Island

Legality

Format Legality
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Penny Dreadful Legal
Commander / EDH Legal
Noble Legal
Hero Legal
Block Constructed Legal
Standard Legal
1v1 Commander Legal
MTGO Legal
Vanguard Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Limited Legal
Heirloom Legal
Modern Legal
Highlander Legal
Pauper Legal
Legacy Legal
Archenemy Legal
Casual Legal

Combos Browse all

Island

Basic Land — Island

(: Add to your mana pool.)

Island Discussion

Hyperalgialysis on Spellslinger Flinger

6 hours ago

Lightning Strike would probably be better main deck than Abrade. Surprised you aren't running Riddleform in the main deck, as well as your Glorybringer. I would drop the Hour of Devastation and a single Island to put in 4 Riddleform and both Glorybringer.

Flooremoji on Storm hunter

17 hours ago

A perfect shuffle is 1 Wandering Fumarole 1 Reliquary Tower 1 Lightning Storm 1 Treasure Hunt and a combination of Mountains and Islands.

xoxoxo on Skeletal Control

3 days ago

Thanks for your advice Austin_Smith_of_Cards, I'm going to try out these changes:

4x Drowned -> 4x Restless Dead

1x Bone Picker -> 1x Skeletal Wurm

1x Gorgon Flail -> 1x Skeletal Wurm

1x Island -> 1x Portent

Skeletal Vampire looks fun and cheap, I might spring for one.

I thought the same thing when I pulled Portent out of my jank box, had never seen this card before, but it seems like a pretty solid stand-in for Ponder. I've found a couple more (total of 3), but not sure what else to cut if anything.

chadsansing on Time is of the essence

4 days ago

Also wondering if Plea for Power might be cool to test.

I do think tightening the land-base some would be helpful, as suggested. Perhaps go own to 1 Island, cut the artifact lands for more Mountain and Swamp cards, and cut some UB and UR lands for more Mountain and Swamp cards or BR lands that don't come into play tapped. The issue isn't lands' ability to be fetched (or any individual land's ability to tap for this color or that) so much as it is having a deck that predictably provides you with the mana to cast the spells you are most likely to draw by color.

chadsansing on IntruZur Alarm | Zur EDH

5 days ago

Very novel approach to Zur - I dig it a lot.

Lots of quality feedback above, so I will be brief here. I agree with lower curve + more removal (or exile effects) + more tutors. Maybe War Tax for that triple-fort feel.

  • Have you tested with builds that emphasize themes like wizard tribal or mill? This is a pretty unique list, so I'd encourage playing around with your themes and sub-themes to test for optimal creature builds along different lines that work with Intruder Alarm.
  • A little bit of recursion, in addition to counter-magic, might help bring back combo pieces you lose to counters and removal. Phyrexian Reclamation is a cool piece that Zur can fetch. Doomed Necromancer might be fun. Liliana, Death's Majesty and Liliana, the Last Hope can both bring back creatures or give you a zombie per turn.
  • You might tighten up your land-base. This is something I learned to do better here. It seems like you can make more B and U than you need, but may not always have enough access to W. Perhaps consider cutting some UB lands for UW ones and cutting some clunky multi-color tap-lands for more Plains. The color pie on the side should have its inner and outer rings closely (though maybe not perfectly) aligned. You could begin by going to 2 Island, 2 Swamp, and 4 Plains, as well, to see what happens. You might also replace deserts and other cycling taplands with Plains and then find room for Pull from Tomorrow and Sphinx's Revelation in the deck.

I hope some of that made sense and might help.

Happy brewing!

TheFanatic on Thrasios & Tymna EDH

6 days ago

Wrath of God and Austere Command would provide nice additional board control. Planar Collapse is slower, but it's cheap and you can recur it.

Llanowar Reborn doesn't seem like it does anything here. You might just want a basic instead. If you're running Cultivate and Kodama's Reach, you should have at least 1 Island, even if it's just a splash color.

Oblivion Ring is probably good enough as another Zur target. It's nice that it deals with everything.

If you want to get a bit lower to the ground, Nature's Lore, Exploration, and Farseek would be great ramp spells. Maybe even Nature's Claim. Herald of the Pantheon performs a similar function.

Courser of Kruphix seems like good value.

Demonic Tutor and Vampiric Tutor are good if you're into that kind of thing.

Training Grounds + Copy Enchantment could let you draw your deck with Thrasios, but I'm not sure what you'd do with it.

Luminarch Ascension gives you an actual way to win the game.

You could run Enchanted Evening + Calming Verse if you want to instant win. Aura Thief works too.

Mystic Remora is pretty broken card draw in the early game.

Auramancer and Eternal Witness aren't very good with Rest in Peace, but they're worth considering if you're running Hanna.

Rule of Law stops a lot of combos that you'd otherwise have a hard time dealing with.

Also, your land count might be a little low considering how little ramp you run. You might want to jump up to 36ish.

Tyrant-Thanatos on Does Blood Moon or Magus ...

1 week ago

They are just Mountains. Blood Moon and Magus of the Moon affect all non-basic lands, this includes any land that does not very specifically have the "Basic" type in its type line.

As of current, the only cards printed with the Basic type to my knowledge are: Wastes, Plains, Island, Swamp, Mountain, Forest, Snow-Covered Plains, Snow-Covered Island, Snow-Covered Swamp, Snow-Covered Mountain, Snow-Covered Forest

Caaarrlll on Red-Blue Counter Burn

1 week ago

I'll answer your questions of what to cut/how many with a sample template of a budget friendly way I would build a deck like this. Also, if you ever decide you want to get a bit more competitive, Jeskai Tempo/Control (can't get the link to work, but you can find it on mtggoldfish.com) would absolutely be the deck for you (although it's reeeaallly expensive).

Creatures

4x Monastery Swiftspear

4x Thing in the Ice  Flip

4x Enigma Drake (Doesn't have trample, but is out of bolt range. Testing would have to decide if Spellheart Chimera is better or not.)

3x Goblin Electromancer (I haven't playtested this any, thus I'm unsure if a playset of cost reducers are necessary)

Instants/Sorceries

4x Opt

3x Serum Visions

4x Lightning Bolt

2x Electrolyze

2x Negate (Left it at two because it can't counter creatures)

4x Mana Leak

3x Remand

2x Izzet Charm

Lands

4x Sulfur Falls (forgot to suggest this one)

3x Wandering Fumarole

6x Mountain

7x Island

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