Glacial Fortress

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Vanguard Legal
Legacy Legal
Arena [BETA] Legal
Archenemy Legal
Planechase Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ixalan (XLN) Rare
Magic 2013 (M13) Rare
2012 Core Set (M12) Rare
2011 Core Set (M11) Rare
2010 Core Set (M10) Rare

Combos Browse all

Glacial Fortress

Land

Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.

: Add or to your mana pool.

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XLN

M13

M12

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Glacial Fortress Discussion

OberstHati on Hooked on Dimir Mill

1 day ago

Oh, and of course: Splash white for a few Teferi, Hero of Dominaria, 4Glacial Fortress, 4Isolated Chapel, kicking the Predators and going down on 2 thiefs again, makes room for 3 Teferis!

gman on Knights Tribal

1 day ago

Hey thanks for the suggestions! I am thinking of splashing green knights right now.Knight of Autumn and Conclave Cavalier creature switch to stay with the tribal theme and obviously swap Glacial Fortress for Sunpetal Grove. I'll consider the red splash as well. How do you keep mid-rangy decks from running out of cards? I put in the blue because a lot of decks I play always run into this problem. Seems very common for white :/

multimedia on Derevi

1 week ago

Hey, saw your forum topic. If you want to abuse tap/untap and disrupt your opponents with Derevi then consider expanding on the Stax/hatebear theme? But like Bchong said if you're playing the Stax theme then you want to limit the amount of high CMC cards because you will not be able to consistently have enough mana to cast these cards.

You say you don't have mana problems, but I find that hard to believe because there's a lack of ramp here with only 33 lands. There's no one mana dorks, only one two drop mana rock (Vessel) and no land ramp spells (Into the North, Farseek, Nature's Lore, Rampant Growth, etc.)? Mana dorks and land ramp are the main reasons to play green in Commander.

If you're tapping down lands then consider adding mana dorks? Mana dorks are not effected by effects that tap lands therefore they can still make mana. Other cards that are helpful when you can untap lands with Derevi/dorks are the enchant land ramp enchantments. Most mana dorks are one mana 1/1 creatures who can also attack when you have your opponents locked down. These dorks can attack, do combat damage to an opponent and be used to untap a permanent with Derevi. Edric, Spymaster of Trest and/or Nature's Will can make attacking with dorks or hatebears very beneficial.

Ramp to consider adding:

More set-up that your opponents cards become tapped consider these cards:

There's a hatebear theme here consider expanding on it:

Budget lands to consider adding:

Consider Yisan, the Wanderer Bard or Birthing Pod? Both are very good with having the ability to untap a permanent with Derevi. They can give you a repeatable way to tutor for and put a creature right onto the battlefield, paying only one, two or three mana; this is helpful with the Stax/hatebear themes. As far as high CMC cards Sun Titan is one I suggest because he can reanimate a Stax/hatebear card especially good with Stasis or Tangle Wire.

An equipment strategy is not good in Commander unless going all out playing Voltron with a ton of equipment, cards that care about equipment and cards that can protect your creatures while being equipped. My advice is cut the equipment strategy (Helm of Host, etc.) and focus more on expanding ramp and Stax/hatebear strategies.

I will help you make cuts to add these cards if you like some of these ideas.

Good luck with your deck.


Hexaflexagon on Standard Wall Mill

2 weeks ago

Hey mistarilledawn,

Here is your decklist. Feel free to tune the manabase and/or change the deck to fit your playstyle.

4 Arcades, the Strategist

4 Portcullis Vine

4 Psychic Corrosion

3 Patient Rebuilding

4 Wall of Mist

4 Sinister Sabotage

4 Drover of the Mighty

4 Wall of Vines

4 Golden Guardian  Flip

2 Novice Knight

4 Temple Garden

4 Sunpetal Grove

4 Hinterland Harbor

4 Glacial Fortress

3 Island

2 Plains

2 Forest

Good Luck,

Hex

DiabeticFire on Dakkon Blackblade Commander

3 weeks ago

For your lands, I would recommend you run 38. This number should be a mix of utility, mana fixing, and basics.

Utility: Reliquary Tower Homeward Path

Mana Fixing:

Fetches: Terramorphic Expanse, Evolving Wilds

Tri Color: Arcane Sanctum, Esper Panorama, Command Tower

Scry Lands: Temple of Deceit, Temple of Enlightenment, Temple of Silence

Bounce Lands: Azorius Chancery, Dimir Aqueduct, Orzhov Basilica

Check Lands: Drowned Catacomb, Glacial Fortress, Isolated Chapel

Gain Lands: Dismal Backwater, Scoured Barrens, Tranquil Cove

Guildgates: Azorius Guildgate, Dimir Guildgate, Orzhov Guildgate

Tap Lands: Forsaken Sanctuary, Meandering River, Submerged Boneyard

P.S. Hour of Devastation is not allowed in your deck.

hydrothermia on Rainbow Lich but cheap and modern since I am poor

3 weeks ago

Welcome to Tapped Out, @yarrsome!

Something with the same ability as Birds of Paradise will likely have a higher CMC(converted mana cost). Utopia Tree, Sylvan Caryatid and Drover of the Mighty would be a cheaper alternative and costs more. Chromatic Lantern or Joiner Adept can replace Gilded Lotus, allowing all your lands to produced wherever mana you need. I'd avoid all of the three color lands, unless you want to drop money on an Amulet of Vigor, other wise I'd go for check lands like Clifftop Retreat, Hinterland Harbor, Woodland Cemetery, Drowned Catacomb, Sunpetal Grove, Dragonskull Summit, Rootbound Crag, Glacial Fortress, Isolated Chapel and Sulfur Falls.

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