Island

Island

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Basic Land — Island

: Add to your mana pool.

Island Discussion

smackder on Islands

3 hours ago

Cravv I like how you think, but the issue is the only future you will see with the deck is winning! plus Moonring Island is less powerful than a Island.

sylvannos on I am a beginner, need ...

3 hours ago

@yetimas: Fate Reforged is Standard legal since it's from Khans block. Some of the cards in the Commander sets are Standard and/or Modern legal, but only if they're reprints of cards already legal in those formats. Otherwise, they're only legal in EDH, Legacy, and Vintage.

Drafting is a great way to improve your skills, build up a collection, and be on equal footing with the other players around you. If you have the money, I'd strongly suggest picking it up. Here and here are some great guides on how to get started.

As far as your deck goes and what you should change, this is a bit tricky because your cards come from different sets (it's something people have been complaining to Wizards of the Coast about, since they don't make it very clear the Commander and Conspiracy sets aren't always Standard or even Modern legal). The easiest way I guess we can get you started would be to break down what's legal in what format out of the cards you have. From the "Guided By Nature" deck you bought and the packs you opened, we have the following:

Cards originally from Theros Block, Khans Block, or M15 (Standard Legal):

1x Elvish Mystic
1x Reclamation Sage
1x Evolving Wilds
2x Cloudform
1x Frontier Siege
1x Temur Runemark
3x Thornwood Falls
1x Hunt the Weak
3x Map the Wastes
1x Abzan Kin-Guard
1x Arashin War Beast
1x Archers of Qarsi
1x Rakshasa's Disdain
1x Reality Shift
1x Temporal Trespass
1x Return to the Earth
1x Supplant Form
2x Aven Surveyor
1x Destructor Dragon
2x Lotus Path Djinn
1x Temur War Shaman
2x Mindscour Dragon
2x Whisperer of the Wilds

Cards originally from Mirrodin Block and 8th. Edition or later (Modern Legal):

1x Drove of Elves
1x Elvish Archdruid
1x Silklash Spider
1x Soul of the Harvest
1x Sylvan Ranger
1x Elvish Skysweeper
1x Elvish Visionary
1x Oran-Rief, the Vastwood
1x Essence Warden
1x Terastodon
1x Thornweald Archer
1x Terramorphic Expanse
1x Gargoyle Castle
1x Grim Flowering
1x Hunting Triad
1x Overrun
1x Collective Unconscious
1x Overwhelming Stampede
1x Praetor's Counsel
1x Ghost Quarter
1x Haunted Fengraf
1x Tornado Elemental
1x Fresh Meat

1x Beastmaster Ascension
1x Harrow
1x Wolfbriar Elemental
1x Wood Elves
1x Wren's Run Packmaster
1x Ezuri, Renegade Leader
1x Farhaven Elf
1x Immaculate Magistrate
1x Imperious Perfect
1x Joraga Warcaller
1x Llanowar Elves
1x Lys Alana Huntmaster
1x Masked Admirers
1x Primordial Sage
1x Rampaging Baloths
1x Seer's Sundial
1x Swiftfoot Boots

Cards printed before 8th. Edition/Mirrodin Block or in stand-alone sets (Legacy, Vintage, EDH Legal):

1x Creeperhulk
1x Grave Sifter
1x Lifeblood Hydra
1x Priest of Titania
1x Siege Behemoth
1x Sylvan Safekeeper
1x Thunderfoot Baloth
1x Timberwatch Elf
1x Titania, Protector of Argoth
1x Titania's Chosen
1x Wellwisher
1x Song of the Dryads
1x Wolfcaller's Howl
1x Havenwood Battleground
1x Jungle Basin
1x Myriad Landscape
1x Slippery Karst
1x Tranquil Thicket
1x Crystal Vein
1x Desert Twister
1x Sylvan Offering
1x Wave of Vitriol
1x Whirlwind
1x Assault Suit
1x Commander's Sphere
1x Emerald Medallion
1x Loreseeker's Stone
1x Moss Diamond
1x Predator, Flagship

Cards banned in Modern, Legacy, and Standard (despite being printed in sets that would otherwise be legal in those formats):

1x Skullclamp
1x Sol Ring

These two are only legal in EDH and Vintage. Skullclamp is unrestricted in Vintage (meaning you can play the usual 4 copies of it), while Sol Ring is restricted (meaning you can only have one in your deck).

Whew! Holy shit is that a lot of text and cards and information. By the looks of what you have, you have a good start on a solid Elf deck for Modern. Essentially, you'll want to play a bunch of elves that tap for mana to churn out more elves, then cast spells that make your army bigger. Or you drop a giant threat onto the battlefield. Let's cut this down to 60 cards:

1x Silklash Spider
1x Drove of Elves
1x Elvish Archdruid
1x Elvish Mystic
1x Reclamation Sage
1x Sylvan Ranger
1x Elvish Skysweeper
1x Elvish Visionary
1x Essence Warden
1x Thornweald Archer
1x Wolfbriar Elemental
1x Wood Elves
1x Wren's Run Packmaster
1x Ezuri, Renegade Leader
1x Farhaven Elf
1x Immaculate Magistrate
1x Imperious Perfect
1x Joraga Warcaller
1x Llanowar Elves
1x Lys Alana Huntmaster
1x Masked Admirers
1x Primordial Sage
1x Rampaging Baloths
1x Soul of the Harvest
1x terrastodon
1x Tornado Elemental
----------------------------------------------------------
26 Creatures

1x Frontier Siege
1x Hunting Triad
1x Overrun
1x Collective Unconscious
1x Overwhelming Stampede
1x Hunting Triad
1x Beastmaster Ascension
1x Harrow
1x Temporal Trespass
1x Return to the Earth
----------------------------------------------------------
10 Other Spells

1x Ghost Quarter
1x Evolving Wilds
1x Terramorphic Expanse
3x Thornwood Falls
1x Oran-Rief, the Vastwood
2x Island
15x Forest
----------------------------------------------------------
24 Lands

I'll be back later with a list of cards you should look into getting, but this should give you a good start. The first cards I'd look into right off the bat would be getting 4 copies of Elvish Mystic, Imperious Perfect, Joraga Warcaller, Llanowar Elves, Arbor Elf, Elvish Archdruid, and 1 or 2 Craterhoof Behemoth.

Angry_Potatoes on DARKVINES

9 hours ago

I would add 1 Island just so Polluted Delta has something blue to grab that doesn't cost you an additional 2 life for it to come into play untapped. Also consider Splinterfright, he's a freaking tank.

wnotting on Amanda's Control

23 hours ago

Hey bprebula, long time no see. Its good to see more people learning the game! It seems to me that the deck here is trying two different things at once, both a Delver of Secrets  Flip deck and a spell based aggro deck like the Blistercoil Weird combat combo deck. I have a few ideas that would help assimilate your wife's deck type to aid in her learning process of this awesome game! Since she likes the control aspect of the game I would suggest the delver build for sure. Some of the cards i would drop to aid in this are:

Creatures:

-3x Invisible Stalker

-3x Nivix Cyclops

-2x Stonewright

+1x Monastery Swiftspear

+1x Delver of Secrets  Flip

Monastery Swiftspear and Kiln Fiend are both extremely powerful cards when paired with a few well placed spells. Where as Delver of Secrets  Flip is a very good value card being a one drop 3/2 flyer essentially. Stonewright, and Invisible Stalker actually clunk this style up, they do not benefit from any other spells being cast. Now for Nivix Cyclops, he is a very defensive creature and can benefit from your spells, but in this case he is a very pricey mana cost. You should be spending your mana gaining ground in the game or dealing with the opponents threats.

Spells:

-3x Mizzium Skin

-2x Stubborn Denial

-1x Vapor Snag

+1x Mana Leak

+3x Spell Pierce

+4x Rift Bolt

+4x Lava Spike

The reasoning for the removal of Mizzium Skin. Your creatures are not necessary to win a match, but only help speed of the pace. It would be a waste of a card slot to have creature protection main boarded. I've decreased the amount of Stubborn Denial due to the likely-hood of triggering the Ferocious ability. The only creatures to activate it would be Monastery Swiftspear or Kiln Fiend. Since it is still a possibility and a great card, two remain mainboarded. Another great counterspell in this format is Spell Pierce. Most threats in modern are low costed efficient creatures and usually when they are cast, excess mana is far and few. Also, I've dropped Vapor Snag to a three-of rather than a four-of since the ability to bounce is not always relevant. To optimize this list, the Delver decks use a bit of "burn" to assist in life damage and or creature removal. The burn spell Rift Bolt is great in a modern deck and can remove most threats and Lava Spike is another three damage that can stack up quick when your opponent is low on life.

Last but not least, Mana:

-1x Mountain

-1x Island

-2x Swiftwater Cliffs

+4 Scalding Tarn

Obviously, Scalding Tarn is a fetch land that allows you to grab either an Island or a Mountain. Unfortunately, they are a bit pricey. In this style deck you want to have at most five lands on the field, and if you draw too much land, you lose, quick... so fetching as much as possibly decreases the lands able to be drawn with will then allow you to draw removal, counters, and damage.

I hope this helps a bit with tweaking your wife's deck. Sorry for the extensive explanations, but I'd rather have people understand why and how rather than just telling someone to use this way because it's better.

capriom85 on So....Ninja Bear Delver?

1 day ago

Saw an article saying that this is going to be a thing in Modern now that Cruise and Pod decks are not a driving force. I don't have a list to directly link, but he gist of the build is:

18x Island & 2x Mutavault for the land base.

Throw together UR delver without the R: Serum Visions, Gitaxian Probe, Vapor Snag, Mana Leak, Spell Snare, etc.

Standard creature base you would imagine: Delver of Secrets  Flip, Snapcaster Mage

here comes the twist: this little guy boasts Cryptic Command, Ninja of the Deep Hours, and Phantasmal Bear.

I guess the idea here is the Cantrips and Ninja keep filling your hand a little at a time to make up for the loss of Cruise while eeking out the victory with aggro type damage.

Anything think this will be a thing?

NoPantsParade on "Cruel Control Is Unplayable," They Said

2 days ago

Doubletapped: My mana has actually been running very smoothly, and I have yet to run into any problems playtesting with it. While I do agree with the second white source, which might end up becoming Celestial Colonnade in place of a Creeping Tar Pit or another Hallowed Fountain in the place of a Mountain because of redundancy with Blood Moon. Personally, I prefer 3 Cryptic Commands simply because 4 is a bit much on the mana, but I am able to consistently cast Cryptic Command on turn 4.

ilagirl: While the mana base is certainly greedy, it is a pretty solid mana base in terms of being able to cast everything when needed. With the amount of fetches, 7 being able to fetch Hallowed Fountain and the Islands for Cryptic Commands and whatnot, it is pretty good. But you're right, it is greedy.

Elle_Ess_Dee: The reason why Anger of the Gods is still in the mainboard is because with the banning of Pod, I expect more aggro decks to be on the rise. I might be wrong. For right now, I am leaving the sideboard and Anger of the Gods as is until I see how the meta unfolds with all the changes and whatnot to Modern. I would use one more Damnation, but I can't justify spending that much on a wrath as I picked one up before it spiked.

Gorgosaurusrex on Esper Control

2 days ago

I would do something like this:

4x Polluted Delta
4x Flooded Strand
4x Temple of Deceit
4x Temple of Silence
2x Temple of Enlightenment
2x Swamp
3x Island
2x Plains
1x Urborg, Tomb of Yawgmoth

25-27 lands is the sweet spot for most control decks. If you want to go to 25 just cut an Island from my list.

GlistenerAgent on Druid's Control

2 days ago

Before I run some tests, your manabase could use some work. I could open Cockatrice and do it myself, but I'm a lzy-ass. I'd build the manabase something like:

4 Creeping Tar Pit, 3 Tectonic Edge

3 Island, 1 Forest, 1 Swamp

4 Misty Rainforest, 4 Polluted Delta

2 Watery Grave, 2 Breeding Pool, 1 Overgrown Tomb

I don't like Darkslick Shores in a control deck, and you were playing too many shocklands.

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