As Port Town enters the battlefield, you may reveal a Plains or Island card from your hand. If you don't Port Town enters the battlefield tapped.
: Add or to your mana pool.
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Port Town Discussion
1 week ago
Winding Canyons is sweet
Thawing Glaciers is good value over a long game
Terrain Generator can get ramp basics from your hand
how has Condemn been for you? strong enough?
How has Master Thief worked out for you?
still think Gargoyle Castle is the stronger land
1 week ago
Haha, that was exactly my experience this past weekend at gameday. No one was expecting a land destruction deck. I didn't do very well against the BG snake counter decks, but the look on everyone's face when I hit turn 3 land destruction was hilarious. And also when casting Volcanic Upheaval after they tapped out. Instant land destruction was the best. I had one scoop from a cat lady deck after hitting their Port Town and Prairie Stream with Crumble to Dust. I definitely enjoyed the deck and had a few ideas on how to make it better during the matches. I'll post the update once I get around to revising the deck!
1 week ago
Wow. Just wow.
Um, mana base: Spire of Industry, Concealed Courtyard, Aether Hub, Sunken Hollow, Prairie Stream, Port Town, Choked Estuary, Shambling Vent, Forsaken Sanctuary, Submerged Boneyard and Meandering River. There are so many choices, pick your poison. Trust me, it'll help.
Control: You mentioned the early game is weak. It is. Control helps with that. Whether Fatal Push, Grasp of Darkness, Anguished Unmaking or something like that to kill creatures or something like Disallow, Void Shatter, Metallic Rebuke, or Negate to disrupt your opponent. Then you have cards like Anticipate, Prophetic Prism and Glimmer of Genius to help filter your deck in addition to Glint-Nest Crane to search for your combo pieces, (especially since Glint-Nest will bottom your Mechanized Productions). Speaking of which, I think you need more artifacts.
Early Game: Thraben Inspector is a good card, and a wonderful way to start off the game. Aether Poisoner doesn't really put any pressure on your opponent though, so what is she there for? If you have her for her deathtouch then why aren't you running Gifted Aetherborn? If you have her to make Servos, I think Hidden Stockpile will make more. Energy, maybe Live Fast and/or Die Young, or Shielded Aether Thief have a bit more utility. Hell, I think even Aether Swooper is better at making servos and energy than it.
Mid game: As much as I like Pilgrim's Eye I don't really think it's where you want to be. I think at that point in the game you probably want to be thinking about blocking creatures or searching/filtering for the combo. Though it is an artifact that you can grab with Glint-Nest Crane which is worth noting. A really convenient blocker would be Weaponcraft Enthusiast, giving you 3 blockers for the price of one or Eldrazi Displacer if you were actually serious about running it. Not only does it block but it can also stall by tapping your opponent's creatures. Felidar Guardian and Thought-Knot Seer I personally feel work best with alternative ways to use their effects so I would recommend Eldrazi Displacer and also Essence Flux so you can bounce them at instant speed for cheap.
Additionally, I'm iffy on Demon of Dark Schemes. I like the card but I think you would have to build around it more to justify it more. Like if you have a board of 3 Servos and your opponent has one creature you can kill (there are a lot of things running around with 3 toughness these days) then sure running it is great! But it's a huge mana investment, especially with the lands you are currently running. I personally would go more for Herald of Anguish and play it with some early game artifacts like clues, servos or Prophetic Prism, Cogworker's Puzzleknot, or Servo Schematic to get it on the battlefield sooner.
Hope some of that was helpful. Honestly I like your deck.
3 weeks ago
Hey! Welcome to TappedOut. It'll help suggestions if you give us a bit more idea what you're looking to make, and what cards you have access to! Are you looking to buy cards specifically for this deck? Does it have a theme or playstyle that you want to follow--for instance, "enchantments matter" with Silent Sentinel, or "flying creatures" with Thunderclap Wyvern? Do you like to attack, control the board, or both? Where are you going to play this deck, and with whom (e.g. FNM, kitchen table, Standard Open)?
Thinking about these questions will help you shape the deck!
For now I'll give some general suggestions about deckbuilding:
-60 cards is best. Try your best to always cut that last card for consistency's sake.
-Figure out what cards you want to see all the time, every game--the main cards of the deck. Make those a 4-of, because a deck full of 1 and 2-ofs will have a hard time playing with any synergy or consistency.
-When looking to cut cards, "vanilla" creatures, which are creatures with no abilities, are a good place to start. Creatures whose P/T are behind "curve" are also good cuts. (On average, a P/T equal to mana cost is on curve: a 4/4 for 4 mana. This changes if the card has a very good ability; see Kalitas, Traitor of Ghet. It also changes depending on color intensiveness; see Siege Rhino.) Great Hart is an example of both of these things: behind on P/T with no abilities.
-If you are going to purchase cards for the deck, it is also worthwhile to look for "strictly better" cards. For instance, Glimmer of Genius is a strictly better Weave Fate because it allows you to scry.
Hope this helps!
3 weeks ago
I think this is still going to feel kinda slow. You've got a ton a solid counters and some good removal, but I feel like you should go a little bit heavier on the removal and save some counters for the sideboard. Recommended removal:Ruinous Path, Grasp of Darkness, Immolating Glare, Declaration in Stone, Select for Inspection, and Unsubstantiate (Last two are not technically removal, but y'know). Also to consider should be Authority of the Consuls and maybe a Liliana, the Last Hope if you're not on a budget.
As for manabase, according to this, you need a LOT more blue. Generally I recommend using about 7-10 basic lands in the deck (which you've got), with at least one of each color basic. Another dual land you're missing is Port Town, if you wanted to use it. Make sure to just tinker with the land base until all those color pies in the top right equal themselves out, then make changes from there, adding and subtracting lands as you see fit.
3 weeks ago
Run some dual lands. Canopy Vista, Prairie Stream, Botanical Sanctum, Port Town, and Fortified Village are all good options for Bant colored lands to fix your mana base. I think that you should run more bombs. Verdurous Gearhulk is one of my favorite cards in standard right now. Also, if you are playing Bant, why not run Tamiyo, Field Researcher? I would run Fairgrounds Warden in the mainboard, and Stasis Snare in the side, and side it in against Gideon, Ally of Zendikar and Ulamog, the Ceaseless Hunger. Torrential Gearhulk, along with some strong instants such as Disallow and Glimmer of Genius could be fun. Enlightened Maniac is simply not a good card. One more cute idea: run one or two World Breaker, because you can hit multiple targets with one or more Panharmonicon out. You may need a good outlet for all of the energy that you are putting out. Perhaps Aethertide Whale or Aethersquall Ancient, the ancient being able to bounce your stuff and then you can play it again for more Panharmonicon triggers. Confiscation Coup might be a sideboard card. If push comes to shove, then Aetherwind Basker is a beautiful energy outlet. If you need more help, comment on my profile. Also, if you wouldn't mind doing me a favor: if you find my advice helpful, could you recommend my help to others? Thanks! And +1 from me!