Hallowed Fountain


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

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

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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Hallowed Fountain Discussion

Mj3913 on Isperia's Flying Circus of Tools

3 days ago

Heya Fans, and welcome back to our show. After some practice with our potential new hires we come to our first look at what fresh acts we can bring to the audiences.

After much hiring and firing, then rehiring again, and many hours of choreography, I am happy to report we have had decent results. And that I'm convinced there could be physical changes made. If you disagree or think of something better, please share your thoughts in the comments.


End Hostilities - Supreme Verdict : One mana less, and unstoppable.

Fumigate - Cleansing Nova : Having choices is always better.

Disperse - Unsubstantiate : Not quite a counterspell but at least we know what'll be in their hand.

Rewind - Lay Bare : Theme fitting, like cost.

Dragonlord Ojutai - Dream Eater : Smaller beater, better effect.

Overwhelming Denial - Dissipate : Needs more testing to be sold. No big change really.

Angel of Condemnation - Admonition Angel : We lose the reactive ability, but I see this being a useful tool for clearing blockers, and for political plays.

These changes aren't so deck altering as some of the others I am still considering, but I'm still not 100% on them. Need some outside input.

Wandering Eye or Fog Bank - Ingenious Thief : Eye gives away our own information, Fog does nothing against trample. Thief however can be blinked and doesn't pose a large threat stats wise.

Hanna, Ship's Navigator - ???: Closest things I could find that flies is Razor Hippogriff , Sanctum Gargoyle , and Griffin Dreamfinder but that only covers half. Or is this ability really necessary, can we work around our toys being removed and use this spot to fit something new?.

Azorius Keyrune & Ojutai Monument : for lack of a better word they seem 'cute' now. They seemed useful at first because they turned into flying creatures that shared the benefit other flyers do. Better rocks? Keep? Replacements could include Fellwar Stone , Basalt Monolith could be blinked with Brago... unsure what else is good and not overly expensive.

Favorable Winds : Is it really necessary, amid the other +'s it seems the least shiny, even though it's foiled.

Stay tuned for more to come! We're always trying to keep fresh acts, and as accidents happen replacement performers will hopefully be swift coming. Don't forget the suggestion and vote box on your way out. See you next time at The Circus!

FelixMortem on "Eerst betalen, eerst betalen"

3 days ago

Your deck looks cool, I would say consider switching out your Irrigated Farmland and Sejiri Refuge for Adarkar Wastes and Hallowed Fountain

HobbyGamer007 on Nobody has the intention of building a Wall

4 days ago

Wall of Deceit is a 2 Mana 5/5 that draws a card as it enters. That is really good. It doesn't really need an additional effect. The only other 2cmc wall that is able to compete at this cost is Thing in the Ice  Flip, as a simple scyfall search can show. Thing in the Ice  Flip might be an interesting experiment, but I can't really tell without knowing the meta if you even want the flip effect and if you can control when it happens enough.

Silence is really bad in commander, if you don't plan to win this turn, but I agree, even in creature heavy metas Remove Soul is suboptimal. I would always run Arcane Denial over it and looking at how much blue you have maybe Force of Will .

Also Aura Shards is broken as hell and should be in every deck that has the colors and plays creatures. I would slimply cut a land to play it, at 2.22 average cmc you can easily run 34 Lands.

Also Fetchlands would be great, to make sure you get your dual lands more often, which you will need to reliably play your commander. If you can afford it, run all 9 that hit a color of yours. E.g. Arid Mesa hit's only one of your colors, but can get Hallowed Fountain or Temple Garden so basically any fetchland gets you any color you need. Besides Bloodstained Mire , don't run that one xD

Dusk sucks because it kills the commander, which should always be out if possible, but Slaughter the Strong surely is awesome in here. However it doesn't kill an army of 1/1s so it's not better than Wave of Reckoning , but you could run it over Fell the Mighty if you feel that the cheaper cost is better than the choices you get.

Lieutenantpichu on Sliver mind

2 weeks ago

hey thanks majorappliance i hadden't even looked at those BFZ lands they are relatively inexpensive and aren't that bad of an option. my only thing now is that i have swapped for all the shock lands i am going to pick up the last one Hallowed Fountain tomorrow with the BFZ lands taking out any of my basics wouldn't make sense because that is making it harder for those lands to come into play untapped and i wouldn't get the value. and i don't really have other lands to take out.

camallu on

3 weeks ago

If it's not too far off from budget, might I recommend 4 of Hallowed Fountain and Glacial Fortress ?

DeviousPenguin666 on Jace's & Teferi's Miracle Show

3 weeks ago

Nice deck! The only potential problem that I'm noticing is the manabase, so here's my suggestions. -2 Hallowed Fountain , -2 Temple of Enlightenment , -2 Glacial Fortress for +2 Field of Ruin , +3 Island , and +1 Celestial Colonnade or +1 Ghost Quarter . These changes make you less weak to Blood Moon as well as giving you more land destruction and less painful lands. +1!

Aaerys on WUBRG Dragon Tribal

3 weeks ago

I would include all the shocks just for color fixing so Stomping Ground , Blood Crypt , Breeding Pool , Hallowed Fountain and Godless Shrine , all reprinted in RNA so look into grabbing them as well as the GRN ones which you already have :) Chromatic Lantern , I cannot stress that card enough too!

I believe Lathliss, Dragon Queen would also be quite strong considering she can buff the board. Quicksilver Amulet might be fun to get the big guys out early as well. If you need more ramp Mirari's Wake is really good too! Also maybe consider the cycle of elder dragons in M19 some have really cool effects!

Anyways, awesome deck! Your card draw looks on point and I reckon you just need to tidy up the mana base a touch and it'll work smoothly:)

The_Fallen_Duke on Thopter Bitch

1 month ago

Well, the tri-lands EtBT but I can see their versatility and benefit in the following turns, so I can see why you may want to keep them. The cycle from the Ravnica sets if played during the 2nd main phase can ramp in the next turns, so they also have a purpose. I can also see the point of having something like Slippery Karst that you can cycle for drawing.

The lands I would replace are those that do not provide any (significant) trade-off for letting you one turn behind in terms of ramp (e.g. Highland Lake , Stone Quarry , Akoum Refuge , etc.). The first alternatives that come into my mind are shock-lands (e.g. Hallowed Fountain , Steam Vents , etc.) and/or pain-lands (e.g. Adarkar Wastes , Underground River , etc.).

I would also take out Rupture Spire for something like City of Brass or, considering you have a lot of multicoloured creatures in the deck, Guildmages' Forum .

The main drawback of course is that such manabase is more expensive in terms of real-life money.

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Hallowed Fountain occurrence in decks from the last year

Commander / EDH:

All decks: 0.16%

W/U (Azorius): 3.0%

W/U/B (Esper): 1.68%

GWU (Bant): 1.82%


All decks: 0.7%

W/U (Azorius): 27.36%


All decks: 0.79%