: Gain .
, : Until end of turn, your opponents and creatures they control with hexproof can be targets of spells and abilities as though they didn't have hexproof.
|Have (2)||IcyLightning , metalmagic|
|Want (4)||Etinifni , fairweathernihilist , jtanner127 , tempDevelopper|
Printings View all
|Core Set 2019 (M19)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Detection Tower occurrence in decks from the last year
All decks: 0.19%
Commander / EDH:
All decks: 0.03%
Detection Tower Discussion
12 hours ago
3 weeks ago
As an unabashed Niv-Mizzet, Parun fanboy, I can tell you that the times I was able to have Niv out, and then combo a shitload of damage off my opponent trying to remove him were great. However, way more often than not, I would cast Niv and he would see immediate removal with me tapped out so i was drawing a card and pinging one damage before death. Honestly, Niv is not the problem card that Carnage Tyrant was. Every deck required playing Detection Tower just for the inevitability you were seeing that stupid dinosaur.
1 month ago
Jubilation I've been trying to fit it in ever since I found that out. I'm just not 100% sure what to take out for it.
However that being said I'm not if this deck truly needs it. Glaring Spotlight does almost the same thing, minus the indestructible effect, for a static effect that doesn't use any mana. Also, keep in mind Arcane Lighthouse and Detection Tower are pretty much the same thing. Just with them being lands they aren't dead cards if I don't need to remove hexproof or shroud.
3 months ago
Play more cards that are pingers! Even really small creatures like 0/1s or 1/1s because when you have an army of pingers, no one can attack you because you just ping the creatures and kill them before they can deal damage. "End step, deal 15 damage to all your creatures" is feasible in Torbran. Cards like Brimstone Trebuchet , Vulshok Sorcerer , Lobber Crew , Cinder Pyromancer , or Vithian Stinger . Usually all of these cards are 3 mana with upside which is perfect because once Torbran is on the field on turn 4 or 5, none of them will have summoning sickness and you can bolt away
And play fewer cards that aren't pingers! like wtf do you need The Immortal Sun for? 6 Mana Artifacts in red should be winning the game, not dragging it out longer. In red, I think, cards that aren't killing things aren't worth it. Stranglehold ? Why? It's so corner-case. It's not that cards like that are bad, but why play that when you could play another pinger or bolt? What does Caged Sun even do in the deck? Double your mana and buff your few creatures? A top of the curve artifact that lets you cast things you could already cast, lovely. Red Elemental Blast AND Pyroblast ? What does a burn deck think it's doing carrying around counterspells. And not just counterspells, but corner-case counterspells, and 2 of them?? Corner-case cards are just terrible in high variance formats. Like compare Demystify to Forsake the Worldly or Return to Dust . These cards are more versatile. Cards like Fiery Confluence , which you have, are flexible cards that can do either multiple things or can hit a variety of targets
Chaos Warp is an interesting card and most people use it on their own permanents to chance a better one. In this deck, it probably hits a land card or a non-permanent card. However, against an opponent, it's a removal spell at best (Target a permanent, shuffle, they flip and it's a non-permanent), but at worst your opponent gets a better permanent. for in Torbran, you can be dealing upwards of 5 or 6 damage, which pretty much kills most creatures. Chaos Warp does hit permanents, which red usually does have a hard time dealing with, but there are very few silver bullets. Off the top of my head, Leyline of Sanctity . But a card that gets around that (and that I think you should be playing in place of a mountain) is Detection Tower . However, more reliable permanent destruction could be Unstable Obelisk
Lands and permanents are hella good in Burn. Like sure, you can dump your hand and deal 31 damage, but that doesn't win the game. You've got at least 40 life to kill. You can use your lands! Valakut, the Molten Pinnacle , Dwarven Mine , or Spinerock Knoll , all great lands that can be used to keep getting hits in. Vance's Blasting Cannons Flip is super easy to transform into Spitfire Bastion , especially with cantrips
Strictly Worse / Particularily Bad Cards-
Sentinel Tower -> Not red, no buff. 4 mana for something that probably does about 1 or 2 every turn
3 months ago
RXPK: Thanks for the feedback!
I am running Arcane Lighthouse , which is functionally better, in my opinion. Also, from hundreds of games, I’ve rarely had a chance to use it.
5 months ago
Oh yep yep, I'm quite familiar with British slang so I get it. I.. still think it's both extraordinarily dumb and fun in equal parts, but I get it.
Right so, anywho, I've had a look at the deck. There are three main points I'd like to address.
The first and overarching point is consistency in the deck. There are a number of good effects that are useful, but only on a couple of cards. For example, Brought Back is a good card on its own (and I appreciate that it is the best of the three), but I think if you specifically want this effect then it would probably be worth running Faith's Reward and Second Sunrise too. If not, then it might be worth cutting in favour of some consistency in other areas, or perhaps more interaction. COntinuing along with this, for another Arcane Lighthouse effect, there's Detection Tower . For the Geode Golem effect, there's Command Beacon . For Ghostly Prison , there's Windborn Muse and perhaps Sphere of Safety ; either I think you should be running both there Sphere & Hall of Heliod's Generosity or neither. Considering the main goal of the deck seems to be wiping the board and gaining life, even though these are the most consistent elements of the deck, I think that probably it could still do with a few more of each.
Another thing is just a bit of consistency in your mana rocks to make a ladder. I'm not sure what the common lingo for that is, but the idea is to have multiple mana rocks at 2CMC, and multiple at 4. The idea being you play a 2CMC mana rock on turn 2 (or turn 1 if you have a Mana Crypt or Sol Ring , because those are amazing and defy any other plans and go in every deck if you have them), then follow up with a 4CMC rock on turn 3. Though there are plenty of good mana rocks at 3CMC for their cost, usually it's better to get a 4CMC rock down if you can consistently ramp into it.
Finally, your commander connecting for lethal commander damage seems to be you main win condition, so I think you might need a few more ways of making this happen. There aren't many other voltron thingies in your deck, so because you aren't that worried about having to target your commander with things, Whispersilk Cloak seems pretty much perfect for this. Trailblazer's Boots are also pretty good. Haunted Cloak is in there, so maybe consider Chariot of Victory as well.
Anyway yeah I'll leave it at that and stop rambling now, but can go into it a bit more if you like. I hope this helps, have fun with the deck!
5 months ago
Notes from game on 09/08/2019:
- Bloodchief Ascension
- Exsanguinate - took out 3 players simultaneously
- Hex Parasite - OMG belongs in almost any black deck
- Lake of the Dead
- Overwhelming Forces
- Painful Quandary
- Phyrexian Obliterator
- Staff of the Death Magus
- Sword of Light and Shadow
Worth Considering for Removal:
- Arcane Lighthouse - unlikely to need / redundant with Detection Tower
- Lich's Mirror - I made a dumb mistake not paying enough attention to the win condition
- Maralen of the Mornsong (sigh) this was originally her deck
- Ob Nixilis, Unshackled - keep for at least one more round
- Platinum Emperion - belongs in another deck, redundant with Platinum Angel
- Soldevi Digger - very unlikely to need
- The Haunt of Hightower - I want to make this a better card than it really is, but I have to face it.