Island

Island

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Basic Land — Island

: Add to your mana pool.

Island Discussion

JexInfinite on Propane! Now More Threatening!

6 hours ago

Isn't it more logical to run 4 Tarns and 4 Strands? Why the 2 Sacred Foundry? Shouldn't a 3rd Island be a priority with those 3 Cryptics?

Dr_Moosh on Yes, I did go 8-0 with 48 lands at FNM. See how...

21 hours ago

You make a good point, with the Blood Moon mess, so I have upped one more Island. Also, I have 5 of them in my sideboard, so that should help. I am confused though with your first question, sorry.

Yes, Scalding Tarn is good, but it isn't necessary, like you said. I think it might me good in sideboard so you could fetch for a basic Island sometimes, but meh, I don't want it. I like saving my lands. But it could be used. :P

Quicksilver on Islands

1 day ago

Island and Island

nighthawk85 on Rising Tide

1 day ago

Thank you for the input. I usually will use Mana Leak in a multi-colored deck since the one Island, one colorless mana cost is easier to pay. However, being as this is a mono-blue deck I prefered the Counterspell since it's more effective, and easier to pay the double blue cost with so many islands coming out.

Figag on Mill-A-Lot(Help appreciated)

2 days ago

I'd pull down to 22 maximum lands and of those 22 run 4 Ghost Quarter because it triggers Archive Trap with ease. Also increase your fetchlands to 8 because you need as many Hedron Crab landfall triggers as you can get. Maybe run 4 Polluted Delta, 4 Flooded Strand, 4 Watery Grave, 2 Swamp, 2 Island, 1 Oboro, Palace in the Clouds, 4 Ghost Quarter, and 1 Sunken Ruins. I think that should serve you much better.

Also 4 Tome Scour, 2 more Mind Funeral, 4 Breaking, and 4 Visions of Beyond should help greatly. May I also recommend 2 Jace, Memory Adept? He's a great finisher.

Good luck!

FAMOUSWATERMELON on Racking and stacking Tokens

2 days ago

TESTING RESULTS!!!!!!!

First of all, let me say that this deck was a blast to play with. It may not be Tier 1, but that really didn't stop the fun. However, there are one-two things that you might want to change, so here we go!!

MATCH 1 VS Grand Architect Combo

Game 1: I keep a hand with Thoughtseize, Gather the Townsfolk, The Rack, Liliana Vess, Hero of Bladehold and two lands. Seems pretty perfect to me, if a bit light on the lands. I Thoughtseize first turn, discovering that he only has one land and a single two drop, and I choose that (he also had Tezzeret, Agent of Bolas and an Architect, but I chose to go for speed over control). He can't play anything for the next turn. Next turn I draw a land, get two Humans. He still can't play anything, so I go ahead and top-deck a Lingering Souls. SWEEEEET!!! Get two spirits. He finally gets another land and drops a Grand Architect. Turn after that, I get another land and drop the Hero. Things looking pretty good :) The next turn, he will actually be able to get infinite mana going thanks to another land and Tezz, but he had nothing to spend it on :) I win next turn with more spirits and Hero providing a boost.

SIDEBOARD: I take out my big drops such as Elesh because he seems to have a rather quick deck, and I side in Duress and of course Stony Silence.

Game 2: This was really quick. I keep a hand with four lands, Duress, Stony Silence, and Hero of Bladehold. A bit land heavy, but I have two wonderful plays that I'm going to keep. Turn one Duress gets Pili-Pala. Turn two Stony Silence shuts him down. Turn 3 I draw into Gather the Townsfolk and he concedes.


Match 2 VS Merfolk

Game 1: (NOTE: This game was a bit hazy, so I may have made one or two mistakes as to how many lands he had, etc...) I keep a hand of three lands, Gather the Townsfolk, Thoughtseize, Tidehollow Sculler, and Elesh Norn, Grand Cenobite. Seems pretty solid, going to take it. He plays an Island first. Turn one I'll Thoughtseize a pretty brutal hand: Vapor Snag, Mutavault, Lord of Atlantis, two Merrow Reejerey, and an island. I choose the Lord, because I don't want to have to deal with that much power this early. He will drop a Mutavault and keep it at that. Next turn, I get a Tidehollow Sculler on the field, and discover that he has... a Master of Waves. Yeah... that's not happening. He will drop a Merrow Reejerey next turn, and I'll get two humans on mine. He will proceed to drop another Merrow Reejerey and pass, untapping one blue mana. I draw into a Hero (nice!!) and proceed to tap everything for that. He draw a card and passes again. I drop my second Tidehollow Sculler, and discover the Vapor Snag, two Mana Leak, and another Lord (not sure why he didn't play it, probably wanted some mana for Spell Snare...? I mean, I did have five lands out, so...). I decided to take the Snag because I feel that I have the momentum and him bouncing my Hero would lose me some serious tempo. I swing for more. Next turn he will play one of his lords. I draw into Lingering Souls and get two spirits. He will swing with a Mutavault (which I will chump). I will draw into Sorin, Solemn Visitor and he will concede, because of my spirits. He had to go after the game, so it stayed at 1-0.


Alright, that's it for right now! I'm going to play one more match or two with it this afternoon, and will give results and recommandations after.

Programmer_112 on Lock-Down with Fae

2 days ago

Jwar Isle Refuge is awful, as is Temple of Deceit to a lesser extent. I understand not wanting to lose extra life because of Bitterblossom, and that is a fair reason not to play Thoughtseize. However, you cannot afford that sort of inconsistency to your mana in what is essentially a tempo deck. When Faeries wins, it's because you can leave countermana up and play dudes without a huge amount of mana. You NEED mana sources 2 and 3 to be untapped, and should really have an untapped 4th as well. I would suggest dropping these 8 lands for 4x Polluted Delta, 3x Watery Grave, 2x Island and 1x Swamp, which will also make this deck better against Path/Ghost Quarter/Blood Moon (which currently wins ~95% of games against your deck of it resolves).

Also, I dislike Polymorphist's Jest. I would replace them for 1x Inquisition of Kozilek and 1x Duress, or perhaps mainboard 2x Sower of Temptation to help the Abzan matchup.

Color(s) Blue
Cost
Converted cost 0
Avg. cube pick 13.4

Legality

Format Legality
Standard Legal
Legacy Legal
Pre-release Legal
MTGO Legal
Unformat Legal
Unknown Legal
Heirloom Legal
Vintage Legal
Commander / EDH Legal
Archenemy Legal
Planechase Legal
Vanguard Legal
Modern Legal
Pauper Legal
Noble Legal
Casual Legal
Hero Legal
Quest Magic RPG Legal
Quest Magic Legal
Block Constructed Legal
Limited Legal
Duel Commander Legal
Tiny Leaders Legal
Highlander Legal

Combos

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