Zoo, Burn, and Rock strategies)
2x Ceremonious Rejection (helps against Tron and Affinity)
After that, the main things you'll want are Cryptic Command, Snapcaster Mage, Celestial Colonnade, and Jace, Vryn's Prodigy Flip (which you know). On the cheaper end of things, look to getting 3x more Serum Visions, Search for Azcanta Flip, Jace, Architect of Thought, Stony Silence, Rest in Peace, Mindbreak Trap, and Wall of Omens.
You'll also want to improve your mana base, as that's probably the most important part of a control deck. Once you have 4x Flooded Strands, 4x Hallowed Fountain, and 4x Glacial Fortress, you can add in more utility lands, such as Field of Ruin and Ghost Quarter. Seachrome Coast is another great option.
I'd cut Evolving Wilds from your deck right away and add in 3x Plains and 1x Island. Port Town and Temple of Enlightenment are okay to have, but look to replace those with Glacial Fortress or the other lands I mentioned. You really don't want lands that always come into play tapped that aren't manlands. Otherwise, you'll die when you can't cast Supreme Verdict on turn 4 or Dispel + Negate on turn 3 when you're going second against burn.
1 week ago
I posted this deck initially a few weeks ago, but I deleted that thread and am reposting it to reflect the significant amount the deck is changed. I'm a relatively new player, been playing for under a year, and I just started competing in local tournaments. This is my Azorius Blue and White Control deck on a budget. It started with a Return to Ravnica intro pack but I've modified it substantially since then. The idea is to counter and buffer the opponent in the early game and then swing for lethal with some flyers or Aetherlings in the mid to late game. The deck worked pretty well at FNM this past week, admittedly the sideboard needs some work.
I'm a student teacher so money is tight, I would be overjoyed to have a few Snapcaster Mage and Celestial Colonnade in here for flashback and big win cons respectively but those cards are on my Christmas wish list, not in my current budget.
Any advice I could get, particularly from experienced pilots of U/W control, would be greatly appreciated. Thank you! :)
1 week ago
Makes sense. I think a Blood Moon variant could be a good choice right now. (Eldrazi) Tron, Valakut, the Molten Pinnacle, and Celestial Colonnade are major players right now and Azcanta, the Sunken Ruin could quickly join them.
1 week ago
I know it's not quite a budget card, but I think Celestial Colonnade would work well in this deck. After turn 6 you could activate it and swing, and still have mana up for fogs.
Could be an alternate win-con game 1 for when you don't draw any Sphinx's Tutelage's.
2 weeks ago
I like how the deck plays, but 4x Geist of Saint Traft is too many for a legendary creature. More often than not, I've won by burning my opponent with Lightning Bolt and Lightning Helix or I beat down with Celestial Colonnade. Here are the new edits:
-1 Cryptic Command, -2 Electrolyze, -2 Geist of Saint Traft, and -1 Mana Leak
Added 4 Spell Queller, 1 Vendilion Clique, and 1 Negate
2 weeks ago
Very cool to think about Bant control.
My friends tell me to stay off Remand right now because of the cheap threats in the format. How do you like it? I find myself wanting to run Logic Knot, or maybe Mana Leak, and some number of Opt, Peer Through Depths, and Serum Visions instead.
Have you tested with Celestial Colonnade for end-game beats?
2 weeks ago
2 weeks ago
Hey APPLE01DOJ, thanks for the recommendation. Asylum Visitor is a great suggestion. With it, I only lose 1 life instead of potentially 2 or 3, and she does have more power for if I play her into an empty board. And that is ONLY if a player's hand is empty. Which I've found doesn't happen much.
However, what makes Pain Seer so great in this deck is that I don't have to attack with him to get a payoff; I can tap him to crew a vehicle the turn he comes out (his ability triggers whenever he untaps, not attacks), and I never play him unless a) I have a vehicle that was already on board ready to be crewed or b) I'm playing him into my opponent's empty board. When he crews a vehicle, I get a Dark Confidant effect. However, unlike the real Dark Confidant, I have complete control over when his ability triggers, which eliminates scenarios where a player (typically a Jund player) dies to his own Dark Confidant trigger in longer, grindy games.
As for Aethersphere Harvester, that 'ol 3/5 hunk of jank has won me games all on its own. That lifelink proved crucial in almost every aggro race. Non-revolt Fatal Push won't kill it, Lightning Bolt can't kill it, and flipped Delver of Secrets can't trade with it. The only thing that can is Path to Exile and post-board artifact hate. None of that can be said about Smuggler's Copter, which is still a fantastic creature for its loot effect. Harvester is more often than not the biggest flier in the match, and can chump block Celestial Colonnade for days. Against an aggro deck that is even faster than this, sure I'll board them out for more removal! Otherwise, it's proved itself as quite the sleeper.