Celestial Colonnade enters the battlefield tapped.
: Gain or .
,: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land.
|Have (2)||lorddarkstar ,|
|Want (3)||isharpu , sethrayburd , Jebanator|
Printings View all
|Ultimate Masters (UMA)||Rare|
|Ultimate Masters Promo (UMAP)||Mythic Rare|
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Celestial Colonnade occurrence in decks from the last year
All decks: 0.23%
Commander / EDH:
All decks: 0.01%
Celestial Colonnade Discussion
5 days ago
Don't forget the manlands. Including the Zendikar cycle (with Celestial Colonnade, Hissing Quagmire, etc), the monocolor cycle (with Treetop Village, etc), and the other ones (Mutavault, Inkmoth Nexus, etc).
4 weeks ago
Some budget landbase options;
1 month ago
Hey, interesting less than $100 version of Estrid. I like the secondary snow permanent strategy with Marit Lage's Slumber :)
Cards within the budget to consider adding:
- Waker of the Wilds: mana sink to make lands into creatures.
- Dawn's Reflection
- Market Festival
- Command Tower
- Exotic Orchard
- Faerie Conclave: creature land, flying.
- Treetop Village: creature land, trample.
- Celestial Colonnade: creature land, flying/vigilance.
- Stirring Wildwood: creature land, reach.
- Lumbering Falls: creature land, hexproof.
- Genesis Wave: can put lands and enchantments onto the battlefield.
- Wargate: can tutor for a permanent and put it onto the battlefield. Reprinted in the Mystery Booster set, that version is $1.
- Sylvan Scrying: tutor for any land.
- Open the Armory: tutor for any aura.
- Sun Titan: can reanimate lands or other permanents that are 3 or less CMC.
Waker of the Wilds as a mana sink with creature lands can expand on the lands strategy.
Upgrades to consider:
- Waker of the Wilds > Omen of the Sun
- Overgrowth > Omen of the Hunt
- Dawn's Reflection > Sheltered Aerie
- Market Festival > Verdant Haven
- Wargate > Rites of Flourishing
- Genesis Wave > Boundless Realms
- Sun Titan > Embodiment of Insight
- Sylvan Scrying > Treasure Hunt
- Open the Armory > Journey of Discovery
- Command Tower > 1x Forest
- Exotic Orchard > 1x Forest
- Faerie Conclave > 1x Island
- Treetop Village > 1x Forest
- Celestial Colonnade > 1x Island
- Stirring Wildwood > 1x Forest
- Lumbering Falls > 1x Island
Good luck with your deck.
2 months ago
mtgplayer100: I drop the four Serum Visions for 3 Wall of Omens and 1 Electrolyze. I also dropped 1 Celestial Colonnade for another Glacial Fortress, dropped 1 Remand for 1 Mana Leak, also tweaked the side deck. Any other Suggestions you can think of?
5 months ago
Let me redo that comment. 'Tis rather sloppy.
It was more so the fact that it felt as if a battle and not an exploration, as well as narrow decks in accordance to power level. Original Zendikar possessed aspects of peregrination, and the story was underlying as opposed to vociferous. Moreover, Battle for Zendikar had a far great amount of powerful cards in certain strategies as opposed to just ones that promote multiple deck archetypes.
Battle for Zendikar + Oath of the Gatewatch: Reality Smasher , Thought-Knot Seer , Ulamog, the Ceaseless Hunger , Gideon, Ally of Zendikar , Matter Reshaper , Eldrazi Displacer , Kalitas, Traitor of Ghet , Sphinx of the Final Word , Eldrazi Mimic , etcetera...
Zendikar + Rise of the Eldrazi + Worldwake: Bloodghast , Goblin Guide , Oracle of Mul Daya , Celestial Colonnade , Eye of Ugin , Eye of Ugin , Jace, the Mind Sculptor (heh.), Avenger of Zendikar , Stoneforge Mystic , All Is Dust , Eldrazi Temple , Coralhelm Commander , Eldrazi Temple , Khalni Hydra , Linvala, Keeper of Silence , Vengevine , all three eldrazi titans.
Whilst Zendikar block bolstered eldrazi decks, control archetypes, somewhat merfolk, equipment, mana ramp, aggro, and graveyard strategies, Battle for Zendikar only really saw Gideon, Ally of Zendikar , ramp, and eldrazi everywhere. Just see "Eldrazi Winter," one of the most perfidious times the game has ever seen in terms of uniformity across formats.
The power level of specific archetypes and the imminent story diminished the potential of the set somedeal, and people just found Zendikar more enjoyable.
5 months ago
7 months ago
One more: Grave Betrayal
Yes, it's a Zombie.
The type-changing effect from Grave Betrayal's ability always applies to the card it brings back, but it will only have a visible effect if the card is a creature and if there isn't some other type-changing effect writing over the Zombie type. For example: a Celestial Colonnade brought back under one of the combinations you list will be a base 0/0 black Zombie with a +1/+1 counter on it, but if you activate its ability then it will be a base 4/4 white and blue Elemental (still with a counter, of course) because the Colonnade's own ability doesn't say "in addition to its other colors and types".
8 months ago
So there are a couple different ways you could go here. Delver of Secrets Flip is a good card, but tends to go onto more proactive shells. If you want to go the Delver route, you could make it more tempo oriented with Young Pyromancer and a Stoneforge Mystic shell. Otherwise, you could go for a more control shell and drop the Delvers and the Gearhulks and slot in Snapcaster Mage and Vendilion Clique and rely on your instants and sorceries and planeswalkers for the win. If you go this route, you'll want to put in Celestial Colonnade s probably. Now for some additional suggestions:
Wall of Omens is okay in the control build, it provides a decent blocker and gives you a card.
Spell Pierce may be a good sideboard card in the case of extremely fast combo decks
Timely Reinforcements is a good stabilizing card
Field of Ruin a good way to punish greedy mana bases or get rid of other manlands
Cards that I would cut from mainboard and sideboard are:
Lava Coil at 2 mana and sorcery, this removal is too slow and doesn't hit enough of the metagame to warrant its speed. I'd consider replacing with the Paths
Serum Visions This one is a tough cut, but frankly if you're playing control you want as many of your plays to be instant speed as possible, just so you have the flexibility to deal with your opponent's threats as they come.
Cards I'd move to the sideboard:
Hindering Light now this one comes with the stipulation that you remove the Thing in the Ice Flips. Basically, play with thing in the ice and see how good it is, and if you find it isn't proactive enough (which is why I cut them from my deck) get rid of them and move the hindering lights to the sideboard.