|Commander / EDH||Legal|
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|Zendikar Expeditions||Mythic Rare|
|Return to Ravnica||Rare|
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Land — Plains Island
(: Add or to your mana pool.)
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
23 hours ago
Well, I counted nine targets for fetchlands:
But to be honest, I can only recall a couple of games in which all the fetchlands were used.
I also had a lot of games in which Chromatic Lantern was on the battlefield. So all the lands (including fetchlands) were helpful.
1 day ago
Another interesting idea I have tried, and is now working, is the addition of white. It is easy and comfortable to splash for my deck with 2 Celestial Colonnade, 2 Hallowed Fountain and 3 Irrigated Farmland. Though this does hurt with tempo, I have found this splash to be great, with an interesting and surprising sideboard option in Approach of the Second Sun. This also allows for the addition of Path to Exile and Sphinx's Revelation.However, with the drop in tempo and the extra vulnerability I do not believe that this version of the deck is more powerful, but personal preference is a factor as well.
5 days ago
So after playtesting it for a while, I think you need to make your ramp more efficient. I have trouble getting cards out onto the battlefield that do anything for you. I think it could be tied to how much colorless land you have. I like the colorless land that you have, but I think it should be mostly kept to one of each. If you had to have multiples of one, I'd probably stick with Cavern of Souls. The other two should just get replaced with basics or other dual colors. Drawing Mirrodin's Core, Ancient Ziggurat, and Haven of the Spirit Dragon is just a dead draw when you're still trying to ramp. You can get any of the shocklands that deal 2 damage to you if you want them to come in untapped (they're about $15-$20 depending on what colors you get). Stomping Ground, Overgrown Tomb, orHallowed Fountain is what I would get. This would really really help, but only two or three of any one will do you enough good for the harm. You can also search for those cards with your fetchlands like Bloodstained Mire or Wooded Foothills since they all have the basic land type in their sub type. I realize that it's expensive to run those kinds of solutions, but it really helps in multi colored decks.
As for everything else, I think most of it is ok at this point and would probably just need refining after you play. I would suggest increasing your Thunderbreak Regent Count to four just in case you have a hard time getting ramp out, which, honestly, shouldn't be an issue if you change your mana a little bit.
Mana fixing is the MOST important part of running multicolored decks and if you can't mana fix properly, your stuff will come out really slowly and that'll hurt you in end, regardless of how disgusting your creatures are.
Other than mana, something like Sylvan Caryatid, Dragonlord's Servant, Animist's Awakening, Rampant Growth, or Harrow might help. But I'm not REALLY suggesting any changes be made to your card pool at this point. We'll have to wait until we play it for real.
5 days ago
I need to be fast and to have the right colours of mana.
That's why I put fetch lands (Arid Mesa, Flooded Strand, Scalding Tarn). They help fixing it seraching for a shock (Hallowed Fountain, Sacred Foundry, Steam Vents) that enters untapped paying just 2 life.
Irrigated Farmland is good, but it does not let me search for the mana I want and is also less fast than the shock lands because it enters tapped
1 week ago
1 week ago
1 week ago
If we're upgrading the land package soon, here's what we gonna do. Firstly, shocklands will be important, but you can start with prioritizing red and black ones. Blood Crypt, Steam Vents, Sacred Foundry, Stomping Ground, Watery Grave, Godless Shrine, Overgrown Tomb... Then you can pick up Hallowed Fountain, Temple Garden, and Breeding Pool later. You'll also want to consider dropping the guildgates/Maze's End. From here, the Khans fetchlands will be worthy of inclusion: Wooded Foothills, Bloodstained Mire, Polluted Delta, Flooded Strand, and Windswept Heath. These are the cheaper fetchlands. Sidenote: Cascading Cataracts, Cavern of Souls... They're probably good inclusions. This will be a start for your mana base.
The transformation from Scion to Ur will also lessen the power of the following dragons: Dragon Mage, Dragon Tyrant, Nicol Bolas, Quicksilver Dragon, Scourge of Kher Ridges, Skithiryx, the Blight Dragon.
From here, you can try out Keiga, the Tide Star, Kokusho, the Evening Star, Thundermaw Hellkite, maybe Scourge of Valkas, Deathbringer Regent, Destructor Dragon, Dragonlord Silumgar, Glorybringer, Ojutai, Soul of Winter, Thunderbreak Regent... Those are just a start. Lots of potential there. Also, Crucible of Fire, Dragonspeaker Shaman, Dragonstorm lol, Dragonlord's Servant...