Consulate Turret


Format Legality
Pre-release Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Frontier 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


: You get (an energy counter).

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

Price & Acquistion Set Price Alerts



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Consulate Turret Discussion

munky702 on Jund Energy

3 months ago

Consulate Turret?good way to get some extra damage in and gain more energy.

GullyFoyle57 on Blue/White Kaladesh Energy

4 months ago

Hi Deltis, thanks for your comments, really good suggestions! Consulate Turret is a great suggestion that I've not noticed before. I wasn't sure if Electrostatic Pummeler had a place here as I've not got any of the pump spells that green/red decks favour with it. However, the Fabrication/Decoction/Animation module engine does seem to give you opportunity to start buffing Electrostatic Pummeler and then drop a load of energy on it that you've accrued.

I also feel that Aethersquall Ancient seems a bit of a poor late game use of all the energy but I can't think of another replacement that might use energy at that late stage. Any suggestions for sideboard would be hugely appreciated. I was thinking some more removal spells but have not built a sideboard before.

Deltis on Blue/White Kaladesh Energy

4 months ago

Your deck does better than it seems at first, but it has a small issue with having too much energy. I understand you want a lot of energy, but you need more ways to spend it in mid/late games. I tested this deck out a decent bit against a revolt deck I'm working on and noticed that if they got rid of your major cards, it was time to concede. More answers for opponents things could be useful as a side board.

Might I suggest Electrostatic Pummeler, Consulate Turret, and Scrapper Champion as a few more ways to use up your energy. I know that Scrapper is red, but the double strike that gets really big quickly could really help mid game against stand offs. Aethertorch Renegade could also be a nice way for extra reach mid and late game. But you would probably rather keep it just two color and not have to splash red for either of those cards.

Shiv3r on Gremlins on a Train!

4 months ago

Honestly I thought maybe building a gremlin tribal deck with artifacts, and then focusing on salivating gremlins/ravenous intruder. To power up territorial gorger, maybe we could look at that totally underplayed card, Consulate Turret ! it taps for energy, which powers up gorger, and so on.
Also, since ixalan is now a thing, it means we get access to Unclaimed Territory, (although it's mono-red), as well as vanquisher's banner to give card draw and stuff.
Maybe a gremlin aggro deck with Ravenous Intruder, Ruinous gremlin, salivating gremlins, brazen scourge, and maybe territorial gorger is the way to go? it would be a super fun deck, I think I'll try building one and see how it goes! thanks for the help on a cool deck Idea!

Lord_Europa on Saheeli's Energy Drink

4 months ago

Consulate Turret can be a reasonably consistent way to get your energy

Pappyy1369 on W/U Control

7 months 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

7 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 The Scarab God - Tempo Zombie Tribal Deck

7 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.

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