Sentinel Tower

Sentinel Tower

Artifact

Whenever an instant or sorcery spell is cast during your turn, Sentinel Tower deals damage to target creature, player or planeswalker equal to 1 plus the number of instant and sorcery spells cast before that spell this turn.

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Trade

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Printings View all

Set Rarity
Battlebond (BBD) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
2019-10-04 Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Casual Legal
Commander / EDH Legal

Sentinel Tower occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Sentinel Tower Discussion

HybridPK on Channel the Tempest

4 weeks ago

Saw the link and request for budget suggestions. I haven't played Melek but I am currently playing Mizzix of the Izmagnus and used to play Keranos, God of Storms. I'm a fan or UR all-around. The suggestions below are fairly generic since I'm unsure of how you want to win. Suggestions are based around cards I've used before in 60-card formats or in EDH with the previously mentioned legendaries, and should be under $5 each.

Spell-cost Reduction

Token Generators

Pingers

Copy Effects

Miscellaneous

vampireblah on Feather not Father

1 month ago

jakeyuki12 Hello! Thank you for your feedback and suggestion.

Okay, for the number of lands. I once ran 35 lands, and I felt like I drew too many lands from the cantrips that targeted my creatures. I almost flooded all time and then I reduce it to 33, and still I drew too many lands. That's why I made it to 32. Yes this deck is a bit mana-hungry because you wanted to play your spells in each of opponent turn, but for now I feel okay with 32 because I always get at least a land from the extra draw I get from playing cantrips, and with the 2-mana rocks I can stabilize my board. I also put Wayfarer's Bauble in my deck so it feels okay for me. And before play, I always keep a minimum 3-land hand so at least I can cast my commander.

For mana rocks, of course I want to run at least 2 more like Arcane Signet and Coldsteel Heart but I don't have it yet, I'm waiting for the reprint of Arcane Signet (considering a lot of commander products this year).

My deck is basically killing people with commander damage, buffing it and keeping it alive. But sometimes, if I get lucky hand I could kill people with Aetherflux Reservoir storm, Aria of Flame storm, or Sentinel Tower storm, but it is a rare event. My deck is running pretty okay since the playgroup is not a cEDH and more casual, so I'm happy with this deck right now.

triproberts12 on Toshiro's Samurai Guide - Harikiri Those Instants!

2 months ago

While Toshi does give card advantage, powerful stand-alone card-draw spells are still important. I really like Skeletal Scrying and Moonlight Bargain for being instants, here. Also, I think some instant-based protection like Boon of Erebos , Abnormal Endurance , Butcher's Glee , or Dark Dabbling would be good. Finally, I'd recommend Victory Chimes , Isochron Scepter , Runechanter's Pike , Spellbinder , Sentinel Tower , Mirari , Haunting Hymn , and Aphotic Wisps as good synergy cards for a black instant deck.

TheMazter13 on Torburn RDW

5 months ago

Play more cards that are pingers! Even really small creatures like 0/1s or 1/1s because when you have an army of pingers, no one can attack you because you just ping the creatures and kill them before they can deal damage. "End step, deal 15 damage to all your creatures" is feasible in Torbran. Cards like Brimstone Trebuchet , Vulshok Sorcerer , Lobber Crew , Cinder Pyromancer , or Vithian Stinger . Usually all of these cards are 3 mana with upside which is perfect because once Torbran is on the field on turn 4 or 5, none of them will have summoning sickness and you can bolt away

And play fewer cards that aren't pingers! like wtf do you need The Immortal Sun for? 6 Mana Artifacts in red should be winning the game, not dragging it out longer. In red, I think, cards that aren't killing things aren't worth it. Stranglehold ? Why? It's so corner-case. It's not that cards like that are bad, but why play that when you could play another pinger or bolt? What does Caged Sun even do in the deck? Double your mana and buff your few creatures? A top of the curve artifact that lets you cast things you could already cast, lovely. Red Elemental Blast AND Pyroblast ? What does a burn deck think it's doing carrying around counterspells. And not just counterspells, but corner-case counterspells, and 2 of them?? Corner-case cards are just terrible in high variance formats. Like compare Demystify to Forsake the Worldly or Return to Dust . These cards are more versatile. Cards like Fiery Confluence , which you have, are flexible cards that can do either multiple things or can hit a variety of targets

Chaos Warp is an interesting card and most people use it on their own permanents to chance a better one. In this deck, it probably hits a land card or a non-permanent card. However, against an opponent, it's a removal spell at best (Target a permanent, shuffle, they flip and it's a non-permanent), but at worst your opponent gets a better permanent. for in Torbran, you can be dealing upwards of 5 or 6 damage, which pretty much kills most creatures. Chaos Warp does hit permanents, which red usually does have a hard time dealing with, but there are very few silver bullets. Off the top of my head, Leyline of Sanctity . But a card that gets around that (and that I think you should be playing in place of a mountain) is Detection Tower . However, more reliable permanent destruction could be Unstable Obelisk

Lands and permanents are hella good in Burn. Like sure, you can dump your hand and deal 31 damage, but that doesn't win the game. You've got at least 40 life to kill. You can use your lands! Valakut, the Molten Pinnacle , Dwarven Mine , or Spinerock Knoll , all great lands that can be used to keep getting hits in. Vance's Blasting Cannons  Flip is super easy to transform into Spitfire Bastion , especially with cantrips

Strictly Worse / Particularily Bad Cards-

Crush < Smelt (Should probably play Vandalblast if you're gonna play artifact removal)

Sentinel Tower -> Not red, no buff. 4 mana for something that probably does about 1 or 2 every turn

WotanubisReturned on Feather, the Martyr

6 months ago

ChibiNature tell me what you think about this: I could tune it to chase the Arcbond + Martyrdom combo and add in more indestructible instants, but I know Feather is not the Legendary to expect more out of than getting lucky and steamrolling one player in a cEDH pod even at its best. I'm not looking to spend a whole bunch of cash to win dollars--I just like playing to be social without being a complete casual. Pinging keeps the pressure on everyone if I can protect the creatures but there aren't enough of those to rely on. Prophetic Flamespeaker 's pseudo card draw is what makes it stay in; Swiftblade Vindicator is on the way out so I'm looking at also removing Uncanny Speed and Invigorated Rampage because they lack a card advantage or defense function. Akroan Conscriptor is great for it's ability to steal things at instant speed but it is one of my highest CMC cards and is not always relevant; there is a far stronger argument for keeping Magnetic Theft around despite it being a dead card sometimes. I'm not even sure how attached I should be to Charmbreaker Devils because it is at the top of my curve and the effect is random. Myth Realized and Scroll of the Masters are slow but definitely require answers before they get out of hand; Chandra, Fire Artisan isn't going to win the game on the turn it hits, either, but that ultimate digs deep and does damage at the same time. Settle Beyond Reality feels like a super great effect but I think it isn't good enough at sorcery speed and I would likely be defenseless after using that much mana; Sentinel Tower is also being cut because of only working on my turn. Primal Amulet  Flip seems like a sure buy once it cycles, as does a Clifftop Retreat ; Settle the Wreckage can be cast with Sunforger so it feels like something to consider strongly as well. I could use Fateful Showdown to target my own creature like I plan to to do with Orim's Thunder and recycle it with Feather's ability but it would require indestructible backup.

Tyrant-Thanatos on Sentinel tower vs atherflux reservoir

7 months ago

Aetherflux Reservoir states that you gain 1 life for each spell you've cast this turn, as part of a triggered ability that checks how many spells you've cast on resolution. So if you hold priority to cast three spells before anything resolves, each of those triggers sees that you've cast three spells this turn.

Sentinel Tower deals damage equal to 1 plus the number of instant and sorcery spells cast before that spell this turn. It doesn't even care who cast them, but the effect checks specifically for spells cast before the spell that triggered it, as opposed to just the number of spells you've cast this turn. So specifically, it's the "before that spell" wording that causes it to not stack that way.

TwinStags on Sentinel tower vs atherflux reservoir

7 months ago

Okay, so I believe Sentinel Tower is different than Aetherflux Reservoir in the idea that spells can be stacked with AR but not ST. (They can be stacked but not the same effect)

Say I hold priority for 3 instants and have both AR/ST on the field

AR would net 9 life But ST would zap 9 damage, right?

What part of ST’s wording makes it differ so it wouldn’t cause 3+1, 3+1, 3+1 if you hold priority?

2gherkins on Kykar Storm

8 months ago

Been thinking about brewing this myself. How about Bonus Round , Sentinel Tower , Brainstorm , Treasure Cruise ? Also, Mycosynth Lattice means any cantrip (U or R) works with Kykar

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