|Commander / EDH||Legal|
Printings View all
|Iconic Masters (IMA)||Common|
|Magic 2015 (M15)||Common|
Combos Browse all
When Radiant Fountain enters the battlefield, you gain 2 life.
T: Add 1 to your mana pool.
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|Have (9)||ibraJG84 , bakunet , Supremespeed , LeroyJones , NorthernCrow , brentkc49 , mbishop723 , orzhov_is_relatively_okay819 , philktoken8998|
|Want (3)||Xue-Kaihua , gamerhat , Ssserra|
Radiant Fountain Discussion
3 weeks ago
Nice! I like lifegain Karlov a lot, been considering building him.
Glad you already have Well of lost dreams and Sunbond because those were my first suggestions.
Blind Obedience is good control and more lifegain triggers.
Vona, Butcher of Magan is a great compliment to the commander and a good lifegain payoff. This is important because why gain life if you can't use it to your advantage? Along that line of thinking, Phyrexian Arena and Necropotence are great card draw engines, and Phyrexian Reclamation is great recursion.
Since you have no mana base yet, I'll finish up with that. Pristine Talisman, Crypt Ghast, Scoured Barrens, Bontu's Monument, and Radiant Fountain will all get you some life triggers. Orzhov Signet, Command Tower, Orzhov Basilica, Tainted Field, Caves of Koilos, Isolated Chapel, Temple of Silence, Opal Palace, Terramorphic Expanse, Shambling Vent, and a bunch of plains and swaps to equal about 36 lands.
Hope some of this helps!
1 month ago
Indestructible is incredibly powerful, and therein lies its fault. Wizards is well aware of Indestructible's utility and costs appropriately. Colourless spells are hit worst by R&D's costing--they can be slotted into any deck, and thus allow decks to break the colour pie. To adjust, colourless spells tend to be more expensive to cast than their coloured equivalent.
Your indestructible idea requires Tron--but if you're running Tron for 9+ mana, you might as well cast an Eldrazi that wins you the game. Darksteel Citadel and Soul of New Phyrexia might help keep you alive, but they don't win you the game. The top of your curve should be reserved for win-now cards, especially when the top is that high.
So, frankly, you're better off purging the indestructible idea. Or running white, and not artifacts. It's simply not a viable ability in a purely colourless deck.
If you want a blocker who can't take damage: Etched Champion. You'll certainty be able to use its metalcraft ability, and protection is broken powerful. A 2/2 for 3 is might seem mediocre, but it's effectively unblockable, immune from most removal, and cannot be damaged by enemy creatures. It still dies to wraths, but that's a small price for its utility.
Unless your deck capitalizes on lifegain, it's generally not worth it. Tomb of the Spirit Dragon and Radiant Fountain are fine, since they're free and you're going to run lands anyway (though, you'd be better off with Blinkmoth Nexus and Inkmoth Nexus).
Sun Droplet adds nothing to your deck. Most Magic games are nasty, brutish, and short--if you want to be competitive in colourless (where you have no viable counterspells, no viable removal, no viable fogs, etc.), you really only have the option of killing as quickly as possible.
If you want lifegain, Vault Skirge is a strong card--it's a 1/1 with evasion and lifelink for 1 mana.
1 month ago
I like the overall base of the deck, but there are a few changes you could make, and change. For one, a good combo that seems to be fluid in all vampire commander decks is the Bloodchief Ascension and Mindcrank infinite combo. Its a relatively cheap mechanic that is easily triggered by the extorts and loss of life triggers, that once Bloodchief Ascension has 3 quest counters on it, it works with mind crank to infinity mill and damage any opponent who would loss life at all.
On another note, some of the lands that you run enter the battlefield tapped, which causes your deck to slow down. Some of the lands that do this could be cut out and put in as basics. Radiant Fountain, for sure is a card that is relatively useless in your deck.
Two creatures that I would definitely add would be Blood Artist, and Zulaport Cutthroat. They would help with the Mindcrank and Bloodchief Ascension combo to help get it off. Another great creature to run would be Viscera Seer because it is a commonly played card that helps to scry to get what you need.
1 month ago
So I went to a tournament in my LGS last saturday and got a mediocre result with this deck.
Out of 12 rounds I played, I only was able to assemble tron round 3 in 4 of the games.
The faces of people facing a Ulamog's Crusher turn 4 is priceless.
I think of the following changes to make the deck more consistent:
- 4x Brood Birthing into 4x Crop Rotation
- 4x Nest Invader into 4x Fierce Empath
- 3x Emrakul's Hatcher for 1 more Rolling Thunder and 2 Radiant Fountain
- 4x Rugged Highlands for 4x Crumbling Vestige
- 3x Druid's Deliverance into 3x Moment's Peace
BTW: Duress was the best card in my sideboard, because a lot of people played B/U Control decks.
sqeq on Plus What?
1 month ago
I like this Build! You may want to consider Radiant Fountain since you get counters when you gain life. However I'm not sure what you would take out to do so... maybe Gavony Township, only because it takes 4 mana plus itself to use it's ability, so 5 mana.
2 months ago
Expedition Map might be good
Tithe might be good as well, i didn't realize it was that expensive. still a cool card though.
2 months ago
Sweet brew, looks like fun!
Another good idea would be to cut one Bojuka Bog for a Swamp so you have double-black fetchable. Alternatively, it might be smarter to get rid of Murder altogether for Chainer's Edict, more Doom Blades, Diabolic Edict, etc
You could also sub out Grasp of Darkness for Journey to Nowhere (since it's easier to cast), and Cower in Fear for Shrivel, Nausea, or Echoing Decay. When you side them in, you could simply side your Soul Wardens out, to avoid the nonbo.
Not sure what to cut, but the feel of the deck also seems like it might want one Radiant Fountain, even if it's just in the SB for longer matchups.
Sweet brew -- cheers!
2 months ago
I disagree - and the majority of Taking Turns players as well. At most, 3 copies of Part the Waterveil are played because it's a bad Time walk for 6 mana if you don't pay it's awaken cost. I prefer the 1-of Walk the Aeons because it make me less susceptible to stuff like Surgical Extraction.
The thing is, as soon as you start going off, you will hit your win condition. It's true, it is not a fast deck by any means. Acutally, most of my opponents complain about the fact that only I play magic as soon as we start taking extra turns. Depending on the meta it could make sense to play 1-2 Inkmoth Nexus to accelerate the clock (put 6 +1/+1 counters on it). I opted for Radiant Fountain because of the Burn decks in my meta.
Also, post-sideboard, you can bring Thing in the Ice Flip. It's good against creature match-ups and it's a fast(er) clock against other combo decks. Some Taking Turns player even put 1 Thing in the Ice Flip in the main deck...
In my opinion, those cards are all better than too many copies of Part the Waterveil if you think you need a faster clock.