Mobile Fort

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Urza's Saga (USG) Uncommon

Combos Browse all

Mobile Fort

Artifact Creature — Wall

Defender (This creature can't attack.)

(3): Mobile Fort gets +3/-1 until end of turn and can attack this turn as though it didn't have defender. Play this ability only once each turn.

Mobile Fort Discussion

Hi_diddly_ho_neighbor on Arcades' Walls and Wares Emporium

1 year ago

Cool deck! The minute I saw the new Arcades I started working on a version myself (though it is not as well thought out as yours at the moment). Here are some cards that might interest you though:

Belligerent Brontodon and Wakestone Gargoyle provide additional ways to animate, and deal damage if Arcades isn't out.

Living Wall (very resilient) and Mobile Fort (animates itself) are two other high "power" walls for cheap that you could consider.

Sidar Kondo of Jamuraa, Wonder, or Brawn grant more evasion.

Defender of the Order is a great surprise buff to you wall team.

Temur Sabertooth bounces walls for more draw triggers and can protect Arcades in a pinch.

Good luck deck building! +1 from me

Spook9MM on The best offense is a good defense

2 years ago

I ran 2 wall decks back in the day, both utilized Rolling Stones and Animate Wall. Cinder Wall and Wall of Razors were nice for offense. Also, there are a few artifact walls that can lose the defender status til end of turn when you need an attacker, Walking Wall and Mobile Fort. Animate Wall + Shifting Wall is nice. If you can manage to get your hands on some really old cards from Legends called glyphs, Glyph of Life and Glyph of Destruction, they can be a great addition. But then again, that's assuming you are just playing this casually for fun. Dark Maze and Illusionary Wall might be good if you are running U/W, but they are more expensive to cast.

forevermayhem on Johan

3 years ago

I went through the rest of the cards in the shoebox and made the following tweaks. With the few cards I have, it looks like I can lead toward elf tribal. I should probably post this as a new deck because it's very much different.

Land:

In: Forgotten Cave, Contested Cliffs, Tranquil Thicket, 1 Forest, 1 Mountain

Creatures:

In: Clockwork Steed, Clockwork Swarm, Mobile Fort, Kelsinko Ranger, Nomad Decoy, Witch Hunter, Seasoned Marshal, Ardent Militia, Anger, Wall of Fire, Wall of Diffusion, Centaur Chieftain, Harvester Druid, Werebear, Wall of Ice, Sylvan Hierophant, Llanowar Knight, Llanowar Elves, Elvish Scrapper, Wellwisher, Wirewood Elf, Wirewood Herald, Skyshroud Elf, Fyndhorn Elder, Elvish Pathcutter, Symbiotic Elf, Heedless One

Out: Balduvian Barbarians, Centaur Rootcaster, Dire Wolves, Folk of the Pines, Horned Kavu, Hungry Mist, Ironroot Treefolk, Kavu Climber, Kei Takahashi, Krosan Tusker, Lightning Elemental, Marble Titan, Panther Warriors, Pincher Beetles, Rowan Treefolk, Ruham Djinn, Sawtooth Ogre, Soldevi Golem, Spined Wurm, Treespring Lorian, Viashino Grappler

Instants:

In: Giant Growth, Run Wild, Moment's Peace, Wirewood Pride, Shatter, Lead Astray, Shield Wall, Accelerate

Out: Alabaster Potion, Ambush, Aura Blast, Blood Lust, Death Ward, Fiery Temper, Lightning Blast, Naturalize, Second Thoughts, Serene Offering, Soothing Balm, Thunderbolt, Violent Eruption

Sorcery:

In: Defiant Stand, Sacred Nectar, Reckless Charge, Nature's Lore, Aftershock

Out: Desert Twister, Lava Axe, Nostalgic Dreams, Scorching Missile, Sizzle

Enchantments:

In: Wild Growth, Serra's Embrace, Shackles, Primal Order, Elvish Guidance

Out: Arcane Teachings, Armor of Faith, Goblin War Drums, Granite Grip, Holy Armor, Primal Frenzy, Regeneration, Seton's Desire

Artifacts:

In: Touchstone, Jade Monolith, Icy Manipulator

Out: Crown of the Ages, Thran Forge

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