Tainted Isle

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Planechase Anthology (PCA) Uncommon
Planechase 2012 Edition (PC2) Uncommon
Torment (TOR) Uncommon

Combos Browse all

Tainted Isle

Land

: Add to your mana pool.

: Add or to your mana pool. Play this ability only if you control a Swamp.

Price & Acquistion Set Price Alerts

PCA

PC2

TOR

Ebay

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Tainted Isle Discussion

multimedia on *Primer* A Hellish Crusade [Edgy Specter Tribal]

2 weeks ago

Hey, you're welcome.

Possible adds > cuts:

  1. Fellwar Stone > Pillar of Origins
  2. Waste Not > Specter's Wail
  3. Dark Deal > Dread Specter
  4. Command Tower > Izzet Guildgate
  5. Crumbling Necropolis > Cinder Barrens
  6. Tainted Peak > Rakdos Guildgate
  7. Tainted Isle > Dimir Guildgate

Deadpoo111 on *Primer* A Hellish Crusade [Edgy Specter Tribal]

2 weeks ago

multimedia Thanks for all the great suggestions! Among the lands, I plan on using Command Tower, Tainted Peak, Tainted Isle, and Crumbling Necropolis because I can trade for them with my play group. As for the nonland cards, I'm still in the process of buying the current cards, but Fellwar Stone, Waste Not, and Dark Deal sound super solid esp. for the deck. What would you cut to include these three cards?

Again, thanks so much for the suggestions!

multimedia on *Primer* A Hellish Crusade [Edgy Specter Tribal]

2 weeks ago

Hey, to expand on what others have commented on about the manabase here's some budget playable lands to consider adding. All my suggestions will be $4 or less (most are $2 or less).

Other cards for the discard theme to consider adding:

Budget staples in Grixis colors to consider adding:

I offer more help. If you like some of these suggestions I can help you to make cuts.

Good luck with your deck.


multimedia on Zombie Tribal

2 weeks ago

Hey, looks good.

Cards to consider adding:

Cards to consider cutting:

  • Dimir Cluestone
  • Noosegraf Mob
  • Grave Betrayal
  • Recall
  • Increasing Ambition
  • Stitcher Geralf
  • Skinrender
  • 3x Island

Good luck with your deck.


multimedia on Zombie Queen

3 weeks ago

Hey, before you get Lili (I presume Liliana of the Veil) which is an expensive card consider first improving the manabase? There's several budget lands to consider adding in place of the really bad dual lands. For a little less than the price of Lili you could add all the cards below and Rift/Labman: upgrade the manabase, add some good Zombies and nice support cards. That's much better for your overall deck than adding one card.

Lands to consider adding:

Zombies to consider adding:

Other cards to consider:


Cards to consider cutting:

  • Dimir Guildgate
  • Desert of the Glorified
  • Desert of the Mindful
  • Forsaken Sanctuary
  • Meandering River
  • Submerged Boneyard
  • Vivid Marsh
  • Dismal Backwater
  • Orzhov Basilica
  • Venser, the Sojourner
  • Sanguine Bond
  • Open the Graves
  • Levitation
  • Graf Harvest
  • Army of the Damned
  • Dark Salvation
  • Terminus
  • Time to Reflect
  • Anointer Priest
  • Aven Wind Guide
  • Geralf's Masterpiece
  • Gravedigger

Good luck with your deck.


kamarupa on win conditions NEED HELP

1 month ago

In terms of total cost of the deck, your single Ugin could be sold/swapped for enough decent lands to make the mana-base much more consistent, thereby solidifying the base of the deck. Or keep it and just spend more money on lands. That said, I agree with Darth_Savage that you'll want to cut back to 3 colors maximum. Just looking at your mana-base and CMC graph, I'd suggest you start with some U/B lands such as: Sunken Hollow, Tainted Isle, Temple of Deceit, and/or Underground River. There are, of course, better lands that cost more money - I just suggested the mid-range ones. You can find more lands fairly easily with this lovely unformat here on tappedout from ForgotenWaffle - All the lands in a sorted list (Unformat)

AjanisLastDan on Sultai Thief

1 month ago

Mindcrank combos with Duskmantle Guildmage quite nicely, in case you havent been hit with that one yet...

For budget-y mana - look at Underground River, Tainted Isle, Yavimaya Coast, Skyshroud Forest, Tainted Wood, and Llanowar Wastes

MarcosTithes on Kess storm (help make it competitive)

2 months ago

Hey, I saw that you were looking for advice and there are a couple things that I could recommend. I'll go over a couple things, but I'll start off with the manabase since you said it was the thing you were looking to change most. Also, it's a bit long, but it should help you for what kind of a manabase makes a competitive one.

First off, there are several good replacements for duals, first and foremost being shocks, but since it looks like you already have those looks like you're already half way there.
Basically I would focus on removing any and all lands that come in tapped, because if you want your deck to be competitive, you need to be sure that every turn you take is as optimized as possible. A turn where you could be doing two manas worth of stuff you are only doing 1 manas worth of stuff which essentially means you are playing a turn behind. It's a bit of a simplistic way of explaining it, but that is the best explanation why without going into too much detail. Other lands I would highly recommend, firstly, are the pain lands. These are very effective replacements as well. ( Sulfurous Springs, Underground River and Shivan Reef ) find homes in many competitive decklists you will find. The filter lands are pretty good replacements as well, as they get you the colors you need with added fixing. They only issue is that the t1 plays they provide can be kind of awkward, but should only be really taken into consideration the faster and faster your deck is; In your case they should be a good fit though! They are Sunken Ruins, Graven Cairns and Cascade Bluffs. Also, it may seem weird, but adding every kind of fetch that can even get you one of your colors effectively gives you access to all the colors you could need! You could run all 9 fetches besides Windswept Heath, which seems like a pretty good deal to me, though if you have to pick and chose I would focus on the ones that give you your most important color (blue) first. This goes the extra mile in truly "optimizing" your mana base, and over the long run it thins your deck and makes it more consistent.
All in all, the changes I would make would look something like this -Canyon Slough, -Crumbling Necropolis, -Grixis Panorama, -Path of Ancestry, -Smoldering Marsh -Sunken Hollow, -Temple of Deceit, -Temple of Epiphany, -Temple of the False God
and do this
+Sulfurous Springs, +Underground River, +Shivan Reef, +Sunken Ruins, +Graven Cairns, +Cascade Bluffs, +Cephalid Coliseum, also these are pretty good, but the worst of the bunch I've recommended, +River of Tears, +Tainted Isle, +Tainted Peak. Additionally Ancient Tomb is amazing as well, so I would recommend that as a long term investment too. (plus it goes in every edh deck ever so it's non-exclusive!).

Apart from lands, there are a couple of things that I think you could use to increase the consistency of your deck and some of the combos that you seem to be going for. Going over enchantment's first, as there is a short list, I would consider taking them all out personally. Search for Azcanta  Flip is a more value oriented card popular in decks that try to attain long term value and want games to go long. Storm isn't quite looking for this, and for that, I think it doesn't do enough for what 2 mana will grant you especially if you are looking to "speed up" the deck. Very often competitive decks can't afford to play things that don't do anything right away, so even though the card is great, it needs to fit a certain role in a deck. I also think that Jace's Sanctum also comes to the "too slow" argument as well, but I think that if you are looking at least for a semi-competitive option, this is fine to keep in. Also for Thousand-Year Storm I have seen some discussion floating around in the competitive community that it could work really well as a win con in a similar oriented style deck, but the huge argument is paying 6 mana for a spell that doesn't do anything, or win you the game right away. Regardless, I think for what your deck has going thousand-year storm seems like it could prove well if it is working well for you.

Otherwise, there are just a couple of cards such as Jaya Ballard, and Docent of Perfection  Flip that really stuck out to me. Personally, I don't think that the amount of mana they are is really worth the investment, and I would rather play cards that help setup the win. To go off this, I noticed that you were playing Isochron Scepter, so why not replace those other cards and play Dramatic Reversal which is a near 2 card combo with the scepter? To utilize this combo you would need to play more things that tap to give you mana, but adding mana rocks will make your deck faster and I would recommend adding more anyways. In general this combo is low investment, high reward because none of the cards that you play to make the combo work arn't progressing you towards your endgame anyways. For the mana rocks you could add, I would highly consider cards such as Mox Opal, Mox Diamond, Mana Vault, Mana Crypt, Chrome Mox which are the high profile options, but for leaning more on a budget any of the signets are also highly viable (Izzet Signet, Dimir Signet, Rakdos Signet). In general this will increase the speed of your deck and make it more turbo charged. You won't find many competitive decks without these!

Lastly, I'd just like to briefly mention the best counterspells for competitive EDH. In general it is widely agreed upon that for combo decks in general, you want your counterspells to be as cheap and efficient as possible. Some of the most favored are Force of Will (i saw that you have that one), Pact of Negation, Flusterstorm, Delay, Mana Drain and Swan Song (also on the list). Secondarily, people do play Counterspell but it is often outclassed by the ones I mentioned prior. Also, there are other counterspells that people will play for more narrow purposes and should be played specifically for the meta you are expecting to play in. These are Negate, Mental Misstep, Spell Pierce(only for decks looking to win t2-t3 really),Arcane Denial, Remand etc... (here's a useful link if you want to know more: https://www.reddit.com/r/CompetitiveEDH/comments/5k0tef/a_lexicon_of_cedh_counterspells_and_some/ )
In general I would cut the counters that are 3+ mana, because there are just better options out there if you go looking, and hopefully that page can give you some good insight for what counterspells are the right choice for you. And that will about wrap things up for me without going in too deep.

Yeah, so I could go over every card piece by piece, but that would probably be an entire article on it's own. It really because what makes a deck "competitive" is kind of an ambiguous term in the grand scheme of things. I'm not 100% sure every recommendation I make fits what you are looking for, so it's hard to analyze what cards are truly good/bad without sitting down and discussing it directly. Also, since there are legitimately several different version of a deck that 1 commander could hold, I think I'll just leave you with some resources that can further your cEDHing. Here are some of the competitive edh resources that I like to visit, and hopefully they can serve you well too!
https://www.reddit.com/r/CompetitiveEDH/
https://www.youtube.com/channel/UCzt3cj_wzuNp4yRP9ZEBAmg
https://www.youtube.com/channel/UCGh7-4mDFssqhu_UpOwRzIA
also here is my Kess storm decklist if you want to take a look!: https://tappedout.net/mtg-decks/nekusar-we-legacy-storm-now-cedh/

It's always good to have another person in the community, so I'm glad that your interest has been peaked! Hope to see you around and feel free to message me if you have any other questions!

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