Radiant Fountain

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Radiant Fountain

Land

When this enters the battlefield, you gain 2 life.

: Gain .

wallisface on

1 year ago

Some thoughts:

  • cards that only gain life are very weak/useless in magic. Lifegain is already one of the absolute weakest strategies, so including cards that only gain life us normally a bad idea. In that vein, i’d suggest ditching Diamond Mare (there’s a million better creatures to run instead) as well as Radiant Fountain (your deck requires a lot of blue-pips, and you’re better off running all-islands for Tempest Djinn).

  • Divination is going to trip you up because its sorcery speed means you won’t have the mana available to interact with your opponent during their turn. Think Twice would be better, or really just anything at instant-speed.

  • Mana Leak will serve you better those clumsy 3-mana counterspells

Basshunter on elesharmonicon

1 year ago

Hi dude, nice to see another panharmommycon here - i will use some of your ideas for sure..

check out my elesh norn: https://tappedout.net/mtg-decks/elesh-norn-mommy-of-soulsisters/. I would appreciate some suggestions for my deck!

On your side, i would go with Soul Warden instead of Ajani's Welcome

You should def consider a Suture Priest, Radiant Fountain, Touch the Spirit Realm ?

mcmurtryj on [EDH] Liesa Lifegain

1 year ago

Sorry for commenting twice, I didn't look much passed the synergy and direction of the deck earlier. Maxymuzz brought this up and I agree. There does not seem to be enough lands or ramp pieces to support the heavy end of the mana curve early game, where it is most important. We both recommend 36 lands as the lowest and 10-12 pieces of ramp. Be it mana rocks/dorks, land ramp, or cost reducers. Sol Ring, Arcane Signet, Talisman of Hierarchy, and Orzhov Signet are great places to start for your ramp package. For lands, you could include more utility lands like Bojuka Bog and Radiant Fountain

SufferFromEDHD on Celestine, Re-Living Saint

1 year ago

Inventors' Fair easy +1 and tutors for serious engine pieces.

Kabira Crossroads or Radiant Fountain quick +2 in a pinch.

Dust Bowl with that many basic plains is much better than Ghost Quarter/Field of Ruin. Flagstones of Trokair is great ramp with it.

Saccox on

1 year ago

Hi Max_Hammer,Radiant Fountain?

wallisface on I heard you like bounces...

1 year ago

Some thoughts:

  • There's going to be one big issue this kind of deck is going to face - you're constantly putting yourself at a large card-disadvantage, which will mean in the long run, you'll run out of resources, and your opponent will rebuild.

  • I get that you have Jace's Archivist as a way to get more cards, but with the sheer quantity of 1-mana killspells in modern, it feels like it'll never resolve its ability.

  • Note also, that because of fetchlands, your opponent can play-around what you're doing (i.e. only fetch when the mana is needed, or if targeted) - meaning that most opponents will be able to cast any spell they want in their deck with relative ease.

  • As one final point of problem, you have no current way to close out the game. Without a way to quickly win, your opponent is almost guaranteed to stabilize at some-point, and then beat you.

There's no easy answers to these problems, but here are some thoughts:

  • Bounce cards inherently put the caster at a disadvantage, because they're losing a card, and the opponent by-default isn't losing anything. To provide you some staying power, and a chance at an actual lock, I'd recommend running Isochron Scepter. While this card is fairly risky to play in modern (due to the chance of getting 2-for-1'd), I think its your best bet for being able to set up a continual source of bouncing.

  • You need a reliable way to actually win the game, before your opponent stabilizes (because, they will). I think a good candidate could be Deep-Sea Kraken, as it's very hard to remove (doesn't die to Prismatic Ending, Fatal Push, or Lightning Bolt. Admittedly Unholy Heat does pose an issue, but it's still pretty resilient)

  • I think you need a few more 1cmc cards to prevent getting overwhelmed right at the start of the game. Void Snare is decent, so I'd think you'd want a playset of that, alongside something like Unsummon or Vapor Snag. I do get that you want to focus on lands, but there are a LOT of 1-drop creatures that could blow you out of the water if left unchecked.

  • I think Remand is better than Counterspell here. You don't care that your opponent will get the card back in hand, because you're hoping their hand will be full anyway. And Remand helps you keep cards in your hand, so that you can keep the momentum up.

  • I don't think you need Radiant Fountain. The extra life is never going to swing the game either way imo (if you can't get the lock, you're screwed whatever your life total). I think a bigger threat is drawing too many lands and so running out of options. I'd suggest just playing 20-21 islands, and no Radiant Fountain. You'll be able to do more with the extra 2-3 spells than some lands that offer the wrong colour.

lhetrick13 on Ajani's Army

1 year ago

First off, love the concept as I have something played with a similar deck but it has diverged a lot from a its original lifegain strategy.

A few things I could suggest with my experience with mono-decks and cats are the following:

  1. Lands - Maybe add Nykthos, Shrine to Nyx as your devotion to white is going to be pretty high. Another possibility would be Extraplanar Lens as you will likely have a lot of basic plains and that is a good way to increase your mana pool in your situation. Radiant Fountain would be a great replacement for Kabira Crossroads as it does not enter tapped and you should have plenty of other ways of getting mana.

  2. The presence of Emerge Unscathed and Brave the Elements seems odd considering how much better Brave the Elements is.

  3. Ajani's Welcome would fit in nicely considering your heavy focus on gaining life to pump creatures or win.

  4. I would recommend dropping Spirit Mantle for more removal spells. it just seems pretty lackluster.

The last thing I would mention is that protection from a color is handy at times but it does not provide 100% protection. Board wipe spells such as Damnation or similar spells that do not have any particular target ignore protection. With that said, protection still does have its benefits but just keep in mind it is not foolproof.

Allan-Chefa- on Glaze and Mandible Brothers

1 year ago

I didn't know the Radiant Fountain but I'm going to try Orzhov Basilica, the objective was to gain life and trigger Marauding Blight-Priest, the mana curve I don't know if it's good but I'll let it test like this. I think Sanctify will run better, I always want to activate Seeker of the Way Prowess and attack. Era of Enlightenment  Flip, Sunblade Samurai, Lotus-Eye Mystics are cards that can come out. this week I will test the deck and give you some feedback, thanks.

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