Glacial Fortress

Glacial Fortress

Land

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

: Add or to your mana pool.

Latest Decks as Commander

Glacial Fortress Discussion

kamarupa on Cocaine

1 week ago

Thanks so much for the +1 and suggestion, elariand!

Buried Ruin is included for not only The Ozolith, but also Ratchet Bomb and Pithing Needle, which are in the sideboard. Since I'm not running more than 1-2 copies of each of those spells, having a way to get them back can be pretty useful.

I've chosen Glacial Fortress over Hallowed Fountain for a few reasons, the first and foremost being cost - this is a "budget" deck. I'm actually pretty impressed that while I've tweaked it here there, for years now it's stayed very near $100. Additionally, this deck doesn't have much in the way of lifegain, so I'm not a big fan of losing 2 life, especially when I can already opt to lose 2 life to cast the only spell that has a U mana cost. There are a lot of plains in the deck, so it's pretty uncommon to draw only Glacial Fortress. Of course, those are just my reasons. Anyone building a similar deck could opt for other lands of course. :)

elariand on Cocaine

1 week ago

Hi ! Very nice deck ;)

I playtested it a bit, and I found out that Buried Ruin is not that relevant, moreover with Glacial Fortress you need Plains so why not include the azorius ravland : Hallowed Fountain ?

Daveslab2022 on Geneva Format Cards List

1 week ago

30 lands sounds good that’s 3 / guild. Do you mind if I take the Esper colors? I was thinking of both a midrange and a control build.

For im thinking Celestial Colonnade Glacial Fortress and Temple of Enlightenment

For Temple of Deceit Drowned Catacomb and Darkslick Shores

And for Shambling Vent Concealed Courtyard and Caves of Koilos

Thoughts?

JW398 on Royal Air Force (angels)

3 weeks ago

Hey, just curious on what your budget might be? A simple upgrade to those guildgates would be checklands. Mainly Glacial Fortress, Drowned Catacomb, and Isolated Chapel. Each one is roughly $5-8 atm.

DemMeowsephs on Mean girlfriend

1 month ago

Well I think one thing to help with CMC problems is to have a stronger mana base. If she has the budget, I would consider all of the lands below.

MTGBurgeoning on Scion of the Ur-Dragon: Every. Dragon. Ever.

1 month ago

Changes are coming to this Scion of the Ur-Dragon EDH/Commander deck!

The ten check lands (Glacial Fortress, Drowned Catacomb, Dragonskull Summit, Rootbound Crag, Sunpetal Grove, Isolated Chapel, Clifftop Retreat, Sulfur Falls, Hinterland Harbor, Woodland Cemetery) are being replaced by the following:

  1. Indatha Triome

  2. Raugrin Triome

  3. Zagoth Triome

  4. Savai Triome

  5. Ketria Triome

Introduced in Ikoria: Lair of Behemoths, the triomes are more versatile than the check lands. Each offers an additional color and are perfect targets for our fetch lands. In fact, any turn 1-3 fetch lands should target triomes. Additionally, late game we can cycle an unwanted triome and draw a card, an ability previously missing in the deck.

  1. Mana Confluence

  2. Exotic Orchard

  3. Unclaimed Territory

For the cost of one life, Mana Confluence gives us one mana of any color. In the best case scenario, Exotic Orchard will act as Command Tower #2. In the worst case scenario, Exotic Orchard is worthless. In the most likely scenario, Exotic Orchard will be closer to a Command Tower than a useless rectangle of cardboard. Unclaimed Territory limits our colored mana to casting only dragons, but still provides for our non-dragon spells.

  1. Fellwar Stone

  2. Smothering Tithe

Including Fellwar Stone and Smothering Tithe increases our ability to ramp. Fellwar Stone is an artifact version of Exotic Orchard while Smothering Tithe taxes each opponent with for each card drawn. Failure to pay the tax gifts us with a Treasure. Slimming the land count from 40 to 38 by adding artifact/enchantment ramp is noteworthy. It's an attempt to cast Scion of the Ur-Dragon more quickly and try to outpace our opponents.

A few other changes:

  1. Fierce Guardianship replaces Chromium the Unmutable. Chromium the Unmutable was slotted into this deck in order to protect Scion of the Ur-Dragon. It costs a card to do it, but in the end after activating Scion of the Ur-Dragon and becoming a copy of Chromium the Unmutable our General/Commander will have hexproof until the end of turn. I believe Fierce Guardianship can protect Scion of the Ur-Dragon better.

  2. Guardian Project replaces Steel Hellkite. Removal is strong in our deck? Card draw is not. In order to add the awesome card-drawing ability of Guardian Project, we remove Steel Hellkite. This exchange was not difficult, as activating Scion of the Ur-Dragon to become a copy of Steel Hellkite was as rare as winter roses.

  3. Rhystic Study replaces Wipe Away. I'm pretty sure our lack of card draw was documented earlier. By adding Rhystic Study, we add one of the best card-drawing spells in our format. Our removal is strong, and swapping out a removal spell for Rhystic Study is warranted.

To summarize:

Our land count dropped from 40 to 38, but gained more versatility throughout the mana base.

Our number of dragons dropped from 28 to 26.

Our number of ramp/card-draw spells increased by four (Fellwar Stone, Smothering Tithe, Guardian Project, Rhystic Study).

Collectively I believe that these 13 changes make the deck stronger and more balanced. What do you think?

multimedia on Dark Eyes and Careless Hair (Alela EDH)

1 month ago

Hey, nice version of Alela.

With an artifact theme Cranial Plating can be a win condition doing potential lethal 21 Commander damage when equipped to flying Alela. If you add Plating then also consider the artifact lands: Seat of the Synod, Vault of Whispers, Ancient Den? Artifact lands count as artifacts and have interaction with Transmuter and Forgemaster especially Seat.

Having Ashnod's Altar and Thopter Foundry consider Sword of the Meek? It combos with these two cards for infinite Thops. Having Time Sieve consider Thopter Assembly? Assembly combos with Sieve for infinite turns. Infinite turns means you can kill all your opponents with Alela + your army of fliers. Assembly has interaction with Alela because it's an artifact that gets returned to your hand if you control no Thops to be cast again. This means Assembly + Alela + Sieve is infinite Faes because you cast Assembly each turn.

Consider Trinket Mage? Since there's many one drop artifacts and best of all it can get Skullclamp. Trinket can tutor for an Artifact land if you need a land instead of another artifact.

With so many basic lands you could improve the manabase with Check lands: Drowned Catacomb, Glacial Fortress, Isolated Chapel and/or the two Battle lands: Sunken Hollow and Prairie Stream which are more budget options.

Good luck with your deck.

DemMeowsephs on Sultai_Sir

1 month ago

Hey there! No problem, and you have definitely come to the right place! Here are some types of lands that I personally think should have a spot in every deck, and some multi-colored lands that work anywhere and everywhere! I hope this helps you throughout your journey in the world of magic.

These dual lands are some of the best, and my favorites, though there are many more people enjoy playing, such as bounce ladnds (Dimir Aqueduct), Battle Lands (Sunken Hollow), Reveal Lands, (Port Town), Cycle Lands (Irrigated Farmland), Storage Lands (Calciform Pools) and many others, but usually you don't have this many spaces in your deck, and so the ones I named first are usually better. However, I'm not done! There are many multicolor lands that fit in any deck, that are extremely powerful! Some of them are listed below.

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