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Mystic Gate Discussion
1 week ago
Mystic Gate, Fetid Heath, Sunken Ruins are fantastic for fixing mana in moderation. Three will set you back less than a full set of fetches and fix a lot of problems. If you're not willing to shell out for fetches all at once they can serve a good middle ground while transferring fantastically into top-teir play.
The biggest place the deck will stuble is those first few turns mana concerns. I'd reccomend either foccusing on a single colour for turns 1-3 (path/tithe/silence),(duress variants/push) (Snag/negate/draw) or just worrying about your mana. Playtest and proxy so you get a feel of how things are handling, and don't be scared to only go to two colours with the third as lategame, its better than feilding something unreliable.
2 weeks ago
Jeffjames, since each one of them can find Hallowed Fountain, Irrigated Farmland, and Prairie Stream, they each work as dual lands. Even after all those are gone, they can still get basics, but you might be wondering why the lifeloss could be worth it. Each of them can be used to have or on turn one (with Hallowed Fountain). Mystic Gate, Skycloud Expanse, and Nimbus Maze, the three lands you suggested as replacements, all lack that important ability. That is the main reason, but there are other reasons, such as being able to shuffle cards that I don't want on top of my library after activating Sensei's Divining Top or making Weathered Wayfarer see one less land.
I hope this clarifies why I wholeheartedly believe that fetchlands are the second best type of colorfixing land, especially in a deck like this one.
1 month ago
Update to the deck:
Upgrades coming slow as I just moved cross country and started a new job.
I have found Tolaria West to be quite slow. It is typically only useful when Necropotence hasn't produced Reliquary Tower or Thought Vessel. Then it only ever tutors for Reliquary Tower. I will probably look to replace it soon. City of Brass is a good contender.
Overall the Lands are working well outside of that. I especially like the Prairie Stream and Sunken Hollow, they are Lands that can be Fetched on an opponent's End Step to come in untapped, or come in untapped all by themselves.
I find Karmic Justice to be quite useful in Multiplayer games. Sometimes it is hard to keep up with everyone and Counter everything. I find that it's unrestricted destruction of any permanent very nice. Playing Voltron in Multiplayer typically has me playing a bit slower than other Zur decks so it proves useful. I typically turtle up first, then combo out to kill people. People are much less likely to target my stuff when they know I can (usually) blow up anything they have on their board.
I also love Mana Short!! It is extremely underrated imo. Sadly it is not a true alter, I just marked it as alter because it is signed by the artist. In most of my decks the alter symbol simply means it is a signed card. I am a big fan of signed cards.
Thanks for your comment, and I am extremely sorry for my late response.
1 month ago
Bare with me, I've played Esper in Modern for a while now. You need to decide if you want to be proactive, or reactive. Trying to do both doesn't work out. Here's the changes I would make for a proactive shell:
-1 Liliana, the Last Hope
-3 Ancestral Vision
-2 Sphinx of the steel wind
-1 Talrand Sky summoner
-1 Snapcaster Mage
-2 Mana Leak
-2 Spell Snare
-2 Sphinx Rev
+1 Fatal Push
+2 Esper Charm
Land base could use some more work.. I recommend you at least put some manlands in. I'd also go up to 24 lands. Something like:
-2 Drowned Catacomb
-1 Isolated Chapel
-2 Glacial Fortress
+1 Mystic Gate
1 month ago
The only problem you have with Eldrazi Displacer in your deck, is that it needs 1 colorless mana to use the ability. All of the lands you currently have produce colored mana, so you won't be able to activate the ability.....ever. Think about adding some lands that can do all three like Nimbus Maze, Mystic Gate, Adarkar Wastes, ect.
1 month ago
Just acquired a Zendikar Expedition Mystic Gate! First Masterpiece in my collection! :D
2 months ago
So, my thoughts. If I am playing UW I would be either playing control or if you want to stick to tempo I might do something like VOLTRON. So either you are just playing for the long game (which is easy to do in EDH) or you can play the tempo and rely on throwing enchantments on creatures and some equipment. Look at voltron lists on here and see what they are doing.--okay, I forgot what Brago did, the aforementioned stuff is relevant, but stick to blink and utility creatures-- I will give you suggestions for cards in what you are doing. the next message is what to remove
Some Planeswalkers I might Suggest:
This is all I can think of for now.
2 months ago
My apologies. I forgot to card-link that land-base list. Here:
1x Ancient Den
1x Fetid Heath
1x Mystic Gate
1x Port Town
1x Sunken Ruins
1x Tainted Isle
1x Watery Grave