Isolated Chapel

Isolated Chapel

Land

Isolated Chapel enters the battlefield tapped unless you control a Plains or a Swamp.

: Add or .

Browse Alters View at Gatherer

Trade

Have (5) Azdranax , Forkbeard , metalmagic , DoctorScarf , CompleteWaste
Want (9) Neuroscythe , JumpRaven , Medic_Gwen , OziDeck , Laereth , Orzhov202 , DowlingxA , niot5 , pksword1

Printings View all

Set Rarity
Dominaria (DOM) Rare
Modern Event Deck (MD1) Rare
Innistrad (ISD) Rare

Combos Browse all

Legality

Format Legality
Historic Legal
Unformat Legal
Casual Legal
Vintage Legal
Limited Legal
Duel Commander Legal
Modern Legal
1v1 Commander Legal
Canadian Highlander Legal
Leviathan Legal
Arena Legal
Pioneer Legal
Block Constructed Legal
2019-10-04 Legal
Oathbreaker Legal
Legacy Legal
Commander / EDH Legal
Highlander Legal
Tiny Leaders Legal

Latest Decks as Commander

Isolated Chapel Discussion

Hoobynobber7395 on Kaalia of the Vast

1 week ago

A couple of spicy adds and away to establish some win cons is Armageddon and Master of Cruelties these two establish power in a table of 4. Reconnaissance can pull Kaalia of the Vast out of combat and protect her from blockers and still get the trigger. Strionic Resonator can copy Kaalia of the Vast ability trigger Spicy includes:

Some lands to include:

take out some of the basics you're running for the lands, mana fixing in a 3 color deck is important.

PhyrexianPreator on Budget Devotion: Now With A White Splash!

2 weeks ago

Jackfrost23

I like what you have for a starting point.

Your selection of spells, creatures and Your one planeswalker are solid choices. I will be detailing what you can do for making the deck work a bit smoother and most of it is relatively budget friendly.

1) For triggering revolt with push all you need is a mix of Terramorphic Expanse and/or Evolving Wilds. They are fetchlands that are each under a $1. Only problem with them is that you can't fetch up shocklands since they only get basics. To better take advantage of them for revolt I would heavily suggest You get two copies of Urborg, Tomb of Yawgmoth. Last I checked urborg was only $15 Canadian. I did read the above comments and I understand where you're coming from and I respect your train of thought.

2) I would add two copies of Isolated Chapel. When I last checked they were Sitting around $5 Canadian. They make it easier to cast your white spells and don't interfere with casting your black spells.

3) If you ever felt like changing out sign in blood you could go with Night's Whisper. Since using sign in blood on the opponent isn't all that common to do, you can switch and still have access to this effect. The upside you get is an easier to cast spell in case your opponent has blood moon while you have some nonbasics.

4) For budget hand disruption spells you could either go with Duress or Blackmail. Last I checked duress is like $0.05 Canadian and blackmail was $5 Canadian. They are by no means close to Thoughtseize, but hand disruption is most effective when you know how and when to use it.

Lastly, I would say for an optimized list I Would remove and add the following cards.

-1 Arena, -5 Swamps -2 Caves of Koilos, and -3 Vampire Nighthawks.

+2 Isolated Chapel, +2 Urborg, Tomb of Yawgmoth, +4 Terramorphic Expanse/Evolving Wilds and +3 Duress/Blackmail.

All in all you have a functional list. If you do go with my recommendations I would save up and wait to get the cards that are $5+. For a reference on my prices you can check this site. https://www.facetofacegames.com/search.php?search_query=Terramorphic%20expanse┬žion=product

Yogei on Immortal Knights

3 weeks ago

zapyourtumor Path of Exile and Kaya's Guile are both good cards. Out of the two, I'd prefer Path to Exile. I'm not so sure Fatal Push would fit very well in the deck though. You don't lose that many creatures when playing these knights. I like Mortify because it has enchantment removal as well, but I'd say it's a matter of personal preference. But honestly, lately, I usually play this deck without removal cards, especially creature removal. The indestructible + vigilance combo is enough to deal with your opponent's creatures.

As for the lands, I agree. The deck needs better lands, and Isolated Chapel is one I'm keeping my eye on. Maybe I should write in the description that the lands are mostly placeholder cards.

But thanks for looking at my deck and thanks for the suggestions!

JW398 on Royal Air Force (angels)

3 weeks ago

Hey, just curious on what your budget might be? A simple upgrade to those guildgates would be checklands. Mainly Glacial Fortress, Drowned Catacomb, and Isolated Chapel. Each one is roughly $5-8 atm.

zapyourtumor on Immortal Knights

3 weeks ago

About the lands, I'd add Isolated Chapel and Concealed Courtyard (I don't think either is too expensive rn)

DemMeowsephs on Long Live the Monarch

4 weeks ago

Hey there! I think I can help a bit regarding your mana base. Let's take a look at that.

You have 26 lands, out of 100 cards, but your average mana cost is 3.72!!!! Usually you run about 30-32 if your mana cost is even at 2.20, so in my opinion, your deck needs A LOT more lands, and ramp. Let's take a look at lands first!

Lands

Ok, so there are MANY MANY lands you should use that you are missing. Our goal should be for you to include at minimum 33 lands. I understand it will be hard to find cards to take out but trust me- you need at least 33 otherwise it'll be very difficult for your deck to even function. You should include the following.

  • Shock lands. If you need mana THAT turn, they can come in untapped! If you don't want to take the damage you don't have to, but you'll always have the option to which makes them so good. They can also be used with fetch lands, but more on that later
  • Godless Shrine
  • Blood Crypt
  • Sacred Foundry

  • Fetch Lands! These are pretty much the best lands in magic. You can look for ANY colors you need, if you have the shock lands I just mentioned. The fetch lands can search for the shock lands, allowing you to get WHATEVER COLOR YOU NEED. They can also search for basics which is less helpful but still possible. They can also search for Savai Triome. (They search for anything that has a subtype they specify)

  • Marsh Flats
  • Bloodstained Mire (Budget: Rocky Tar Pit)
  • Arid Mesa

  • Fast lands! These are extremely useful the first couple turns, and they help you set up your board quickly so you can have a good start!

  • Concealed Courtyard
  • Blackcleave Cliffs
  • Inspiring Vantage

  • Filter lands! You have the red/white version- but not the rest! Add all three! They can give you any combination of the two colors they supply, which is extremely useful! They are also very cheap with double masters out- so get them soon!

  • Fetid Heath
  • Graven Cairns
  • Rugged Prairie

  • Pain and Horizon Lands! These are AMAZING because you can always rely on them for mana, without worrying if they come in tapped- at the expense of only ONE LIFE. Remember your life is a resource- if you win at 1 life it's the same as winning at 40. Getting good mana is much more important than paying some life.

  • Caves of Koilos or Silent Clearing
  • Sulfurous Springs or [No Card Exists Yet]
  • Battlefield Forge or Sunbaked Canyon

  • Check lands. Now these I would recommend not using, but if you have a budget and you want to improve your manabase, these are much better than what you have now.

  • Isolated Chapel
  • Dragonskull Summit
  • Clifftop Retreat

  • Battlebond/C Legends Lands! Some of these aren't out yet, but be sure to get them if you normally play with multiple players!

  • Vault of Champions (COMES OUT SOON)
  • Luxury Suite
  • Spectator Seating (COMES OUT SOON)

  • So in the end, these lands are VERY VERY VERY helpful and make your manabase much faster. There are also a BUNCH of single lands that are even better than some of these! Try to include as many as you can of the following:

  • Ancient Tomb

  • Prismatic Vista
  • Fabled Passage
  • City of Brass
  • Mana Confluence
  • Reflecting Pool
  • Exotic Orchard
  • Strip Mine/Wasteland
  • Forbidden Orchard
  • Gemstone Mine
  • Gemstone Caverns

  • So again, I would try to include many of these, and trust me- aim to have 33-35 lands in your deck. A lot of your lands come in tapped- slowing you down and making your manabase worse. Take those out. A couple lands could be replaced with better things. (Temple of the False God for Ancient Tomb). Take those out. You also have some good lands that don't relate to your deck. I get Boseiju, Who Shelters All and Eiganjo Castle (Etc) are cool, but they don't really make sense in your deck, and could be replaced with cards I mentioned before. To make a good deck you need a good mana base, and I recommend making that mana base, and definitely adding more lands in general.

If this helps be sure to check out and support some of my decks like Double Trouble EDH and A Deal With the Devil EDH! if you have any questions about what I wrote, want more help, or want some ideas, feel free to ask me on my wall or just tag me here, I'd love to help! Anyways, I hope this helps, good luck on your deck, and have a great day!!! Happy tapping!

Valengeta on Gain life, lose friends

4 weeks ago

Now it's just a matter of streamlining and optimizing the deck. Crypt Incursion is good for sideboard. Not every deck benefits from graveyard so you're not gaining value every match besides gaining life. I would swap those for 2 removal cards, I've already gave you some examples of those on my first comment.

I would drop Sorin for another Archfiend. Sorin is very costly, enters late and the effects aren't that amazing for the time it enters imo. The first one is very good for you, but again, it comes in late game. Archfiend is 1 mana cheaper, you can attack with it and controls the board of your opponents. Grim Tutor is cheaper than Diabolic Tutor, and the 3 life loss isnt that much of a concern to you. I will send you a list by PM of other cards that might be good here. Also, don't forget to keep stacking dual lands as much as you can: Godless Shrine, Isolated Chapel, Caves of Koilos and Fetid Heath

DemMeowsephs on Mean girlfriend

1 month ago

Well I think one thing to help with CMC problems is to have a stronger mana base. If she has the budget, I would consider all of the lands below.

Load more