|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
1 day ago
I had the same idea. Hope they play this and a Revel in Riches deck on the arena challenge or some interesting decks. I like the competitive tribes, pirates and dinos, but I need some good against the odds stuff! +1 from me.
5 days ago
Hexcimal my man, sorry for taking so long to reply to your comment, but as you can see a lot has changed in my deck. I believe I have reached its final iteration, although I'm always trying new things. I got rid of the Soulmender since it wasn't doing much and Bloodbond Vampire it came in too late to be relevant. Also changed Lone Missionary for Augur il-Vec I know it seems like a bad idea for a creature, but I bassicaly use it as controlable life gain, waiting for the best moment to sac it and get 4 life or to sac it to Hidden Stockpile and get the scry and token, this allows me to better control my draws and start the self feeding engine assuring a creature entering the battlefield every turn.
As for alternate win conditions I got a sweet infinite combo that just drains the opponents life combining Exquisite Blood and Cliffhaven Vampire. Beating my oppponent to the ground is still the main idea but this combo has won me games where the board state was unfavorable or I was way too low in lifge to risk attacking.
Removal also got some upgrades with Anguished Unmaking to eliminate anything but lands and Unmake to take out big problematic creatures. Fatal Push is still on trial period. I'm considering Path to Exile and Swords to Plowshares to replace it since they are more flexible.
Lands got pimped too, Scoured Barrens is just lovely and also cheap, the downside of Caves of Koilos is practically negligible thanks to the nature of the deck, the scry provided by Temple of Silence comes in very handy most of the time, and Shambling Vent have done a good job at blocking and attacking when I'm low on creatures or need some life gain to occur. I'm only missing to acquire the Isolated Chapel (their recent price increase hasn't helped tho, but I'll get them soon).
Let me know what you think of this new and almost final version, I'm also thinking about building a sideboard that would transform it into a B/W tokens deck, just to throw off my opponent and have two strategies in one deck.
1 week ago
This is so amazing!! Thank you so much!! From what I can tell, you skipped the buddy lands. Sunpetal Grove, Dragonskull Summit, Drowned Catacomb, Glacial Fortress, Rootbound Crag, Clifftop Retreat, Hinterland Harbor, Isolated Chapel, Sulfur Falls, and Woodland Cemetery
2 weeks ago
2 weeks ago
I am not planning to cut the relics and 5+ mana walkers completely, because they are the core of the deck and Elspeth or Chandra on turn 4 is just insane. Maybe I can drop the number of the expensive walkers.
I am not sure about Liliana, the Last Hope, because the -1 is completely useless in this deck (except fulminators sb). But thanks to the rule change, I could add more gideons
Yes, Nahiri is still a good Walker even without Emmy, but I think Chandra, Torch of Defiance or ajani vengeant are also viable options. Maybe a mixture of a 3 would be nice.
Mardu Charm is definitely a cool card and I will try to find some room for it.
With the land base you are absolutely right, I would to reliable hit the 4th land untapped. I was thinking of check lands like Isolated Chapel would also be fine
2 weeks ago
Phyrexian Arena and/or Night's Whisper for card draw. I'd add a couple Duress, Collective Brutality, and Stony Silence to the sideboard. I don't think Dead Weight is needed. Instead play 2 or 3 Inquisition of Kozilek to take creatures with cmc 3 or less out of their hand.
I do like Secure the Wastes, but I'd play at least 2 Lingering Souls as well, as it's really good in the mid-range matchups (Mainly Abzan and Jund). Kalitas, Traitor of Ghet is really good as well, so I'd play 2 either in the side or even the mainboard. Since you're playing control, Gideon Jura, and even Elspeth, Sun's Champion could go either in the side or the main depending on your preference. In terms of the manabase, I'd add 2-4 Concealed Courtyard, 2 Isolated Chapel, 1 or 2 Urborg, Tomb of Yawgmoth, and at least one Godless Shrine.
3 weeks ago
What is the point of adding the legendary supertype to planeswalkers? That change makes no sense of any type.
On a more positive note, I am very glad to see that the "checklands" from Magic 2010 (Dragonskull Summit, Glacial Fortress, and so forth) are being reprinted, and with new artwork. I really hope that this means that the checklands from Innistrad (Hinterland Harbor, Isolated Chapel, and so forth) are eventually reprinted, as well.
1 month ago
MartialArt These are some changes I would make if I was playing this deck in A general competitive meta, with no budget restrictions. Now I have no idea what your meta is but my goal was to lower your mana curve, and cut some of the less optimal cards. Saying that I have left some because I don't think that you would take them out anyways.
Mana Rocks: First I would take out Thran Dynamo, Hedron Archive, Chromatic Lantern, and Gilded Lotus. These cards are slow at three, four, and five mana you want to be doing impactful things, such as Smokestack or Nether Void. So the mana I think you should add is cheap and reliable. Mana Vault, Grim Monolith are great adds for cheap mana positive rocks. Land Tax is slow but powerful making sure you don't miss A land drop if you aren't going first and allows for A easier recovery after A mass land destruction.
Land Destruction: Desolation Angel, and Devastation are both seven mana mass land destruction spells, which by the time you get to them the game could be over, even after A stax piece. Ravages of War is already on your maybe list but I say it is considerably better than both these cards. If you feel like you need another Mass land destruction spell Impending Disaster is the next best one I feel, though it is still far weaker. Seven lands is not hard to have in A four player game between all players, and it could sometimes just be A sudo Standstill for land drops.
Tutors: Having A large number of tutors in the game is needed in cedh to make your deck consistent. Saying that I feel you should add the following tutors Imperial Seal, Gamble, and Grim Tutor. I know gamble has A drawback of discarding A card, but the potential upside is too good to not run. Now I said having tutors is needed, but have expensive tutors slows down the deck so with this I say Diabolic Tutor needs to come out. Four mana is asking for A lot when only searching for something needed. Would you pay eight for A smokestacks?
Other cuts: At this point I have suggested one more card, than I have said to take out. Saying that I see some easy cuts. Crawlspace, Ghostly Prison, and Peacekeeper all cards that stop combat, but Cedh almost no decks use combat to win. So I find these are easy cuts to make. Reveillark is A good card, but without A loop it is just slow as it doesn't even get back sun titan, and I would say no one creature is that important for you to play this card. I'm just letting you know how hard it was for me to leave your six drops alone, I'm just saying. I know why they are in there, it just feels bad seeing them. I feel like you have enough token generation for smokestacks to get crazy so I recommend getting rid of Elspeth, Knight-Errant as A four mana make A 1/1 doesn't do enough. Scrap Mastery may sometimes not do enough, I'm not sure how it has worked out for you, so I can't say much, but I don't think I'm A fan.
Other adds: Null Rod, and Stony Silence are just good mana rock hate. These hurt you too, but you know when they are coming so you get to play around them. Aura of Silence Just A good taxing effect that could be used as removal for trouble artifacts/ enchantments. Karmic Justice is basically A mini Martyr's Bond that doesn't work with smokestacks, could be worth trying.
Mana Base Upgrade: You had to know this was coming. I would add Badlands, Plateau, and Scrubland cutting the pain lands Battlefield Forge, Caves of Koilos, and Sulfurous Springs. I feel like this is an obvious change and I don't have to explain myself here. If you decide to add these in I recommend adding fetches, you have nine to choose from, but I'm only going to say seven, adding more would lower your basic count to a number I'm not comfortable with. I would take out Clifftop Retreat, Dragonskull Summit, Isolated Chapel, Dust Bowl, Ghost Quarter, and two Plains for Polluted Delta, Bloodstained Mire, Windswept Heath, Flooded Strand, Marsh Flats, Verdant Catacombs, and Arid Mesa. I left out the fetches that only got red in your deck. I did this because of red being the least important color to grab, and your blood moon effects makes your mountain count way higher than it looks. For the lands I took out I'm only going to explain the two land hate lands. I find that Dust Bowl is really slow and not worth the time it takes to set that up. As for Ghost Quarter getting rid of a trouble land is fine, but giving your opponent a land is trouble, i would say it's even worse that its a basic, making your blood moon lack weaker.
Personal preference: This is what you prefer Vandalblast vs. Shattering Spree vs. By Force. Read the Bones vs. Painful Truths