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
2 days ago
Adarkar Wastes Temur Battle Rage maybe Vandalblast instead of shattering spree Vivid Crag Vivid Creek Vivid Meadow Glacial Fortress Sulfur Falls Clifftop Retreat Prairie Stream Irrigated Farmland Port Town
5 days ago
Argy on Bant Tempo
1 week ago
I don't like being referred to as a guy.
You can just say, "what do you people think now".
You don't need until later on your curve, so I would do this with your lands:
The deck should playtest a lot smoother, now.
The changes you made were a step in the right direction.
2 weeks ago
I'm sorry if these suggestions are over your budget, but I couldn't find one.
2 weeks ago
It's cheaper, can clear away Tokens, and doesn't rely on having a Vehicle on the field to Exile.
However, a Vehicle that is REALLY good in the late game is Skysovereign, Consul Flagship.
3 weeks ago
3 weeks ago
The manabase listed here is not the final, as there are merely not the right dual lands in standard for bant to be able to be fast enough to rival Temur colors, mainly because bant only has 1 set of enemy colors, while temur has 2, meaning temur has access to more fastlands (which is why I have so few dual lands)
As for the mana base, I am waiting on hour of devastation to hopefully add some more dual lands to magic (although maybe not, as the 2 most recent small expansions did not have any duals). Currently, I do have access to more reveal lands such as Port Town, and at least a 4x Botanical Sanctum, however port town is rotating, and I'd much rather not acquire those botanical sanctum until I find other dual lands to fit into this deck. Maybe you have any suggestions of possible dual lands in KLD~AKH besides Botanical Sanctum or even more cyclelands?
3 weeks ago
Well, if you have multiple toolkits out, it's more than 1 mana. But all the creatures with embalm are more expensive from the yard, so the toolkit helps so you can play more than 1 a turn. And with the procession out, that's a good thing.
Some other removal? Well, there are some good cards, it just depends on how you want to play it. Blessed Alliance has multiple uses, but the removal part makes them sacrifice so you don't get to choose, but you also don't target the creature so it can get around hexproof. Cast Out is very solid removal- it's the Angel just without the creature part. Stasis Snare is cheaper than castout, but it only hits creatures. Immolating Glare just kills an attacking creature, so that's good too. Skywhaler's Shot is narrow in that it only kills power 3 or greater creatures, but it also let's you scry. You also might want to think about a couple Fumigate. It kills everything, but all your creatures come back so, might be good. Kind of a non-bo with the angel though. Blue's removal is more focused on bouncing than actually removing, so that's why I focused more on the white.
Hey- do you have a smart phone? There are TONs on MTG apps that let you search through cards and you can set it to only show you standard. MTG Familiar is the best for android, but there are others for iphones.