|Commander / EDH||Legal|
Printings View all
|Modern Event Deck (MD1)||Rare|
Combos Browse all
Isolated Chapel enters the battlefield tapped unless you control a Plains or a Swamp.
: Add or .
Price & Acquistion Set Price Alerts
Isolated Chapel Discussion
20 hours ago
Flip Mesa Enchantress Sphere of Safety Open the Vaults Torment of Scarabs Curse of Exhaustion Curse of the Nightly Hunt Curse of the Pierced Heart Curse of Oblivion
Curse of Vengeance Curse of Shallow Graves Open the Armory Chromatic Lantern Arid Mesa Isolated Chapel Norn's Annex
1 week ago
You're very heavy on the 4-drop slot. I would recommend cutting the Approach of the Second Sun, since you should be trying to win by bringing your opponent's life to zero. Anointed Procession is cool, and can be powerful, but it relies on you following it up with other cards. THough pricey, this should be History of Benalia as this card does not depend on being followed up by another card and produces more Knights on its own.
You should be running 4 of the Dauntless Bodyguards in the maindeck, they should not be in the sideboard. You're going to be wanting to swarm the enemy in a flood of chivalry as fast as possible, and a few amazing 1 drops can help you out that way. Accorder Paladin, Knight of Glory, and Sigiled Paladin are all great 2 drop knights that help you out in attacking strong and early. Knight of the White Orchid can act as ramp, but is also a decent beater.
Mirran Crusader is extremely powerful and you should definitely be running 4 of this one.
Vona, Butcher of Magan is really cool and can give you an answer to nearly anything, and she helps pay for herself with that lifelink.
You'll also want to use some of black's card draw capabilities, since card advantage is definitely white's biggest weakness. Don't be afraid to spend a little bit of life to draw some cards with Dark Bargain, Read the Bones, Night's Whisper, Sign in Blood, or Damnable Pact just to name a few.
For your sideboard, cards like Duress are very important if you're running black, I would recommend running 3-4 of these in your sideboard, since you have no other hand disruption. Celestial Purge is pretty popular, as is Timely Reinforcements. Vraska's Contempt and Anguished Unmaking can help you deal with opposing planeswalkers, and Unmaking hits any troublesome non-land, Rest in Peace, Stony Silence, and Zealous Persecution are very strong sideboard options as well.
Let me know if this was helpful or would like to know some of the reasoning's behind the suggestions!
1 week ago
2 weeks ago
Alright, awesome! I don't know your meta, so let me know if these suggestions aren't right for you and your playgroup(s).
First off, this is straight up Midrange. A couple counters and removal/control magic cards doesn't make it control.
Secondly, I would focus first on your mana base. The distribution of your lands will depend on the end result of the deck, as in how many black/blue/white symbols are on the card adn how early they appear. Some cheaper lands for esper are Fetid Pools, Irrigated Farmland, Sunken Hollow, and Prairie Stream. These are great choices as they have the basic land types and are able to be fetched with fetchlands, and the cycle effect on the first too can be really hand late game. I'd go with one or the other though, and those also turn on lands like Isolated Chapel, Glacial Fortress, and Drowned Catacomb. If your group plays lands that can be troublesome, cards like Ghost Quarter and Field of Ruin are some great ones that aren't straight up land destruction. I would heavily suggest Field of Ruin over Ghost Quarter though, as it doesn't set YOU back on mana. I would also strongly recommend playing at least 8 basic land cards and at least 25 lands with the amount of high cost cards you have as well.
This kind of deck really does not need Expedition Map, and Elixir of Immortality is really only good if there is an opponent on mill, there are better options if you need life gain. Cards like Wall of Omens, Ruin Raider, Twilight Prophet, Dusk Legion Zealot, Phyrexian Rager, Thassa, God of the Sea or Kefnet the Mindful are all great creatures that can help you draw cards and lands if needed. Spells like Preordain, Serum Visions, Impulse, Painful Truths, Discovery / Dispersal (which can act as removal as well, if need be), and Esper Charm are all well and dandy. If you choose to run any of these, with the kind of deck you're on, I would recommend choosing one of the 1 or 2 cost ones and running four, then run two copies of the 3-cost ones at max.
As for your enchantments, Sorin, Solemn Visitor, Sorin, Lord of Innistrad, or Elspeth, Sun's Champion, and Elspeth, Knight-Errant would all be better than True Conviction as they come down much faster (except Sun's Champion), are far easier to cast in a 3-color deck (W-Bla is much easier than WWW), they also give you creatures to flood the board.
The problem with Control Magic, is that it is far easier to get around than regular removal, but if you're adamant on stealing your opponent's toys, Entrancing Melody, Exert Influence for smaller creatures and Connive / Concoct which can double as rebuying a dead creature of yours, or Confiscation Coup paired with cards like Glimmer of Genius, Glint-Sleeve Siphoner, and Aether Hub. I recommend this because Control Magic can be destroyed by enchantment destruction effects adn let your opponent get their things back, especially if you don't have Privileged Position out, speaking of which
I wouldn't run it. Run more counterspells in its place. You don't want to broadcast the whole 'hit me, i'm setting up a hexproof Exquisite-Sanguine combo' and give them targets for their removal. You need to slam those things down and then protect them. Cryptic Command is amazing, and 3 is good enough. Depending on how your playgroup does with counterspells, og Counterspell, Mana Leak, Supreme Will, Ojutai's Command, Silumgar's Command, Negate, Essence Scatter, and Dissolve are all good. Arcane Denial if you want to be nice about it. You want to make them spend the mana on their way to answer your threats and then Dash Hopes (don't play that one, it's funny but not good). With Counterspells, you generally want to spend less mana on it than what you're countering, and they're better in multiplayer games than discard.
If you're playing 1v1 matches, you could go with discard effects over counterspells, but choose one or both. Cards like Duress, Thought Erasure, Divest, Harsh Scrutiny, Persecute, Arterial Flow (bonus points if you're playing with Twilight Prophet and friends with this one), Inquisition of Kozilek, Thoughtseize, Castigate, Blackmail, and Hymn to Tourach. You also have Kitesail Freebooter, Tidehollow Sculler, and Brain Maggot. From what you said with liking how your creatures take control, this is the route I would recommend for you, especially Kitesail Freebooters and Thought Erasures since one is a creature and the other can help fix your next draw step.
Once again, run Counterspells or Discard, and preferably counters in multiplayer. The simple reasoning is with discard you spend mana and resources and they don't spend mana and lose resources, counters you both spend mana and resources with you, preferably, spending less mana and quality of resources, and you don't want to tax your mana and resources doing both.
Don't run Riot Control. Don't do it. Run Eerie Interlude instead of Rootborn Defenses as it will trigger and enter the battlefield effects when your creatures come back and get you advantages that way.
Jace is cool, but run those Sorins and Elspeths I mentioned earlier instead, they fit better in your kind of deck.
Some way better creatures for you are Dragonlord Silumgar, Dragonlord Ojutai, Cloudblazer, Restoration Angel, Ravenous Chupacabra, Isareth the Awakener, Vona, Butcher of Magan, Nightveil Predator, Thalia, Heretic Cathar, Hostage Taker, Regal Caracal, Thraben Inspector, Noxious Gearhulk, Torrential Gearhulk, or Cataclysmic Gearhulk. There are so many options out there, and in the end it's your deck so you can make it however you would like. I hope this was at least a little bit of help.
Also, definitely find some room for Swords to Plowshares and Anguished Unmaking. Life is a resource and don't be afraid to spend a little bit or give your opponent some more if it means not letting them win or letting you win.
3 weeks ago
Have you taken this to FNM yet? Have any good results?
Also, I understand the reason for the Vivid lands, but them entering tapped slows your deck down even more. Any thought to lands like City of Brass, Mana Confluence, Reflecting Pool, or some of the buddy lands like Isolated Chapel or Hinterland Harbor that can come in untapped most of the time.
3 weeks ago
Welcome to TappedOut!
Coldsnap can be problematic mostly due to the majority of the cards are made with a high mana cost with sub-optimal abilities. As much as I love the set, it's still mostly bad. There are a few gems that exist though.
I'd also suggest you put in a few check-lands like Clifftop Retreat, Isolated Chapel and Dragonskull Summit to smooth out your mana base. Scrying Sheets might be an option to let you filter through your deck with the snow permanents you have.
4 weeks ago
Don‘t you think going all in on Vampires May be worth a try, -4 Ajani's Welcome +4 Legion's Landing Flip, +4 Radiant Destiny, +4 Queen's Commission, -2 Swamp, -3 Plains +3 Isolated Chapel, +1 Forsaken Sanctuary- 3Leonin Warleader-2 Skymarch Bloodletter -4 Ajani's Pridemate, +4 Adanto Vanguard, -2 Moment of Triumph-3 Murder +3 Conclave Tribunal... Just a thought,... been Playing orzhov vamps too and liked em,... WBVampires
1 month ago
Vraska's Contempt is a must. Instant, so you can react to opponent movements; can target Planeswalkers, not many cards can do that in the enviroment right now.
Black/White mana, has not a solid base right now. I would include Isolated Chapel, and change Hierophant's Chalice with Chromatic Lantern. Your deck does not have a lot of double color spells, so this will be only relevant if you find yourself having problem with fixing the mana.
If your plan is to shift to Vampires Legion Lieutenant, Legion's Landing, Champion of Dusk and Radiant Destiny should be right choices. Adding Vanquisher's Banner is for late, and with no mana acceleration could be a little heavy, but the card draw power is quite good in a tribal deck. Blood Operative is good against the new mechanic Jump-start, but you need more cards with surveil for it to work. Twilight Prophet and Sanctum Seeker are pretty strong too. I feel as you have little removal, Cast Down and Price of Fame are both pretty solid, the later being specially good in a format with a constant legendary treat.
Consider taking outYargle, Glutton of Urborg 5 manas, no vampire, no tramble or other evasion. Arvad the Cursed You don't have a lot of legendary creatures, 5 manas for a 3/3 with no evasion, you can find better things.Encampment Keeper and Walking Corpse must go if you want to take the tribal approach. I would changeCobbled Wings for Captain's Hook, it can do a lot of damage, and is pretty good in creatures with lifelink. Queen's Commission might be nice too.
Good Luck. P.S.:Sorry for my bad english.