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.
|Have (2)||, Bluboltar|
|Want (8)||metalmagic , thebarbaron , deman464 , Mika652 , darkspirt88 , preptime , DawnbringerRB , MisterFamous|
Printings View all
|Ravnica Allegiance (RNA)||Rare|
|Zendikar Expeditions (EXP)||Mythic Rare|
|Return to Ravnica (RTR)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Hallowed Fountain occurrence in decks from the last year
All decks: 0.79%
All decks: 0.7%
WU (Azorius): 27.36%
Commander / EDH:
All decks: 0.16%
WU (Azorius): 3.0%
WUB (Esper): 1.68%
GWU (Bant): 1.82%
Hallowed Fountain Discussion
1 month ago
Enemy shocklands plus Hallowed Fountain, ally checklands minus Rootbound Crag replaces Guildgate package - I really liked those lands there as a flavor win, even if they are simply awful in actual game, but I fear that my playgroup has been scarred for life by all these Golos, Tireless Pilgrim Maze's End decks and begins to target me if I somehow have more than 5 of these. So in order to make my deck less intimidating I have to make it more powerful and consistent :) I also wanted to take the opportunity to fix the colors slightly - green and red seemed a bit over-represented, while white, blue and green are often important early game here so it needed better fixing.
Dryad of the Ilysian Grove replaces Circuitous Route - With guildgates removed Route is just an Explosive Vegetation which is a fine card, but we could have something better. Fortunately Dryad seems like a perfect fit for 5-color decks, comes a turn earlier, instantly fixes all your lands, synergizes with newly added checklands, triggers both Daxos and Ezuri and is a fine blocker for some extra early attacks.
1 month ago
Glad you found the deck helpful!
The reason I run Arid Mesa and Bloodstained Mire is because Arid Mesa can fetch for either the Plains, Godless Shrine, Hallowed Fountain, Savannah, Scrubland, Temple Garden, or Tundra while Bloodstained Mire can fetch for either the Swamp, Bayou, Godless Shrine, Overgrown Tomb, Scrubland, Underground Sea, or Watery Grave. So I guess it's fair to say that even though the deck doesn't run any mountains, Arid Mesa and Bloodstained Mire are pretty useful ;)
1 month ago
I really love what you have going on with this deck! When the new Secret Lair got released, I decided it was time to give a bit of EDH control a try. I used to have a casual deck built around Venser, the Sojourner and the splicers to generate creatures and figured the flicker mechanic might make for a fun deck.
Right now my decklist is running a moderate amount of counterspells, but after seeing yours, I'm thinking of cutting them in favor for more powerful ETB effects and to help cut down on the card count.
Not sure if you considered it and already cut it or not, but Vedalken Orrery is a great card for the "play on other people's turns" strategy. In addition to Nadir Kraken to reliably hit your Ephara triggers on everyone's turns, you could also look at Dawn of Hope and Luminarch Ascension. You can get some good mana ramp, especially with the flicker theme, with Knight of the White Orchid, which can pull Hallowed Fountain and Prairie Stream for mana fixing if needed.
Hope some of the suggestions help!
1 month ago
Looks fun! If you're looking for suggestions I think there's definitely some things you can change to make the deck stronger.
If you're looking to be able to activate & attack with tarpit or play a planeswalker AND hold up countermagic /removal, you're going to need to run more than 21 lands. For example - if you want to be able to slam an Elspeth and hold up Logic Knot for your opponent's turn, you'll need 8 mana - so you want to hit your land drops all the way up to turn 8 at minimum, which is going to be exceedingly hard to do with only 21 lands. I'd recommend 23 at MINIMUM, but you'd probably be better off with 24 or 25.
Enter the God-Eternals is a fun card for standard or even pioneer, but in modern it's probably going to disappoint. I'd recommend cutting them for some more hard removal- consider the 4th path, some copies of Fatal Push, or a Detention Sphere or two. Maybe even a Blessed Alliance if you're feeling spicy (personal bias, I love that card)
If it's in your budget, Wrath of God is a straight upgrade over Day of Judgement.
Render Silent is a fun card to cast, but modern gives you plenty of better options for counterspells. Mana Leak is a catch-all that counters pretty much everything until turn 4+, at which point it can still be used to disrupt your opponent's plans. Dovin's Veto or Countersquall help you in the combo or control matchup. Disallow can snipe things you couldn't otherwise deal with, like eldrazi cast triggers, planeswalker ability activations, and land destruction like Field of Ruin and Ghost Quarter. Spell Snare and Remand are also powerful options you could try, but they tend to be better in faster, tempo-y decks rather than the hard control you're running. Archmage's Charm is also a possibility, but since you're running 3 colors it's going to be immensely difficult to cast.
Since you're running black in a control shell, you should almost certainly be running 4-7 copies of hand disruption spells. The go-to options are Thoughtseize and Inquisition of Kozilek, but Collective Brutality is another good option.
And finally your lands - I assume you're on a budget here and that's why your mana is the way it is, but just in case you aren't on a budget I'll make some suggestions. Fetchlands like Polluted Delta, Flooded Strand and Marsh Flats help you fix your colors when you need to, and can trigger Revolt if you decide to run Fatal Push. They can grab non-basic lands too, so they pair extremely well with Shocklands like Watery Grave, Hallowed Fountain, and Godless Shrine. In a three color deck, any fetchland can fetch for any color you need by grabbing the appropriate shockland. With so many cards that cost double (or triple) blue or white, you might even consider a single Mystic Gate. Filtering white mana into blue or vice versa will make it infinitely easier to cast cards like Supreme Verdict and Cryptic Command.
Those are just some surface level suggestions - feel free to heed them or disregard them as you want. It's your deck after all! Whatever you decide to do, good luck and have fun!
2 months ago
Lands to consider: Prismatic Vista, Blood Crypt, Bloodstained Mire, Bountiful Promenade, Breeding Pool, Clifftop Retreat, Command Tower, Dragonskull Summit, Drowned Catacomb, Exotic Orchard, Fabled Passage, Flooded Strand, Glacial Fortress, Godless Shrine, Hallowed Fountain, Hinterland Harbor, Isolated Chapel, Mana Confluence, Marsh Flats, Misty Rainforest, Morphic Pool, Overgrown Tomb, Polluted Delta, Reflecting Pool, Sacred Foundry, Sea of Clouds, Steam Vents, Stomping Ground, Sulfur Falls, Sunpetal Grove, Temple Garden, Verdant Catacombs, Watery Grave, Windswept Heath, Woodland Cemetery
2 months ago
Having 1 shockland of any kind into play enables all checklands to enter the battlefield untapped
2 months ago
I pulled a Nyxbloom Ancient at the pre-release. I also have an Ox of Agonas . I could also trade a Brazen Borrower . I am looking for the following stuff. If you are interested please make me an offer.
2 months ago
Wayfarer's Bauble is decent ramp for land. It looks like you could benefit from a Krosan Verge as well as it would let you fetch up Temple Garden and the like so you could throw in a Hallowed Fountain or Irrigated Farmland to fetch to cast your one blue spell.