Port Town

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Custom Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Rare

Combos Browse all

Port Town

Land

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.

Port Town Discussion

multimedia on Why is WotC Inconsistent with ...

2 weeks ago

I agree putting 10 rare lands, the entire cycle, in one set is overkill. To make up for this however Wizards needs do something like include a cycle of 10 uncommon dual lands that are playable as alternatives. 10 common dual lands can also stay for Limited reasons. The main reason for these uncommon dual lands is to give players an alternative playable dual land cycle that's not rares thus it's less expensive since there will more of them in circulation. This is especially needed in Standard where you want 4x of a dual land and currently the only playable dual land options are rares.

Examples of playable uncommon dual land cycles would be Pain lands, Battle lands, Shadow lands, Fast lands, Maze lands. Reduce the rarity of these lands to uncommon making them less expensive thus playable alternative options. The Battle lands ( Sunken Hollow ), Shadow lands ( Port Town ) and Maze lands ( Nimbus Maze ) are rare less expensive land cycles that haven't been finished. These are the land cycles that need priority to be finished, reprinted a ton and reduced to uncommon rarity.

The Pain lands especially the allied colored ones need to be reprinted lots and reduced to uncommon rarity to make them all also less expensive playable land options to get more of them into circulation. Adarkar Wastes shouldn't be $8 when Llanowar Wastes is $1... Blackcleave Cliffs is a $40 land because the allied colored Fast lands have never been reprinted. Compare this to $3 Botanical Sanctum which is the high end of how much Fast lands should be. The Check lands are great examples of rare playable dual lands that are way too expensive because they aren't printed enough and are needed right now 4x in Standard decks.

Lands from these uncommon land cycles I'm purposing should to be in all Planeswalker precons, all Commander precons, Challenger decks and Standard Kits. Rare lands that are in Standard, Check lands for example should be in all Commander precons, Challenger decks and Standard Kits. If Wizards wants to make $5-$15 rare lands that need to be 4x in a deck be the center pieces of Standard manabases then there's really nothing stopping them, but they better damn well make other playable less expensive options as alternatives. Or make sure they're printing rare Standard lands in other products. By not doing so it turns players off and pushes players away; myself included, all the way away...

multimedia on Tuvasa - Enchantment Deck

2 weeks ago

Hey, nice budget deck and good upgrade of the precon.

Consider adding more low mana cost auras? Especially ones that can give Tuvasa evasion. She should be your main source of damage to opponents, Commander damage; I would focus on that. Other than the Enchantresses I don't see a need for lots of other creatures.

Budget cards ($3 or less each) to consider adding:

Lands:

Evasion:

Good Auras:

Protection:

Tutors:

Other Enchantresses:

Overbeing, Oversoul and Godhead are great with Tuvasa because she's three colors. Boots, Cover and Authority are low mana cost ways to protect Tuvasa from targeted removal with hexproof. Cover and Authority also provide potential evasion.


For cuts to consider my advice is to cut many of the high mana cost cards to help to reduce the avg. CMC of your deck. Take more advantage of three drop Tuvasa and the Enchantresses by adding more low mana cost enchantments.

Cards to consider cutting:

  • Blossoming Sands
  • Meandering River
  • Thornwood Falls
  • Tranquil Cove
  • Tranquil Expanse
  • Woodland Stream
  • Take Possession
  • Omniscience
  • Martial Coup
  • Arixmethes, Slumbering Isle
  • Celestial Ancient
  • Heavenly Blademaster
  • Hydra Omnivore
  • Nylea's Colossus
  • Silent Sentinel
  • Bruna, Light of Alabaster
  • Octopus Umbra
  • Faith Unbroken

multimedia on Brago - Where did my cards go?

3 weeks ago

Hey, nice budget Brago deck, lots of interesting interactions.

Mana efficient budget cards to consider adding:

Cards to consider cutting:

  • Gateway Plaza
  • 2x Plains
  • Homarid Explorer: this type of opponent mill can be dangerous in multiplayer Commander because the graveyard is a major resource for many decks.
  • Senate Griffin
  • Skyscanner
  • Turn to Mist
  • Armillary Sphere
  • Renegade Map
  • Chromatic Armor
  • Wings of Aesthir
  • On Serra's Wings

I offer more advice if you would like. Good luck with your deck.

outofnothing0 on Zur's Perfection

1 month ago

Been super busy lately so sorry for the late replies!

@Limo: Thanks for the upvote! I'll be sure to take a look at your deck!

@MooneBoyIrish: If you had read the deck description I've put the relevant ruling for auras there as many get confused by them; basically auras only target when cast so if they are put into play as part of an effect (ie. Zur, Replenish , Open the Vaults , etc) they can be attached to a legal permanent of your choosing (as defined by the enchant ability) without targeting that permanent. As MtgMaster02 pointed out Triclopean Sight is indeed both backup to Daybreak Coronet as well as an effective means to get Stasis up and running.

@SlowMoon17: I'd say both yes and no. I've slightly drifted away from the straight 1v1 environment to make it more resilient and able to at least hold its own in multiplayer as well (due to the local meta). I feel like there are faster ways of combo winning ( Doomsday , Phyrexian Unlife , etc) but that's just boring. There's something about playing land destruction/ Stasis and seeing the light drain from your oppenents' eyes that just makes it oh so worth it haha.

@Im_ygy: Yea... lol. I just looked it up and the entire decklist non-foiled, without Timetwister and OG duals is still around $2100 NM/PL

@MordMetal: It really depends on how budget you want. Obviously don't foil it lol; but in all seriousness you can save a ton on the land base alone. Add more basics and tap lands ( Arcane Sanctum / Vivid Creek / Vivid Marsh / Vivid Meadow ), use Evolving Wilds / Terramorphic Expanse instead of fetches, etc. If your overall CMC is still low swap Dark Confidant for Dark Tutelage , Snapcaster Mage for Archaeomancer / Mnemonic Wall . As for Timetwister it really depends on what effect you are looking for... GY shuffle: Elixir of Immortality , Card draw: Windfall , both: Time Spiral although it costs double the mana (and untaps!) and is still expensive although still cheaper by a phenomenal amount. These are just some examples. I'd recommend doing an advanced Gatherer search (https://gatherer.wizards.com/Pages/Default.aspx) for specific effects you are looking for in a cheaper card variant.

@Dankey Thank you! I like running Jace, the Mind Sculptor for the Brainstorm effect (and Unsummon effect if needed) to filter away any enchantments that find thier way into my hand (so i can tutor them up for free). In 1v1 Jace basically lets me know what my opponent is drawing most of the time too; so for now I think he is just too versatile to get rid of.

@cango35: I really like Winding Canyons in most creature based decks but i think it'd be kind of a waste here for a few reasons. Firstly I overall barely have any creatures. Secondly the additional 2 mana is killer... it'd mean i'd need 6 mana PLUS the land to get it off and that's just not worth the luxury of flash in my opinion. Thanks for the suggestion though!

@hoffie4: I've had Strionic Resonator in the deck for ages! You must've missed it XD

@Auraprime1984: There are a few options. The rest of the mana base is pretty solid, so to be honest it doesn't matter a whole lot. You could add more basics, the third painland ( Caves of Koilos ), Exotic Orchard , maybe Tainted Isle / Tainted Field , Urborg, Tomb of Yawgmoth , Prairie Stream / Sunken Hollow , Choked Estuary / Port Town , etc. You could also use some tap lands like Arcane Sanctum , Celestial Colonnade , Fetid Pools / Irrigated Farmland , Temple of Deceit / Temple of Enlightenment , etc. Signet lands are also an option Darkwater Catacombs / Skycloud Expanse . You mostly just have to figure out what would work best with your build. Hope that helps!

multimedia on Mnaminatu

2 months ago

Hey, nice version, but I think there's too many five drops, six drops and seven drops here. 16 five drops are making the avg. CMC of your deck higher than 4.

4.2 avg. CMC is too high especially when playing a three drop Commander. You can narrow down the five drops and keep the best ones: Mulldrifter, Peregrine Drake, Liliana Vess, Devastation Tide, Oath of Teferi and cut the rest. The same can be done for the six drops keep: Duplicant, Terminus, cut the rest. The seven and higher drops keep: Razaketh, the Foulblooded and that's it.

Vela the Night-Clad is a six drop, but if you combine her with Felidar Guardian and Aminatu then it's a combo to make all your opponents lose all life since both Aminatu and Guardian are continually leaving the battlefield which triggers Vela infinite times. Consider including both Vela and Guardian as your main win condition with Aminatu?

Consider cutting many of the high CMC cards for lower mana cost cards that interact with Aminatu or give you good value for the mana cost? Budget cards $3 or less each to consider adding:

Budget land $3 or less each upgrades to consider:

multimedia on Sen Triplets (Control/ Theft)

2 months ago

Hey, my suggestions are to improve the manabase. Lands $5 or less each to consider adding:

If playing proxies then add Fetch lands, Shock lands, City of Brass , Mana Confluence , Reflecting Pool , Forbidden Orchard , Glimmervoid , Academy Ruins .

Other cards to consider adding:


Cuts to consider:

  • Meandering River
  • Submerged Boneyard
  • Rupture Spire
  • Temple of the False God
  • Evolving Wilds
  • Terramorphic Expanse
  • Myriad Landscape
  • Akroma, Angel of Wrath
  • Frost Titan
  • Magister Sphinx
  • Oloro, Ageless Ascetic
  • Sphinx of the Steel Wind
  • Sphinx Summoner
  • Finale of Glory
  • Rout
  • Argentum Armor
  • Obelisk of Esper
  • Hedron Archive
  • Omniscience
  • Perplex
  • Cancel

multimedia on Arcades, the Strategist - Defender Deck

2 months ago

Hey, for a prototype looks good, nice start.

My first suggestions are to improve the manabase. There's several budget lands to consider adding:

Chromatic Lantern , Sylvan Caryatid and Cryptolith Rite can also help the three color manabase. Currently you need an equal ratio of all three colors in the manabase to consistently play all the cards in the deck. This is not realistic without having more dual lands and more color fixing. cards are the most problematic here. Currently 14x Plains and 28x total basic lands is a lot for a three color manabase.

White is the primary color here as far as deck stats go, but that's deceiving because the cards you want to play the most in the early game are green (Farseek, Battlement, Guardian and other defenders who ramp). In my opinion for these reasons white and green should be a equal ratio for the manabase. Blue is the least important color as far as defender creatures, only really needing it for Arcades; wanting it for Wall of Denial , Tetsuko and Rift. Sure, there's some other good blue defender creatures, but none are any better than what green and white can offer.

My advice for the manabase is equal amount of white and green and only splash blue with more dual lands. Cut down on blue, add more dual lands that can make blue mana allowing you to decrease the amount of Islands. If decreasing blue in the manabase then cut mana cost cards and trim the overall amount of blue cards in the deck. By adding the above suggested lands, keeping lands that you're already playing and having only 2x Islands you can get 16+ blue sources in the manabase which is enough to support Arcades.


Two drop defender creatures to consider adding:

Other cards to consider:

If you like some of these suggestions I offer help to make cuts. Good luck with your deck.

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Port Town occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

WU (Azorius): 1.58%