Island

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Commander / EDH Legal
Noble Legal
Hero Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
1v1 Commander Legal
Canadian Highlander Legal
MTGO Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Arena [BETA] Legal
Limited Legal
Heirloom Legal
Modern Legal
Highlander Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Archenemy Legal
Casual Legal

Combos Browse all

Island

Basic Land — Island

: Add to your mana pool.

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Island Discussion

IAmTheWraith on Blade of the North Star

8 hours ago

Whats up with all the Islands?

Deefy on Robot Tron

1 day ago

I would suggest using some Forests so you can use Ancient Stirrings and World Breaker in place of the counters and Islands. In Tron you don’t want to be holding your mana for responses.

Tethys on Izzet Tempo or Control?

1 day ago

+1, nice build!

Sulfur Falls has check conflicts with itself and Spirebluff Canal. I would propose these changes to your land base:

+4 Polluted Delta
+1 Spirebluff Canal
+1 Steam Vents

-3 Sulfur Falls
-2 Mountain
-1 Island

Otherwise, it looks good!

Tethys on Delver Pyromancer Tempo

1 day ago

Only 24 Instants and Sorceries is light for a Delver deck. It's not going to flip more than half the time even considering scry effects from Serum Visions and Magma Jet.

I would start with -2 Guttersnipe, +2 Opt and keep working from there.

Your land base is not optimized. Here are some recommended changes:

-1 Island
-1 Mountain
-2 Steam Vents
-2 Sulfur Falls

+4 Spirebluff Canal
+2 Polluted Delta

The extra fetches and cantrips will also allow you to run Logic Knot if you want to, which seems good here.

xyr0s on Forged Future

2 days ago

Here's how I would start on a midrange blue deck with focus on your favourite sphinx. I tried not to bring any cards that only allow for looking at the topcard, and apart from that just quality blue dudes. Plan for the deck is to stay alive (and it might need more and better stay-alive cards) until some kind of card machine starts rolling - either Magus of the Future og sphinx + top-deck-spying.

Perhaps grand architect feels a bit lonely, either needing something like Chasm Skulker or more Master of Waves, to make tokens to buff, or something artifact to help cast.

Creatures - 18

4 Conundrum Sphinx

2 Magus of the Future

4 Grand Architect

2 Thassa, God of the Sea

2 Kira, Great Glass-Spinner

1 Master of Waves

1 Nimble Obstructionist

2 Harbinger of the Tides

Spells - 20

4 Vapor Snag

2 Remand

4 Condescend

4 Serum Visions

1 Curse of the Swine

2 Spell Pierce

3 Spreading Seas

Lands - 22

15 Island

1 Halimar Depths

3 Field of Ruin

1 Minamo, School at Water's Edge

2 Faerie Conclave

1 Oboro, Palace in the Clouds

Lord_Olga on Eh

2 days ago

I’d say your mana base should be a little more in favor of blue. Add a couple Islands, take out a couple Swamps.

Also, your mana curve could use a little work. Need less 5 drops.

Majestic_Clown on Ancestral Animar

3 days ago

JMCraig

All you need to do to add a change log is add it to the description. I've made code for you to add below:

Add this:


===accordion
===panel:Change Log | 23/May/2018 | Click Here
Cut:

[[card:Earthcraft]]

[[card:Rishkar, Peema Renegade]]

3 Pain Lands

[[card:Forest]]

[[card:Island]]

[[card:Lotus Cobra]]

Added

[[card:Green Suns Zenith]]

[[card:Sylvan Safekeeper]]

[[card:Tarnished Citadel]]

[[card:Exotic Orchard]]

[[card:Thran Quarry]]

[[card:Dryad Arbor]]

[[card:Grove of the Burnwillows]]

[[card:Mox Amber]]
===endpanel
===endaccordion

This is what it will look like:

ToolmasterOfBrainerd on Wait, you play Grixis? Why?

3 days ago

I could cut a Flooded Strand and an Island for 2, but hitting my colors is more important than ever with Anger of the Gods in the deck. But the payoff is real. I think 1 for an Island is definitely worth it. I used a lot of removal on manlands against Jund tonight. I'll start with 1 and if it's not hurting too much I'll add another. Not going to 2 right away because I only own 1.

Regarding Leyline, I need 4 Anger of the Gods in the sideboard. The testing I've done shows me it's way too good to not play. Additionally, the Eldrazi matchup is so bad that I need to be sideboarding something for them. Collective Brutality is the best thing I can do against the colorless menace, and the matchup is bad enough to warrant playing 4. Finally, if I play any Leyline of the Void, I need at least 2, and probably should play 4. That only leaves me with 3-5 spots, in which I need to address burn and midrange and control. 3 spots Certainly isn't enough. 4 probably isn't. 5 might be. Those 5 would be 2x Dispel, 1x Countersquall, and 2x Collective Brutality and I'd have to add another Terminate (probably cutting 1 opt) to the main deck to feel safe. Could 2 Leyline of the Void be enough to justify playing any? It's only in the opening hand 22% of the time, but with 2 copies I'd board it in against Control, Mardu Pyromancer, BGx, and any Snapcaster Mage deck.

Basically I'm worried about spots in my sideboard and how I'm allocating them. I need to be good against the field, not just beat one deck.

Thanks for helping me puzzle through this.

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