Consulate Turret

Legality

Format Legality
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Aether Revolt (AER) Common

Combos Browse all

Consulate Turret

Artifact

: You get (an energy counter).

, Pay : Consulate Turret deals 2 damage to target player.

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Consulate Turret Discussion

Pappyy1369 on W/U Control

1 month ago

Updated the deck again after playing some FNM....(went 4-6)

The wins all came from using my Multiform Wonder + Untethered Express + Aethersphere Harvester

Card updates:

Removed:Cogworker's Puzzleknot, Consulate Turret, Pacification Array, Pressure Point, Confiscation Coup, and Spire Patrol

Added:Cast Out, Hieroglyphic Illumination, Fumigate, Approach of the Second Sun, Censor, and Countervailing Winds.

Also added in more lands with Irrigated Farmland

I am also thinking of adding in Gideon, Martial Paragon but am a little unsure.

Now there is an additional win con with Approach of the Second Sun if it doesn't get de-spelled.

RazortoothMtg on RedGreenEnergy

2 months ago

I would cut the Multiform Wonders, Consulate Turrets, and Pia's Revolution. They don't do enough.

I would add as many Bristling Hydras as you can get. They end the game almost on the spot if they aren't countered due to the hexproof part.

If you want to go the Electrostatic Pummeler route, then you need the full 4x pummeler, 4x Larger Than Life, 4x Blossoming Defense. Otherwise, I'd cut them.

I second Longtusk Cub and Voltaic Brawler. They are massive threats for only 2 mana.

I would cut a few lands for Attune with Aether since you don't have any Turn 1 plays anyway, its a good way to make some energy.

Greenbelt Rampager should be in here as well.

xyr0s on Unholy Sultai

2 months ago

I like the basic idea, and actually more or less all your creatures too. But the support cards are... erhm... second choice, almost all of them (Inquisition of Kozilek and Thoughtseize being the exceptions).

Cancel: what do you hope to counter? Non-creature spells? Then bring Negate or Spell Pierce. Nothing in particular, just tempo for a bit more time? Remand would be better.

Hero's Downfall: so much removal in black, and you pick this one... why? A deck that takes a bit of set-up (and this one does) is usually better of with something like Fatal Push, or Doom Blade/Go for the Throat (for budget). If you want something for the early part of the game, Abrupt Decay is pretty good. Since they are cheaper, they also go the graveyard sooner, for potential use as delve-fuel.

Ashiok, Nightmare Weaver doesn't really do anything with the rest of your deck. The reanimation is sweet, but depending on finding something specific in your opponents library seems like it could go very wrong.

Liliana, Death's Majesty is too expensive for a deck with 21 lands. Her +2 ability seems like it fits with your basic gameplan, but when she finally hits the table, your graveyard should already be filled with goodies.

Consulate Turret is a bit of... you get to shoot for 2 damage every 3 turns? That's not really the powerlevel of modern, is it?

Altar of the Brood is something I could see a combo on, but since there is no combo here, you just end up enabling dredgedecks or Snapcaster Mages. And with only one of these, you'll never get to the point where you can mill out your opponent.

Ever After funny card, super-powerful when you play it. But 6 cmc is not something for a deck with only 21 lands.

Ghoulcaller's Chant the idea of 2 cards for 1 card/1 mana, is attractive. Perhaps it works, perhaps not. Remove for game 2, because its a crap-card after opponent has boarded in graveyardhate.

Another card that could restart your zombies after a tablesweeper, could be Relentless Dead.

Rampunk on Black/Green Mamba

2 months ago

Like i said Walking Ballista does nothing for me but i appreciate you trying to sell me on it, alot of people try to say i should use it. As far as using Consulate Turret it helps pump every turn with Fabrication Module out. That combo alone throws people off because they are used to something different coming.

I like the Constrictor deck because it plays real good and throws people off there game. My build is based off of what has worked best for me thus far. I will switch out cards when things start to get bad, this is my 5th build of this deck so i know when things get bad. Plus you gotta realize i been playing magic since the very begining of time so i kinda got some deck building experience.

razelfark on Black/Green Mamba

2 months ago

Just a reminder about the combo with Consulate Turret+Winding Constrictor+Fabrication Module still only equals one +1/+1 counter counter for a target (which does turn to two because of snake). While you do generate 2 energy, the mechanics of the game see it as energy being generated from one source. This is because the Winding Constrictor makes the source that generates the counter generate an extra. The snake itself is not adding anything to the card itself to give you an extra trigger for Fabrication Module. So the combo itself does not seem that strong to me which is why I was suggesting other cards over it.

While you are correct that the Walking Ballista does take a little effort to make it bigger over time. It is a very strong mid game card as it can come into play killing off small creatures, being spun up when you don't have anything to play to shoot the players face or more creatures, and even benefits greatly whenever you use Fabrication Module to place more counters on it. This creature is one of the few that you can still punish your opponent for trying to remove by pulling its counters in response to do damage before it is killed. There are a number of reasons why this is an amazing card and why it is played in every version of the b/g snake deck that you can look up for tournament play. If you don't like the feel of the card then its as simple as that though.

Land suggestion still highly recommended.

Rampunk on Black/Green Mamba

2 months ago

Thanks for the feedback it is appreciated. Honestly i used Walking Ballista before Gifted Aetherborn and had little success with it. Walking Ballista you have to pump it up from the begining and have to keep pumping it up to do something. With Gifted Aetherborn it comes in 2/3 and with deathtouch, alot of opponents won't touch it or just avoid losing a creature. Consulate Turret for me puts a little extra counters when used with Winding Constrictor and Fabrication Module to form a good combo. Prowling Serpopard and Rhonas the Indomitable are the two cards i would trade out for something.

razelfark on Black/Green Mamba

2 months ago

Interesting deck idea you have. I would suggest taking out the Consulate Turret as it is a very slow card that does not give enough back for what it costs. I would also highly advise adding 3 more lands to the deck. If you use a side deck I would move Prowling Serpopard to it to make room for these lands. Lastly a creature you may have overlooked that fits the deck very well is Walking Ballista, would trade out Gifted Aetherborn for at least 2 copies for the deck and probably try to find room for 2 more (if you can afford).

Best of luck with the deck.

The_Pixel_Ninja on Mono-Green Energy

3 months ago

So I just realized a thing, you're missing 5 cards, in MTG you generally need a minimum 60 card deck, and unless you're making some odd deck you generally don't want more than 60 cards because statistics.

that being said i would do as follows:

Remove:

2x Dynavolt Tower

3x Attune with Aether

Add:

4x Animation Module

1x Consulate Turret

2x Decoction Module

1x Fabrication Module

1x Sage of Shaila's Claim

1x Servant of the Conduit or Highspire Infusion

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