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.
Price & Acquistion Set Price Alerts
Port Town Discussion
2 days ago
Overall I think you have a solid idea and I think it has potential to be a really fun, strong deck.
I think 3x Inventors' Fair might be too much due to the Legendary status. I would run no more than 2x. Inspiring Statuary makes sense in your deck, but once you have one down on the battlefield, the other 3x are dead cards in hand. I would run 2x or 3x of this card. The odds of having an Inspiring Statuary, multiple Servo's/Artifacts and having Ulamog, the Ceaseless Hunger in hand, are very low. I would remove Ulamog, the Ceaseless Hunger all together.
Servo Schematic in the way your deck plays will only net you a single Servo token. You don't have a sacrificing outlet, so once the artifact hits the battlefield it will probably never find its way into the graveyard. I would drop all 3x of them and up Servo Exhibition to 4x. I would also up Sram's Expertise to 4x and Metallic Rebuke to 4x.
I like Chief of the Foundry, it makes a lot of sense and can create much larger Servos. However, Ornithopter only makes sense with Metallic Mimic. Metallic Mimic is good in theory, but I'd rather see Master Trinketeer. Master Trinketeer pumps up all your servos and has the ability to generate even more of them. And the more Master Trinketeer's you have on the board, the more his buff stacks.
I would remove the Insidious Will, Metallurgic Summonings and Mind's Dilation. Up your Disallow to 4x. Insidious Will is a better sideboard card and your deck really isn't about control. Metallurgic Summonings I feel would slow your deck down too much and Mind's Dilation costs way too much mana.
I think going up to 4x Mechanized Production would be very beneficial. Not only can you enchant a Servo, but you can also enchant your Chief of the Foundry. To expand what Mechanized Production can enchant, I would also consider adding some vehicles. One that comes to mind is Aethersphere Harvester. Its Crew cost is only 1 and all of your creatures and Servos meet that requirement.
Other Vehicles to consider are: Ovalchase Dragster, Renegade Freighter, Sky Skiff and Untethered Express. Out of all 5 I listed I think the Aethersphere Harvester makes the most sense. Remember, you don't want to have too many vehicles in your deck because you won't have enough creatures to Crew them.
Based on my suggestions, the following is what I would build:
4x Port Town
I hope this information helps.
1 week ago
I see you're at 64 cards in the deck, so these are the changes I would make. Drop all four Pacification Arrays. I'm guessing they're in there cause they're cheap to cast, but they're just not all that good. Drop the Port Towns and replace them with Islands. You only have 4 cards that need white mana, so you really only need 4 sources. Then you should add 3 Aetherflux Reservoirs and drop 2 Reverse Engineers and 1 Metallic Rebuke. Finally, drop a Foundry Inspector for a fourth Whir of Invention. I think that puts you at 60 cards and leaves you at a much better place than before.
1 week ago
1 week ago
I would recommend dropping the Evolving Wilds in favor of Prairie Stream or Port Town if your budget allows. And if you are playing control while waiting for your combo to come online, which it appears that you are. I also highly recommend finding room for 2-3 Reflector Mage or Spell Queller they're too good not to run while playing these colors.
1 week ago
I highly suggest getting the BFZ dual lands over the SOI lands. Sunken Hollow and Prairie Stream can be grabbed with your fetches whereas Choked Estuary and Port Town cannot. It will help out immensely late game, especially if you're not getting the mana you need.
2 weeks ago
Pretty cool deck! However, I'd advise against combat tricks like Distortion Strike or Brute Force. Those generally aren't worth it in commander as their impact just isn't big enough. I'd look into cards that buff all your creatures, like Flying Crane Technique, or overload spells, such as (a personal favorite) Teleportal. I'd also advise you to look up some other decks on tapped out to get ideas; commanders like Mizzix of the Izmagus make for potent Izzet spell-based commanders.
Also, you might want to invest in your manabase a bit. Commander 2016 had quite a few dual land reprints that made them rather affordable, and the shadowlands (Port Town) and battlelands (Prairie Stream) aren't that expensive either.
Also, I'm a bit confused about your inclusion of Divine Presence. Quite a few of your creatures are already at or above three power before prowess.
Finally, I'd like to add that not including Kiln Fiend is hardly justifiable. It's even somewhat modern playable, for Bolas' sake ;)
2 weeks ago
Still love the about about , however I'am having two concern, you don't have a way to regain the bord really. You only have one black card (which requires 2 black which is quite harsh, especially if you already had to waste the energy on other color fixing earlier in the game) so maybe you should cut it.
What about some Thraben Inspector? It is in your main colors, gives card draw(which you lack imo) and is an early game fit. If you decide to remove the the Woodland Wanderer becomes less effective, so maybe you could fit the Thrabens in there?
My last suggestion would be to replace Port Town with Prairie Stream. It can be quite hard to reveal and Island or Plain (you only have 5). However if you remove the black, it might work.(or replace the black with prairie, so you have both).
2 weeks ago
The original Counterspell, instead of (at least a couple copies of) Dissolve for starters. Wrath of God or Day of Judgment as more efficient substitutes for End Hostilities, although I also like just going up to three or four copies of Supreme Verdict and calling it a day. Four "wrath" effects total should be plenty because I'm also going to advise you to add more spot removal (see below.)
Divination is OK I guess, but if you want some truly good, instant-speed card advantage, Fact or Fiction and/or Sphinx's Revelation are the way to go--and both are absolutely bonkers with Narset's second ability.
In terms of spot removal, you can do much better than Realty Shift. Swords to Plowshares is an obvious three or four-of; it's arguably the best (certainly most efficient) removal spell ever, and the life gain for your opponent is trivial since you're the control deck and you don't care about killing them quickly. One or two copies of Oblivion Ring and/or Detention Sphere can handle pesky non-creature permanents.
Your strategy as the control is to sit back, biding your time, and answering your opponents threats, and finally landing a haymaker like Dragonlord Ojutai, so maybe cut some of your smaller creatures and some of the one-ofs such as Center Soul and Silence. If you do want a few smaller creatures, maybe include a couple of copies of Wall of Omens or Augur of Bolas, which serve a defensive function and provide card advantage.
Finally, as the control you need to hit land drops consistently. I think 22 lands is a little low for that purpose; 25 or 26 is a better number. Prairie Stream, Port Town, and Glacial Fortress are dual land options that don't break the bank. To mitigate potential mana flood issues and provide extra utility, Faerie Conclave and Ghost Quarter/Tectonic Edge are good options--it's always good to have one copy of either of the latter two.
Finally (shameless deck plug) if you want even more ideas go check out my GAAIV EDH deck--it's basically a greatest hits of blue/white control cards, and includes some even more powerful (and pricy) cards I didn't mention here because I assumed you wanted to keep things relatively budget.