Isolated Chapel

Isolated Chapel

Land

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

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Printings View all

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

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Legality

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

Isolated Chapel occurrence in decks from the last year

Standard:

All decks: 0.92%

WB (Orzhov): 100.0%

Modern:

All decks: 0.14%

Commander / EDH:

All decks: 0.12%

WB (Orzhov): 1.82%

WUB (Esper): 1.07%

BGW (Abzan, Junk): 3.55%

RBW (Mardu): 1.35%

Isolated Chapel Discussion

Phostration on Orzhov vampire tribal

1 week ago

The only thing that bothers me about this deck is Bloodbond Vampire it is 4 mana as a 3/3 and just the +1/+1 ability. You could replace it with Gifted Aetherborn, but of course if you need to have more creatures that can get boosted I understand. I like the idea of the deck. It's like playing against a ticking time bomb haha. I want to say to add a Soran Plainswalker, but honestly I think this is good. Wouldn't hurt to have some Isolated Chapel or Godless Shrine (besides the spark damage or cost). A Castle Locthwain is always a good addition to a black deck too!

Epicurus on Modern Mardu Mutate Menace Mania

1 week ago

bmbinder Thanks for the comment!

With all the shock lands I'm running, I feel like the check lands were better than the fast lands (in other words, stuff like Isolated Chapel works better than Concealed Courtyard), but you may be right about including a few basics. I could probably drop the Triomes, and one of each check land to fit basics in there. However, I've been using the same formula - with special exceptions for a handful of decks - since 1993: 40 spells, 21 lands. Sometimes I get mana screwed, and that's never fun. But what's also not fun for me is drawing 3 lands in a row late-game.

So I'm kinda torn on the idea of adding land, and I definitely don't want more than 61 cards in the deck. So I'll ask you: if I added 2 fetch lands to bring the total to 23 lands, in addition to the revisions to the lands I already mentioned, what would you take out for them? Should I go down to 3x Raptors? Cut one of the Snapdax? Pull Mythos entirely? I'm at a loss for what I can do without or with less of.

The_Fallen_Duke on Apex of Nature

2 weeks ago

I think the biggest challenge you are facing is the mana base, as pretty much all of your lands enter the battlefield tapped. Even if the teck is build to have fun in casual games by playing big fancy spells, you will end up being always a turn behind the rest of the table. Sure, there is some ramp with Grow from the Ashes, Sylvan Scrying and Migration Path, but I am not sure it is enough to make up for all the ETBT lands.

Good lands are expensive though, so if you want to keep the budget in check I would suggest to try to get a couple of "painlands" (e.g. Yavimaya Coast, Karplusan Forest), which are versatile and not as expensive as for instance the shocklands, also I would consider playing more basic lands. If you have more basic lands in the deck, maybe also a couple of "checklands" (e.g. Sunpetal Grove) could become viable.

Taking out a couple of creatures to get some cheap rocks producing coloured mana (e.g. Simic Signet, Golgari Signet, Talisman of Curiosity, etc.) I believe could be helpful to cast your big powerful guys not too late in the game.

multimedia on Snapdax, Apex of Mutation

1 month ago

Hey, first version of Snapdax I've seen.

The double strike of Snapdax makes a mutated flying infect creature very deadly. Mutating Plague Stinger or Whispering Specter for instance. Infect is however not a fun type of deck for casual Commander, but it's an option if that's not a problem in your playgroup.

Darksteel Myr and Adanto Vanguard have indestructible protection from most removal when they mutate. Mother of Runes is repeatable protection to safely mutate or it can protect the mutated creature in combat or make it unblockable before combat.

Flying is the best other ability to pair with double strike. Needle Specter, Drana, Liberator of Malakir and Vampire Nighthawk are flying creatures to mutate. Needle has a busted combat damage trigger when it has a lot of power. Drana when she does combat damage to a player because of double strike can put two +1/+1 counters on the mutated creature as well as any other attacking creatures. Nighthawk mutates into real threat with flying, double strike, lifelink, deathtouch.

Abilities that trigger when you do combat damage to a player trigger twice with double strike. Needle Specter and Drana, Liberator of Malakir can take advantage of this so can several other cards. Mask of Memory, draws four cards and discard two cards. Azra Oddsmaker, discard one card, draw four cards and it can choose itself. Grenzo, Havoc Raiser, double strike triggers this guy twice.

Swords to Plowshares and Generous Gift are removal spells to consider adding. Open the Armory can tutor for an equipment. Exotic Orchard, Caves of Koilos, Battlefield Forge, Dragonskull Summit, Isolated Chapel, Clifftop Retreat are lands to consider adding.

Good luck with your deck.

multimedia on PRIMAL LADY BUG

1 month ago

Hey, the mutate idea is interesting, but I think you need those card spots for more cards that can put other cards into your graveyard. If you have deck space left over then add the mutate cards, but mutate is not helping to be able to cast Kathril; getting creatures into your graveyard does.

Doom Whisperer and Stinkweed Imp are creatures to consider adding since they can put other cards into your graveyard with dredge or surveil. These can be repeatable effects and they both have keywords for Kathril. Whisperer can dump a ton of your library into your graveyard for no mana cost only life with surveil 2. In 40 life Commander this can put a lot of cards into your graveyard hopefully a creature with lifelink so you can gain all the life back. Whisperer by itself as a five drop is a threat.

Stinkweed has good interaction with cards that want you to discard a card since after dredge Strinkweed returns to your hand and you want to discard it. I know this is a budget deck, but Entomb is an expensive card to make room for. Corpse Connoisseur and Gravebreaker Lamia are an Entomb effect with a creature and Connoisseur can do it potentially twice with unearth.

Other cards within the budget to consider adding:


Cards to consider cutting:

  • Jungle Hollow
  • Scoured Barrens
  • Vivid Grove
  • Vivid Marsh
  • Vivid Meadow
  • Temple of Silence
  • Grim Backwoods
  • Cubwarden
  • Dirge Bat
  • Insatiable Hemophage
  • Auspicious Starrix
  • Mindleecher
  • Cavern Whisperer
  • Necropanther
  • Gurmag Swiftwing
  • Karmic Guide
  • Oketra's Monument

Good luck with your deck.

phsycord on Teysa is the True heir to the Orzhov Throne

1 month ago

I agree with basically everything Masterful wrote.

To add on this I am not sure if Intangible Virtue is a good card. Do you usually win your games via combat damage? It's a huge nobo with Skullclamp, one of the best draw engines in Teysa (or 1/1 token decks in general). But overall I feel like the deck could use a little bit more small creatures or token generation for Skullclamp to actually work here, so maybe this is the cut instead.

What cards do you usually remove with Final Payment? Can you get rid of them with a Despark instead? Then I would much rather play this.

The mana base could take a rehaul, depending on how much you are willing to invest. I heavily dislike lands that come into play untapped. Cut that Temple of Silence and some basics instead play better lands like Isolated Chapel, Godless Shrine, Fetid Heath, Caves of Koilos, Tainted Field, Urborg, Tomb of Yawgmoth, Cabal Coffers, all the fetch lands (not really needed though), and potentially Castle Locthwain. Reliquary Tower is also probably not need. It does not give you any of your colors and you rarely come into the situation of having more than 7 cards in hand. Also 7 cards in hand is usually enough to keep the cards you really need and just discard the rest.

The Painter's Servant Teysa, Orzhov Scion is cool, but would make even more sense with small Teysa in your command zone. What do you think of including Grindstone in this if you want to run it? Another card that combos with Servant.

If you have problems with draw I can not recommend Necropotence enough.

I'm not a fan of those Soul Warden type effects. How much life does this gain you on average? I don't have experience with this, but Lifegain is simply not winning you games, except maybe when you have combos like Exquisite Blood Sanguine Bond or other infinite combos.

I prefer my sack outlets to be "free", as in they don't have an activation cost. Ayli, Eternal Pilgrim is a bit underwhelming if she is not online, but I think this is what you are trying to achieve with those Soul Warden effects. Even if you are at 50+ life I don't know if you run enough creatures you can sack to activate her a bunch of times, so maybe shy away from this combo, as you first need to have Ayli after all and then go to 50+ life. Both not easy to achieve in a commander game.

Ayara, First of Locthwain and Priest of Forgotten Gods are slow and need to stick a turn cycle and other creatures to even start being useful. Yawgmoth, Thran Physician is very similar but can be used immediately and his counters can be also used as removal. Or Erebos, Bleak-Hearted is maybe not the best sack outlet, but gives you immense card draw for a little life (also tokens may draw you off of him!) and he's indestructible :)

I hope that helps :)

triproberts12 on Trynn & Silvar, Dangerous Bonds.

1 month ago

Oh, also, I think shoring up the manabase should be a priority. I happen to be fairly familiar with building 3-color wedges on a budget, though, since I've had a dollar Shu Yun, the Silent Tempest deck for a while. With 11 basic Plains, Clifftop Retreat and Isolated Chapel are both $3 dual lands that you can really take advantage of with a basic-heavy manabase. Castle Ardenvale isn't exactly a free-roll, but if you keep your Plains count high, it makes humans and is likely to be an untapped colored source. Temple of the False God is an awful card for a 3-color deck playing so few lands. You need to get to 4 lands to play it and it makes colorless mana, meaning you're effectively playing a 34-land deck. I'd get rid of that and two spells, then add in Clifftop Retreat and Isolated Chapel at the very least. There's other budget lands like Foreboding Ruins, Tainted Field and Tainted Peak, but your color distribution doesn't seem built for them.

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