Port Town

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Standard Legal
Frontier Legal

Printings View all

Set Rarity
Shadows over Innistrad 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.

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Port Town Discussion

Pevira on Control/Mill

1 week ago

Ha ha thanks!! I realized that Temple of Enlightenment's Scry 1 effect is not really needed here, as I have other scryers. Also, it enters tapped.

Suggestions on how to change up my lands? Something like this, +3 Port Town +4 Glacial Fortress +4 Prairie Stream, but how many Plains/Islands should I keep in the deck?

What do you think of Disrupt vs Negate? They only counter non-creature spells, so should I worry about countering creatures and use a different card?

Here are the other changes I am making.

+2 Claustrophobia -2 Sleep Paralysis (No brainer, lower mana cost. If I am paying for other things, I might as well ditch the 2 Sleep Paralysis I have on hand for Claustrophobia)

-2 Sphere of Safety -2 Pacifism +4 Ghostly Prison

lithium142 on Control/Mill

1 week ago

just saw the second comment. Tamiyo would not benefit you. both of her abilities are subpar for modern. In EDH shes a powerhouse because of her draw ability, but in modern it will probably wiff more often than it helps you. You mentioned her for defense, and there are several planeswalkers with better defensive abilities. some are even quite cheap. Jace, Architect of Thought is one of the better ones. But I think you're better off without him. maybe test it tho.

you hadn't read my first post when you asked about Temple of Enlightenment, so read that for a detailed explanation. long story short, I dont like the temple lands. Entering tapped is just such a huge drawback for a dual land. I explained the qualities of the fetches and shocks, and yes, they are the best way to build a manabase in modern. period. however, I have a budget alternative. Glacial Fortress, Prairie Stream, Port Town. you'll want 4 Prairie Streams before anything else. they are the glue that holds this manabase together. without them, the other two are much less consistent.

boom, i just saved you $100 =P

Colorschemer on Indominable Combustion

2 weeks ago

I was admittedly a little conflicted about this setup at first before I playtested it, but it works nicely. This feels more like a Boros-superfriends than your average Indomitable-deck, which is absolutely fine. Running creatures with an average cmc of 4-6 works pretty well, since you are likely to hard-cast them at some point anyways.

As for your sideboard, a trend seems to be splashing in blue to counter control (Negate/Disallow). In such a case, I'd in theory swap out Geier Reach Sanitarium and another card for 2 Spire of Industry. Maybe make room for 1-2 dual lands (Port Town/Spirebluff Canal etc). That is, if it doesn't slow the deck down too much.

Against heavily artifact-themed decks, maybe 1-2 Release the Gremlins?

Die4Dethklok on raging clues

2 weeks ago

I'd probably drop the Horribly Awry, and add in a Fumigate or 2. Awry seems good in theory, but it only hits creatures. I think the Negates are more justified in the main deck given how vehicle and planeswalker heavy the meta is. Even so, they are still match up dependant, and I think you'd be better off with either Metallic Rebukes - as they synergise with the clues - or even Spell Shrivel. I'd go with the Rebukes though, as another consideration is standard rotation coming with Amonkhet, and 1 mana Mana Leak is pretty awesome.

I know double white is hard to manage consistently, but I think Stasis Snare would be much better than Thopter Arrest.

Do you have budget considerations? Port Towns and Prairie Streams are fairly cheap, I'd consider running a couple of each if you don't want to get playsets of each, though that would be very good.

I'd also suggest you try the MTGGoldfish Inspiring Statuary strategy, it seemed to work quite well, and it makes Confirm Suspicions far more castable, to a point where you could justify running 4 of them.

hoardofnotions on Ephara, God of the Polis

1 month ago

Kjeldoran Outpost seems good, maybe instead of one of the tap lands Port Town?

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?

what's Expedition Map getting you? Emeria, The Sky Ruin?

Momentary Blink, Acrobatic Maneuver seem good. Instant speed blinks and trickery

How has Master Thief worked out for you?

maybe change out Wrath of God for Rout?

if you want another Mulldrifter I've heard Cloudblazer is pretty good

Wurmcoil Engine seems out of place, maybe Draining Whelk

And you do have a lot of creature kill with Duplicant, Luminate Primordial, and Phyrexian Ingester, so maybe cut the Dungeon Geists for Angel of Invention

still think Gargoyle Castle is the stronger land

Taichou_Kalosi on Planetary Devastation

1 month 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!

MangaVentFreak13 on mechanized panharmonicon

1 month 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.

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