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Basic Land — Island

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Island Discussion

iriveanu on First Standard Deck since Odyssey

23 minutes ago

Hello! Been a long time since last play.

i'm thinking of building a standard deck with cards i currently have :

Land: 4xDrowned Catacomb 2xRogue's Passage 4xWatery Grave 8xIsland 8xSwamp

Creature:4xJace's Phantasm 4xWight of Precinct Six 4xConsuming Aberration 2xAvatar of Woe 4xHedron Crab

Planeswalker: 2xJace, Memory Adept

Sorcery: 4xMind Sculpt 4xBreaking / Entering 4xMemory Sluice 4xTome Scour 4xMind Funeral

Instant: 4xCounterspell 4xPsychic Strike 4xDimir Charm 4xThought Scour

Artifact: 2xTrepanation Blade 2xGrafdigger's Cage 4xCodex Shredder 1xKeening Stone 2xChalice of the Void

Total 91 cards. I would like to build my deck with 60ish cards if possible, which cards should i add/throw? As you can see, the theme about this deck is about milling and using creatures to synergize with milling theme..

Any feedback or suggestions will be very well appreciated. Thanks!

dragonpaint on Freeze Tag

3 hours ago

Curse of the Swine sounds like a good idea. maybe instead a Polymorphist's Jest ? i don't need the swine as a finisher a Hundred-Handed One , Avacyn, Guardian Angel and Soul of Theros all work as great finishers in the times i have play tested. and as for adding more land I thought the same thing at first but replaced a Plains and an Island for Evolving Wilds and so far that has worked out great. what might i get rid of for Polymorphist's Jest . suggestions are very helpful. thanks for the help and support.

lanimilbuS on Rampires but Better

10 hours ago

Island ? As a 1 of, of course, have to leave room for Storm Crow !

That reminds me, this deck needs more Storm Crow !

Epochalyptik on Dominus - Dreamcrusher Edition

21 hours ago

1) Tolaria West can fetch Pact of Negation , which is strong for defending my combo because I can transmute in advance and not have to worry about having as much extra mana open as I might normally like. It can also fetch Mana Crypt , which nets me -1 mana on the turn of investment, but +1 mana on each subsequent turn (because we're assuming I otherwise would have played Tolaria West as a land on the TOI and been net 0 mana at TOI and +1 on each subsequent compared to +2 with Mana Crypt ).

2) Reflecting Pool is strong because it's always a dual land at minimum. I have an optimized land base, so there's almost never a case where I don't end turn one with a dual land on the field (either by playing it or fetching it). I tested City of Brass and found the fixing a little dangerous because it forced me to hold up even more lands for my combo (because I can't combo if I'm dependent on City of Brass to net me mana). Mana Confluence is in the same boat as its predecessor.

3) Urborg, Tomb of Yawgmoth is a holdover from a time when Primeval Titan was still legal and I ran Cabal Coffers (I was also playing in slightly less competitive pods back then). After that, I was still using it for Mana Web , which has also been cut. Even after losing those two interactions, it's still viable because blue and green are the most relevant colors in the deck. That statement may not seem to make much sense at first, but if you consider that I want to fetch or play a G/U dual, Forest , or Island whenever possible, it's a great benefit to be able to play a single land and instantly have access to all of the black mana I could need. It allows me to (further) justify spending my first fetches finding Tropical Island and Breeding Pool instead of one of the B/X duals (although I get them next). Urborg, Tomb of Yawgmoth also helps make Necropotence a little easier to cast.

4) Mystical Teachings is nice because it's an instant-speed, to-hand tutor. I can use it to find a counterspell or Vampiric Tutor in preparation for my combo, and I can flash it back afterward to find Blue Sun's Zenith . I've also used it to find Teferi, Mage of Zhalfir , which locks my opponents out of my combo turn.

5) Arbor Elf is there because it can untap Tropical Island and Breeding Pool , which are almost always the first lands I fetch. It's basically like having a second, slightly more restricted Birds of Paradise . It's not the best card, but it does the job, and it does it well enough.

6) Utopia Sprawl is there because it can enchant Tropical Island , Breeding Pool , Dryad Arbor (if I'm feeling ballsy), or Forest s. I almost invariably have one of those things on turn one. Granted, it's not optimal because it's an Aura and therefore depends on a specific permanent to survive, but I justify the liability with the Arbor Elf interaction. Again, not the best, but functional. This is probably the card I'll drop to make room for Carpet of Flowers .

7) Mystic Remora is in the deck because it's a very cheap threat. Nobody in a competitive pod will ever pay the denial cost, and it can easily net me several cards within a turn cycle. Even if it doesn't, I'm still paying U to significantly disrupt my opponents' tempo, which is a plus in itself. I usually don't pay the upkeep cost for more than one turn cycle, and most of the time I don't even pay it at all. Think of Mystic Remora as a potential Ancestral Recall , half-price Time Walk , or removal bait.

Scorprix on .

1 day ago

Instant (26)3x AEtherize 3x Countermand 4x Cyclonic Rift 4x Dissipate 4x Dissolve 2x Opportunity 3x Syncopate 3x Voyage's End Artifact (6)4x Shredder2x Elixir of Immortality Land (23)2x Encroaching Wastes 21x Island Sorcery (2)2x Whelming Wave Enchantment (3)3xDictate of Kruphix Sideboard (15)2xDispel 3xJace, Memory Adept 2x Negate

thispersonisagenius on Izzet Control-Burn

1 day ago

Sorry, I went on a deck deletion spree yesterday and accidentally removed that one. I'll detail the differences between our decks here.

Lands: +1 Scalding Tarn , +4 Misty Rainforest , -2 Island , -4 Mountain - More blue fetches to have more consistent mana, the majority of the deck is blue so Arid Mesa is unnecessary.

Threats: -2 Planeswalkers, + 2 Vendilion Clique - I think Clique is better in this deck, as it disrupts them further and provides a quick clock.

Instants/Sorceries: -1 Cryptic Command , -2 Gitaxian Probe , -2 Rift Bolt , -1 Remand , -3 Vapor Snag , + 3 Spell Snare , +2 Spell Pierce , +1 Izzet Charm , +1 Dispel , +2 Serum Visions , +1 Flame Slash

I don't particularly like Rift Bolt here, it's probably better as a Forked Bolt or another cheap counterspell. I might be wrong not playing Vapor Snag , but think Spell Snare and Spell Pierce are necessary as you want to disrupt their early removal and other spells as much as possible while presenting a fast clock. Serum Visions should also be a four-of, as it is the best cantrip in Modern. Four Probes may be too many, so I cut two of them. I also added some more fun-ofs for versatility.

Rayenous on Let's discuss the future of ...

1 day ago

For Modern, If I had an affinity deck, I would use Ghost Quarter as a colored mana source...

Sac it, targeting your Darksteel Citadel ... go get Island , or Mountain ... or whatever basic land you need.

Acts as a Fetchland, with no life loss, and can get any basic land... just not dual lands. - While still allowing for better match ups by not taking up space in the sideboard, where you often see land hate anyway.

Here's hoping for a reprint in Khans of Tarkir.

nobu_the_bard on Why is it a MAJOR ...

1 day ago

Note that you can't sacrifice an artifact and add that to your mana pool the way you can tap an Island and add U to your mana pool. Just wanted to mention it. Price

Low Avg High Foil
$0.05 $0.2 $0.78 $0.77
Color(s) U
Converted cost 0
Avg. draft pick 13.20
Avg. cube pick 13.54


Format Legality
MTGO Legal
Unformat Legal
Heirloom Legal
Standard Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Modern Legal
Pauper Legal