|Commander / EDH||Legal|
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|Magic 2013 (M13)||Rare|
|2012 Core Set (M12)||Rare|
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Glacial Fortress enters the battlefield tapped unless you control a Plains or an Island.
: Add or to your mana pool.
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Glacial Fortress Discussion
3 days ago
Hey, consider Glimmer of Genius and 2x Aether Hub main deck? Since Kaladesh Glimmer has been the go to draw spell for control. Without it I think the way this deck is currently constructed there will be consistency issues. Consider cutting 3x Opt and 1x Invoke for 4x Glimmer? Opt is fine, but Glimmer is much more powerful draw spell especially with Gearhulk. Hub helps a lot for a three color manabase and Glimmer powers Hub. Until rotation the exile of Forsake is more important than the life gain of Invoke. Exile is for Scrapheap Scrounger and most of all God-Pharaoh's Gift. These cards are difficult for control to beat if you can't permanently exile them.
With only eight sources of red in the manabase Chandra is not worth it. Consistently it will be too difficult to cast her. I suggest cutting Chandra for 2x more Teferi. Competitively he's the reason to play Azorius control and the manabase can support him. Consider 1x Commit main deck and 1x more in the sideboard for red matchups? Commit is the only way blue control can stop a lethal Banefire and it doesn't actually stop it, it delays it. Banefire is a thorn in control's side and I think it will be even more a problem post rotation because Commit is rotating. Post rotation white has Shalai, Voice of Plenty who is protection against Banefire, you have hexproof, your opponent can't target you.
Some options for post rotation, I think Blink of an Eye can be a go to spell for control. Currently it's already being played as 1 of and 2 ofs. Blink gives control instant unconditional nonland permanent bounce with draw, works well with Teferi. Anticipate or Opt can replace Glimmer post rotation, both work well with Teferi. Currently Syncopate and more Essence Scatter can replace Disallow. I expect there to be a good a counterspell in Guilds of Ravnica because both Izzet and Dimir are guilds in the set. These guilds are traditionally control guilds and Wizards is going to push Grixis colors because of their new Dragon money maker Nicol Bolas, the Ravager Flip.
The mana situation post rotation is going to be interesting for control decks playing white. I think white is going to be difficult to play as a dominate color for control. Azorius and Orzhov are not in Guilds of Ravnica. Boros and Selesnya are in the set. You've done some real good thinking ahead here because as it currently looks like post rotation Jeskai can be one of the best colors to play white for control. Due to the post rotation mana situation, Esper only has playable Glacial Fortress and Isolated Chapel and some Plains. This is only enough white to splash Teferi and a few other single white cards, but not enough to play Settle the Wreckage, Cleansing Nova and Lyra Dawnbringer.
Jeskai is different because you'll have Fortress, Clifftop Retreat and the new Boros dual land hopefully Sacred Foundry in Guilds of Ravnica. This is enough white dual lands along with Plains to play Settle, Nova and Lyra. With Gearhulks rotating, control needs a new finisher. Which ever way control will go post rotation can be determined by what color has the better control finisher. Esper already has one in Chromium, the Mutable lets hope Jeskai gets one in Guilds of Ravnica.
If this advice is helpful I can give more advice about the sideboard. Would you like more advice?
Good luck with your deck.
5 days ago
In a lot of ways, you're better off figuring out the kind of deck you want to play first and then decide if the deck is mono or dual coloured rather than just picking a commadner for their colour(s). While your landbase will be more expensive with a dual coloured deck, there are things you can do to mitigate this, even on a budget.
Shock Lands (eg. Hallowed Fountain), Check lands (eg. Glacial Fortress), Fast Lands (eg. Seachrome Coast), Pain Lands (eg. Adarkar Wastes), as well as a slew of fixing like Command Tower, Exotic Orchard, City of Brass, Mana Confluence, Forbidden Orchard, etc. can all help keep costs down without having to splurge on ABURs (eg. Tundra) or even Fetches (eg. Flooded Strand), however some of the fetches in your colour might be within you price range. Thought I understand getting all 7 can be expensive.
2 weeks ago
Liliana, Untouched By Death is the best for zombie tribal, the other planeswalkers are junky.... Vess is like 50/50
You gain life through your commander get this Aetherflux Reservoir
WHY THE HELL YOU DONT HAVE COUNTER SPELLS?!?! BAD BLUE PLAYER! Counterspell, Arcane Denial, Dream Fracture these are the best three for casual play. In my opinion you want to run atleast 4 in a deck if you're blue mixed.
Drop all the tap lands and at least get battle Sunken Hollow and Prairie Stream, bond Sea of Clouds and Morphic Pool, check lands Isolated Chapel, Drowned Catacomb, Glacial Fortress bare minimum. Honorable land mentions are Ash Barrens, Urborg, Tomb of Yawgmoth, Nykthos, Shrine to Nyx, Cavern of Souls, Urborg, Tomb of Yawgmoth, Unholy Grotto
Penny for your thoughts.... Relentless Dead, Cryptbreaker, Soulless One, Shepherd of Rot, Geth, Lord of the Vault, Kalitas, Traitor of Ghet, Wonder, Victimize, Whip of Erebos, Chromatic Lantern, Necromancer's Covenant, Intangible Virtue, Herald’s Horn , Whip of Erebos, Throne of the God-Pharaoh, Eldrazi Monument.
That's what I came up with on the top of my head.... if you wanna brainstorm the deck more
3 weeks ago
Hey, interesting ideas, but is Novice Knight worth the trouble to get lifelink? I suggest just playing more Lyra and more Angels as she alone has lifelink and gives all your Angels lifelink. Really no reason to jump through hoops to get lifelink with Novice.
Angels are very much a midrange deck. The three, four and five drops are filled with Angels the other spots in the deck I recommend filling with removal and draw. Cast Out is great, but also consider Seal Away? Two drop instant removal is very much wanted in any Standard deck. Lyra is a very important card that you want to play every game, but only two copies and only 20 lands is going to make that hard to do. You want to make your land drops until turn five, 20 lands is too low do this. I recommend 25-26 lands.
Consider adding blue? Blue for Azorius can really help Angels because blue gives you draw/selection and Negate. I like Anticipate as a way to help to find Resplendent and Lyra as well as land or removal. Anticipate seems like a helpful two drop to set-up Angels. Negate of course is one of the best spells in Standard and it can help here to protect Shalai which in return protects all your Angels. If you don't have Shalai in play then Negate is a back-up way to protect Lyra and Resplendent.
Here's an example adding blue:
- 4x Resplendent
- 3x Shalai
- 4x Lyra
- 4x Anticipate
- 4x Seal Away
- 3x Cast Out
- 2x Negate
- 3x Faith
- 2x Glimmer of Genius
- 4x Fountain
- 4x Glacial Fortress
- 4x Irrigated Farmland
- 2x Aether Hub
- 8x Plains
- 5x Island
1 month ago
1 month ago
So this is where it can be difficult to give recommendations because I don't know your resources but what is probably the best card draw in standard right now is Glimmer of Genius followed by Hieroglyphic Illumination. You have Opts in your deck which are good for card filtering but don't refill your hand since you are spending 1 card to get 1 card rather a 1 for 2. Going all in on Approach of the Second Sun isn't a bad idea but if you're going to do that you may want to increase it to 3 copies just so you can find them more reliably.
You have the good cycle lands in your deck already but if you have the budget Glacial Fortress is also a very good dual land. If you have Ipnu Rivulet or Memorial to Genius I'd consider adding those too since both can help you get to your Approach faster after you've cast it and the memorial is decent late game card draw when you have nothing else to spend your mana on.
Let me know if you have any other questions. You can also look at my blue/white control deck for ideas but, since I've put some money into that deck, it may not be what you're looking for.
1 month ago
The fundamental principle behind a control deck is what is known as "inevitability"--that is, the longer the game goes on the more inevitable it becomes that you will win, either because your opponent exhausts themselves, because you're playing more powerful cards in the late game, or both.
Therefore, your main focus needs to be surviving the early turns with efficient hard removal and counterspells--think 1-3 mana, and preferably at instant speed--followed up by cantrips / card advantage to see more of your deck and get ahead with more answers.
Your secondary focus should be having a viable and efficient win condition to quickly close out the game once you've taken control.
To that end, here's where I'd immediately make cuts: Mass Calcify (too slow), Rite of Replication (ditto), Tragic Arrogance (better options), Magus of the Tabernacle, Rhystic Study (only really good in multiplayer), Ghostly Prison (situational; pillow fort-y; sideboard card at best), and a couple of the Wall of Omens (you don't always want them but at least they replace themselves.) You can also cut a couple of lands by adding non-basics (discussed further below.)
Here are some potential adds (I'm assuming you want to stay budget, so all of these are relatively cheap:
25-26 lands is typical for a control deck, depending on how high your mana curve is. Based on the above 25 is probably fine. You want stuff like Glacial Fortress that produce both colors. Temple of Enlightenment and Tranquil Cove are good budget options. Running these lands that produce multiple types of mana allow you to run a few lands that produce only one or no color but have a spell-like effect attached: i.e. Memorial to Genius or Tectonic Edge. This, in turn, gives you something to do if you draw basically nothing but land (colloquially known as "flooding out.")
2 months ago
For budget color fixing you could run the fetch lands from Mirage: Flood Plain, Bad River, & Grasslands. They come out tapped, but that also makes them affordable. You could also run the Bant Panorama since are your most common colors, but I wouldn't run the other panorama fetch lands. Also, you can add more cards that have Basic Landcycling. You already have Ash Barrens, but you could also run something like Sylvan Reclamation, which could be used for either landcycling or it's normal effect. Wayfarer's Bauble has a similar effect to basic landcycling except it really does ramp you, and Expedition Map can be used to tutor Seaside Citadel. Kodama's Reach would help significantly. Then there are also the staple Burnished Hart and Solemn Simulacrum that can also chump-block on behalf of your planeswalkers. You could also do with 1 less land, 38 is probably good for your Mana curve. When removing lands, first go for lands that don't produce mana on their own like Darkwater Catacombs, and then lands that cost mana to play as if they were a spell, like Rupture Spire, and then start removing ones that come out tapped no matter what you do like Meandering River versus Glacial Fortress. Opal Palace would be a great way to play your commander and imediately have a counter on her.
Also consider Thalia's Lancers since they can now tutor any planeswalker now that all planeswalkers are legendary. As well as Call the Gatewatch, Deploy the Gatewatch, Djeru, With Eyes Open, & Arena Rector.