|Commander / EDH||Legal|
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|Shadows over Innistrad (SOI)||Rare|
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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
A few things: If the deck is all about that Tamiyo, maybe you should have more copies in the deck? Like 3 or 4? Not the most pricey planeswalker anyway, if budget is a concern. Why is the deck built around her, btw? Card draw? Also, if you expect your planeswalkers to help each other, you need more copies of them, or you'll simply never have them on the table at the same time, due to not drawing them.
Also, your counterspells are pretty bad. Sorry to put it that way, but 3 cmc counterspells (Cancel and derivatives of it) are SLOW in modern, since all they do is counter a spell (there's a couple of 4 cmc counterspells that are good, but that's because they do something more). You could play a couple of Nimble Obstructionists, 4 Mana Leak, 3 Remand, and 2 Ojutai's Command. The remaining 2 slots could be Path to Exile (for that one creature left over by Divine Reckoning).
There's a lot of lands that you could use instead of all the basics you have currently. Checklands Glacial Fortress, Hinterland Harbor, and Sunpetal Grove. Reveal lands Fortified Village and Port Town. Tango lands Canopy Vista and Prairie Stream. Or fetch and shock lands. On the subject of mana, your ramp creatures are a bit unusual - you could have Birds of Paradise (some of the older printings, like 4th ed., are fairly cheap) or Avacyn's Pilgrim (for mana fixing at least a bit), or Sylvan Caryatid (which is hard to remove) instead of what you have. Or Coiling Oracle, if you want to go with a chance of flipping a land of the top of your deck.
I'm not sure I agree that a 4/4 flier with a next-turn-ability is a bomb at 6 mana, of which 3 are colored. Well... no... no it's not. If Victory's Herald is an "op, plz nerf"-card, then you play in an extremely relaxed and casual meta with very slow decks and little to none removal. Just... have a look at what other decks in the same colors play for 6 mana. sun, frost, or primeval titan, for example. Or Elspeth, Sun's Champion. If your deck is built around tamiyos card draw, you should maybe consider smaller flying creatures, so you'd get to the good stuff a bit faster?
3 weeks ago
You have a couple of non-standard cards in here. Prairie Stream, Give No Ground, Port Town, Shrine of the Forsaken Gods,Declaration in Stone are not standard legal. Replace Prairie Stream with Glacial Fortress.
3 weeks ago
Your land base needs some work, I'm assuming you're on a budget which is why you're not running Celestial Colonnade, but Hallowed Fountain and Flooded Strand would be great in your mana pool, and Glacial Fortress is super cheap so there's no reason you shouldn't be running that over a second-rate dual land like Port Town. Also unless I'm missing something there's no way for you to cast Akroma, Angel of Fury, and even if there was that card is meant for the sideboard. If you want a big scary win condition white has some awesome planeswalkers. Elspeth, Sun's Champion and Gideon, Ally of Zendikar would be fantastic in this deck.
1 month ago
Hey, love to see someone getting into UW control. First off, to get a more competitive build will be a little tight on the budget.
First off, your mana base needs to be better. Some great budget options are Prairie Stream, Glacial Fortress, and Port Town. The reason you should consider these is that they have a chance of coming into play untapped, and while control can generally survive a few tapped lands, having as many as you do now would be deadly. Temple of Enlightenment is one of my favorite tapped lands though. I have personally been very impressed with Field of Ruin over Ghost Quarter. Once you're able to put a good amount of money into it, go for Mystic Gate (only one), Flooded Strand, Hallowed Fountain, and Celestial Colonnade.
I'm a big fan of big flying angel win conditions. Torrential Gearhulk is fantastic, but just make sure you're running enough instants to make it worth it. Nyx-Fleece Ram is definitely a sideboard card, don't run it in your main deck. 4 Wall of Omens is a pretty good defensive option.
Dissolve is my favorite counterspell, but you shouldn't be running it in modern. 4 Mana Leak. 4 Remand, and 3-4 Cryptic Command are the usual counters to run. Disallow is pretty interesting though. You should not be running Condemn, it was some pretty early Death's Shadow sideboard tech, but there are better options. You will definitely need to invest in a playset of Path to Exile, luckily they're at a pretty low price right now. Instead of Jace's Ingenuity, cantrips like Serum Visions, Opt, or Think Twice would be better options.
I would not run Divination or Ugin's Insight. Your board wipes are pretty spicy, but a little slow. Supreme Verdict is the most typical UW board wipe. Wrath of God and Terminus are other great options. Terminus is a personal favorite.
Planeswalkers you should consider running over the ones you currently have are Jace, Architect of Thought because his +1 will protect you quite well while the -2 is a fantastic source of card advantage. Elspeth, Sun's Champion will win you the game if she goes unanswered, pumping out little dudes with a board wipe at the ready. Narset Transcendent shines in instant/sorcery heavy decks. Gideon Jura is another great planeswalker. All of his abilities fall into control very well, saving you from attacks, removing opponent's creatures, and beating face.
Other great cards to consider; Geist of Saint Traft, Vendilion Clique, Entreat the Angels, Secure the Wastes, Faerie Conclave, Sphinx's Revelation, Baneslayer Angel, Dispel, Spell Pierce, Spell Snare, and Jace Beleren
1 month ago
This deck is great! Port Town is a pretty good budget friendly land. Should work well with your plains and prairies.
As far as your sideboard, depends what you are seeing your friends play and what matchups tend to give you a difficult time. Seems like you have the right idea of protecting your golems and taxing faster decks. No ideas specifically.
There are lots of artifact options so maybe keep your eyes on Lantern Control decks for what they run in their sideboards. Not sure how budget it will be but never know what you will see (Not a recommendation to play Lantern Control if you like having friends haha).
Best of luck with this!
1 month ago
Very interesting deck idea. I think the 4x Glacial Fortress might be somewhat negated by the lack of island/plains type lands in the deck. I would suggest going down to 1/2 of them and upping the number of basics. Alternatively, if you value fast lands, try Port Town since it's like a Fortress that comes down before the basic type land. It would probably be less consistent than what you already have though.
Also, Cryptic Command or Sphinx's Revelation could be very useful as a 1- or 2- of in here as ways of burning mana in case the game goes long (perhaps in the sideboard against control decks?). Think Twice might be better than those as a way to generate cards cheaply, which is something this deck values. This deck does seem to be lacking a way of generating cards long term (not as a cantrip necessarily), making 2 for 1 trades very important. A prime example of that is in Snapcaster Mage which not only acts as a surprise blocker, but as a way to reuse a used card.
I think lingering souls loses some value here due to the lack of black mana sources for the flashback, but it's still a nice card to have. Possible alternatives include Nimble Obstructionist, Aven Mindcensor, and Vendilion Clique to fill out the 3 mana flier slot (they also have other utility other than being creatures).
Other than that, it looks like a very nice deck
1 month ago
3 months ago
Dissolve, Counterspell, Dismiss, Bant Charm is a personal favorite, especially when it protects your finishers and stops the Torpor Orb menace and its creature counterparts, Cancel, Broken Concentration, Draining Whelk pairs nicely with restoration angel and Eldrazi displacer, Dream Fracture, Faerie Trickery is good in a faerie-less meta, Familiar's Ruse can put a blink target back into your hand so its not a downside per-say, Hinder, Render Silent, Rewind, Scatter to the Winds, Spell Swindle , Void Shatter are cheaper alternatives. If you're looking for cool or niche cards, or cards that you don't know/remember use Scryfall, its basically Gatherer but better that's where I found a lot of these.
My first couple of cuts would be Gilded Lotus (you're in green, you can ramp for the mana you need if you put in more basics with cards like Explosive Vegetation and Blighted Woodland) so cutting a bunch of the non fetch able lands would be where I would cut, so the scry lands and cards like Port Town (but not the pain lands, those work with your Eldrazi displacer since you don't have Wastes, which I recommend for you 2 regardless, you can fetch for them while the pain lands can provide you with fixing and colorless mana) and if you do add those basics ignore my other suggestion about taking out either farhaven or solemn. Minion Reflector, Fabricate, and Enlightened Tutor to help put the combo together, Birthing Pod and Felidar Guardian are absolutely nuts regardless of your win con, you can go from a 2 drop into a 6 drop in a turn! If you're keeping Brago then you really don't need Momentary Blink, Ghostly Flicker, or Eerie Interlude, you could put either more creatures (or counterspells, which is my suggestion) If you want to keep vorinclex you will need that birthing pod and felidar, I would also say you would need either Mirari's Wake or some way to discard it reliably and cheat it back into play with karmic guide and figure out some way to protect it, namely with counterspells, but if you want to control the table there are better ways, like with Thought-Knot Seer to remove answers as you build your board state and gain an ally with its LTB trigger. Avenger of zendikar is a fantastic late game threat but obviously you need to get more lands in play, so that's the other reason I say add more basics, its pretty inopportune to use another threat to power another threat in this specific capacity, its alright with sun titan since he can also attack to get you a fetch from your grave instead of needing to enter play.
Roon is a toolbox deck, so you need to focus on either progressing your board state rapidly as you accrue more value than all of your other opponents and/or stopping your opponents from having their board states, so for combo your finishers would be locking out the table with dead-eye, and/or creating an infinite army with reveilark, karmic guide and minion reflector, you already have mystic snake, and you already know how to go make infinite mana with karmic guide and reveilark. Later down the road I would recommend using that dead-eye with Thought-Knot Seer to take away your opponents answers.
Hopefully this gives you more than what you needed, but I would need to know how you would like to finish your games in order for me to help make other cuts, do you want to stomp your opponents into submission? Or would you like to combo out while their pants are down? Or would you like a bit of both, because each of these are possible, I just need to know what direction you would like to take this control build.