Hallowed Fountain

Hallowed Fountain

Land — Plains Island

(: Gain or .)

As Hallowed Fountain enters the battlefield, you may pay 2 life. If you don't, Hallowed Fountain enters the battlefield tapped.

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Printings View all

Set Rarity
Ravnica Allegiance (RNA) Rare
Zendikar Expeditions (EXP) Mythic Rare
Return to Ravnica (RTR) Rare
Dissension (DIS) Rare

Combos Browse all


Format Legality
Oathbreaker Legal
Canadian Highlander Legal
Arena Legal
Brawl Legal
Vintage Legal
Tiny Leaders Legal
Magic Duels Legal
Unformat Legal
Historic Legal
Pre-release Legal
Leviathan Legal
Standard Legal
Pioneer Legal
Modern Legal
Commander / EDH Legal
Highlander Legal
Noble Legal
Duel Commander Legal
Block Constructed Legal
1v1 Commander Legal
Legacy Legal
Casual Legal

Hallowed Fountain occurrence in decks from the last year


All decks: 17.72%

Commander / EDH:

All decks: 0.31%

WUB (Esper): 8.86%

GWU (Bant): 12.81%

Hallowed Fountain Discussion

Balaam__ on 3 Turn Crasher

1 day ago

Looks like a fun deck to try. I’d recommend a playset of Hallowed Fountain and Flooded Strand in place of 8 basics. Maximize your consistency and you’ll hit your goal more regularly.

jaymc1130 on Silent Scepter

4 days ago

I was a bit intrigued so I threw a list together to test it for a couple of games against E-tron and Jund (my typical standards against which I first test new Modern decks) and the results of 3 games was actually quite promising. Silent Scepter took them all (granted it was going first in each game, but winning on the play against meta staples is the first hurdle a new concept should be able to overcome). I moved the concept to Bant to better play along the Tempo axis, and the exact list I tested was this:

Land: 2 Breeding Pool 4 Flooded Strand 4 Gemstone Caverns 2 Hallowed Fountain 4 Misty Rainforest 2 Mystic Sanctuary 1 Snow-Covered Forest 1 Snow-Covered Island 1 Snow-Covered Plains 1 Temple Garden

Instant: 3 Failure 4 Opt 2 Path to Exile 3 Remand 4 Silence

Creature: 3 Birds of Paradise 3 Grand Abolisher 3 Noble Hierarch 2 Spell Queller

Planeswalker: 3 Teferi, Time Raveler

Sorcery: 4 Serum Visions

Artifact: 4 Isochron Scepter

Sideboard: 2 Force of Negation 4 Grafdigger's Cage 2 Path to Exile 3 Spell Pierce 4 Veil of Summer

Don't actually know what the sideboard should look like but I figure cage is solid into Dredge, Lukka combo, and Neoform combo with potential to be useful in matchups where opponents are playing Uro, Kroxa, or Snapcasters as well. A couple extra paths for more aggro oriented strategies that land creatures before tempo control elements come online on turn 2 (Boggles, Hardened Scales, E-tron, Death's Shadow, Prowess, etc). Veil versus any deck running targeted discard or removal like Abrupt Decay, Assassin's Tropy, or Fatal Push (Grixis, Jund), And a couple of extra countermagic options to defend against other targeted removal like Abrade, or opposing spell based tempo concepts like Burn. Gotta say, even though I haven't play tested this idea ton, it does seem an idea with quite a bit of merit in Modern these days. Certainly has the potential to be a strong performer in the meta up to the point Teferi gets it's deserved ban.

dutchmtg on golos eldrazi

1 week ago

I tried Colossal Majesty but it didn't really work wel because golos doesn't play the cards from your hand. Hallowed Fountain and Temple Garden are nice cards but they aren't necessary i think that they are still a bit to expensive (I'm a kid of 11 so i don't make much money). Chromatic Lantern is very nice indeed i will add it to the deck thx.

DeinoStinkus on golos eldrazi

1 week ago

Colossal Majesty. Also, as someone who also seeks to play budget, buy some cheap shock lands, like Hallowed Fountain or Temple Garden. If you can get Chromatic Lantern, even better.

MrBoombastic on Lofty Veto

1 week ago

A few suggestions for optimization:

  • Being a low-cost aggro deck, you want as many of your lands to enter untapped as possible (and on color). Blast Zone is a poor fit, cause it hits on your side too, you won't have the time or mana to pump it and it doesn't tap for any of your colors, which can hurt your early plays. I'd probably also swap out the Temple and Triome for the last Hallowed Fountain and more basics.

  • Shark Typhoon is too slow. You only play 21 lands, so it'll often be a very small shark and you'd want to close out the game before it really becomes impactful. I get that you can keep up counterspells a little easier that way, but the deck is mostly tempo/aggro. The full 4x Brazen Borrower should be a better fit.

  • Your creature count is a bit on the low end. If you want some more instant-speed stuff and card draw, you might want to add some copies of Sea-Dasher Octopus - it plays well with all of your 1-drops.

  • I like Skycat Sovereign and Sephara, Sky's Blade for this deck. Consider trying 2x Sephara and 3-4x Skycat. Maybe instead of some number of Dovin's Veto and/or Mystic Subdual.

Hope that helps. Good luck with the deck!

DemMeowsephs on Not today Satan!

1 week ago

Hey! Maybe consider some land upgrades? Having a budget like that but still having tap lands doesn't really work out XD. Maybe consider some of these:

Good lands can help a deck out a LOT and these are some of the most useful ones that fit in your deck. I would consider each and every one of them, and I promise your deck will perform MUCH better! If this helps be sure to check out and upvote some of my decks, (Double Trouble EDH), and give me suggestions if you have any! Anyways, hope this helps, good luck on your deck, and have a great day!

DemMeowsephs on Sultai_Sir

1 week 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.

DemonDragonJ on Should I Add the Filter ...

2 weeks ago

In each of my two-colored "normal" (i.e., non-EDH) decks, I have two cycles of dual lands, the appropriately-colored "shocklands" (i.e., Hallowed Fountain, Godless Shrine, and so forth) and "check lands" (i.e., Hinterland Harbor, Glacial Fortress, and so forth), and those usually are sufficient for providing whatever mana that I shall require for casting the spells in those decks.

However, the enemy-colored "filter lands" (i.e., Rugged Prairie, Flooded Grove, and so forth) were reprinted in Masters 25, which greatly decreased their prices, and the allied-colored cards of that same cycle (i.e., Mystic Gate, Wooded Bastion, and so forth) are soon to be reprinted in Double Masters, which shall almost certainly decrease their prices, as well.

Therefore, I am wondering: should I add the appropriately-colored filter lands to each of my two-colored decks? The increased versatility of the mana bases of those decks would be excellent, but one or two specific players in my normal group have a habit of using cards that punish players for using non-basic lands (most notably Blood Moon), and eight dual lands per deck is already very impressive, so what does everyone else say about this? Should I add the filter lands to my normal decks?

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