|Commander / EDH||Legal|
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|Modern Event Deck (MD1)||Rare|
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Isolated Chapel enters the battlefield tapped unless you control a Plains or a Swamp.
: Add or to your mana pool.
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Isolated Chapel Discussion
2 days ago
Unless you're trying to stay with an ixalan theme, I would recommend switching out Forsaken Sanctuary for Isolated Chapel, Fetid Heath, Caves of Koilos, Godless Shrine, or even just Scoured Barrens if you're going ultra budget.
2 days ago
Suggestions:Vampires Olivia Voldaren
Defiant Bloodlord More expensive Vizkopa Guildmage or Sanguine Bond but on theme and more combo pieces
Vampiric Tutor -tutors are great
Mastermind's Acquisition -another tutor also "wish" affect allowing you to grab legal cards outside of game*
Non-vampires but solid combo/synergy cards
Bloodstained Mire-Any "fetch" lands to help mana fixing and to grab dual lands
6 days ago
Here are my land suggestions:
1x Fetid Pools
1x Maze of Ith - not really a land because it doesn't tap for mana, but it's a good card
1x Nimbus Maze
Here are the land cuts:
1x Blighted Fen
Which would leave you with a manabase of:
1x Fetid Pools
1x Maze of Ith
1x Nimbus Maze
1x Opal Palace
This manabase can largely be ported over to Zur, except for the lifegain taplands like Jwar Isle Refuge, which I think are generally just okay but are good in this deck because with Oloro out, you can play it and draw a card. I tried to keep the prices pretty low, because I didn't know your budget, but you can add Hallowed Fountain and stuff if you like (especially that one since it's cheap). Bad fetches like Bad River and Flood Plain get better if you spring for shocklands.
3 weeks ago
Love the thought and the theme - +1.
Couple of suggestions. I don't see the keyword "budget" anywhere, so I'm going to list all possible options for this deck. They will range from expensive (as in cards in competitive magic) to budget options since the deck seems to be in that kind of range.
Lands first. Since you are two colors, playing that many basics isn't a terrible idea, but not drawing a particular color, or not enough mana sources of that color, can still be a thing that holds you back. Options are fetch and shocklands to get your colors as soon as possible - Marsh Flats and Godless Shrine are the two in your colors. You can include other black and/or white fetch lands like Bloodstained Mire or Windswept Heath because they both search for Godless Shrine. However, late game they can only search for one of the basic lands which may become a problem. In lue of other fetch lands, dual lands such as Isolated Chapel or Concealed Courtyard are the other two options that are played in modern. Ironically, they're opposites in the fact that you want Concealed Courtyard in your opening hand, and not late game, where as you don't mind Isolated Chapel late game, but would prefer not to see two in your opening hand since they would both come in tapped. These lands will greatly increase your color fixing, not to mention fetching lands helps thin the deck so that you are drawing less lands later in the game. (I do have to mention that, with each fetch, there is only a 1% less chance of drawing another land, but every bit of help can do wonders). Lastly for lands, 24 seems too much for a deck that curves out at 3 mana, and the three mana cards are only 6% of the deck. I'd recommend going down to 22. See if that helps at all.
Onto creatures. I see why you like Doomed Necromancer here, but he is someone that should be taken out of the deck. First off, he's three mana which is at the top of your curve. Secondly, he takes a full turn to be able to activate his ability. Thirdly, even if your opponent doesn't (or can't) pay the three life (assuming Athreos, God of Passage is on the battlefield) he still then takes another three mana and another turn to activate. He's too slow for modern, especially with the fact that you're not bringing anything BIG back. Just other smaller aristocrat type creatures. I feel like Spiteful Returned is in a similar position. Four mana to bestow, just for two life upon attacking? Aside from Cartel Aristocrat, how many of your creatures are truly just going to keep attacking? modern is full of 2/3 and 3/3 one drops (Wild Nacatl, Kird Ape, Merfolk, ect) that will simply just block your creatures. I know you don't care about dying, but those kind of decks can assemble and be MUCH faster than you, so you need to be able to compensate in order to beat those types of decks.
Honestly, you could try to go the infinite route with Viscera Seer, Kitchen Finks, Anafenza, Kin-Tree Spirit, and Murderous Redcap. However, that isn't exactly new and you lose a lot by not adding green. In saying that, I do think you should consider Viscera Seer as another sacrifice outlet. It also helps you scry which has the potential to be game changing in the long run.
Other control aspects. Being that you're playing black and white I think you should consider these options for creature destruction: Path to Exile and Fatal Push. These are arguably the strongest creature removal spells in the format. Also, for more hand disruption, you could look into Thoughtseize. The 2 life is almost irrelevant being that you're playing Blood Artist to gain life.
I am not trying to sound like an arrogant jerk here assuming you don't know what your cards do, but I do want to make sure you understand two interactions that could potentially happen in your deck. If you already knew these, I'm sorry. Gift of Immortality, while useful, does have a potential backfire. If Athreos, God of Passage is out and a let's say Black Cat dies with Gift of Immortality on it, then you would need to choose how the stack would resolve. You have the option of choosing when your opponent discards there card at random, when Athreos, God of Passage's trigger goes, and when Gift of Immortality goes. Here's the problem. If you allow Athreos, God of Passage's trigger to resolve first, your opponent can NOT pay the 3 life and allow the creature to return to your hand. While this may sound beneficial at first, you then LOSE Gift of Immortality being that the creature is not returned to the battlefield, and Gift of Immortality has no target. If you allow Gift of Immortality to resolve first, then Athreos, God of Passage's trigger is meaningless. Just wanted to make sure you knew how that went to decide whether or not to keep Gift of Immortality.
The second interaction is with Tidehollow Sculler. For him to be used to his MAXIMUM potential you need a sacrifice outlet. Let's say you have Cartel Aristocrat on the battlefield. You cast Tidehollow Sculler and he resolves, and his enters the battlefield (ETB) trigger goes on the stack. BEFORE HIS FIRST TRIGGER RESOLVES, you then sacrifice him to Cartel Aristocrat so that you now have two triggers going onto the stack above Tidehollow Sculler's etb. You give Cartel Aristocrat protection from whatever color you want, then Tidehollow Sculler's second trigger resolves returning whatever card he exiled. Here's the kicker, HE HASN'T EXILED ANYTHING YET. Therefore, nothing happens. Now that those triggers resolved, his initial ETB trigger resolves, and you get to permanently exile whatever nonland permant is in their hand. Again, if you knew these interactions, I apologize for wasting space and your time to describe them.
3 weeks ago
I don't have the mana base unfortunately to add white, only a playset of Isolated Chapel and one Concealed Courtyard. I do however have the mana base for B/G: Playset of Overgrown Tomb, Woodland Cemetery, and Blooming Marsh. How would a deck like this look sticking to just B/G until I can acquire the lands needed for abzan colors?
3 weeks ago
I definitely like where you are going with this deck, and Path of Bravery seems like a snug fit. I would absolutely cut Blight Keeper because the ability is too expensive for what it does and is not worth it in the long run. I would also cut Scoured Barrens and Kabira Crossroads, and add in more High Market and some Isolated Chapels (or maybe even a Shambling Vent?)
4 weeks ago
@Shadowdarkraity: Do you have the deck already here on Tapped Out? If not, I'm pretty familiar with the archetype so no need to take the effort if you don't want to.
The cheapest way to keep a consistent mana base is to drop down to the bare number of fetches and shock lands that you can afford, then use basics and the check lands cycle. If you were to go completely bare without fetches + shocks, it'd look something like:
Pain lands are also viable on a budget, but (as the name implies) can set you back against aggro decks. Adarkar Wastes, Underground River, and Caves of Koilos replace the above check lands. Shambling Vent isn't a terrible land to have either, but they're stronger in Midrange and Control (whereas Spirits leans more towards tempo).
To go even more budget, Tango lands are reasonable (Prairie Stream, Sunken Hollow), but aren't reliable as plain old fetches + basics. They really aren't that great until you have fetches already. I'd use them as the 24th. and 25th. land in the above example (instead of 23 lands total).
4 weeks ago
Sorry to be the one to break this to you, but your $5 per card max is quite unrealistic if you want to seriously upgrade your lands.
Hinterland Harbor is about $5...
Isolated Chapel is about $5
Canopy Vista is about $2
Hallowed Fountain (from RtR) is $7
Sunpetal Grove about $3
Woodland Cemetery is right above your cap ($6)
That's pretty much it.
Unless, of course, you want to get into shock lands (sans Hallowed Fountain), but those are mostly up over $10 and some close to $20...