Tower of the Magistrate
Tap: Add (1) to your mana pool.
(1), Tap: Target creature gains protection from artifacts until end of turn.
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Tower of the Magistrate Discussion
2 months ago
An addition that jumped out immediately for me was Urborg, Tomb of Yawgmoth. You have so much swamp interaction for it to help out with and since it's a land it wouldn't force you to cut any of your main cards, just swap out a swamp. I'm sure there's some other lands that might be worthwhile to consider (Arcane Lighthouse, Contested War Zone, Elephant Graveyard, Griffin Canyon, Homeward Path, Oasis, Rogue's Passage, Shizo, Death's Storehouse, Swarmyard and Tower of the Magistrate all have SOME degree of group huggy utility) but that's the only one jumping out at me right now.
There's a couple cards that I'm not sure why they're in the deck based off the theme. Necrotic Ooze gives you a huge benefit compared to everyone else (you could use it to continue doing Zombie Trailblazer things after a boardwipe, but you can also use it to copy your opponent's activated abilities), Demon's Horn only helps you, and Touch of Moonglove not only only helps you, but it also hurts an opponent.
2 months ago
I know it's been a while since you made this list, and the video for it, but I thought i'd share a few things as someone who's been playing colorless for almost 3 years.
It's important to note that Tribal -does- reduce Emrakul's cost even more. It's really the only reason I'm going to put Not of This World in this deck, it didn't make the cut for my Kozilek, The Great Distortion of the Boardstate deck because it's usually just not good enough unless you tack on the ramp it gives you. A huge advantage, I think, that colorless has is it's insane number of utility lands. Geier Reach Sanitarium helps you get junk into your graveyard. Tower of the Magistrate is hilarious with opponent's equipment. Etc, etc. Upvote all the same!
3 months ago
I do indeed own the decks or at least like 95% of the cards needed for the decks I've got online here DrCreamy. The price here is unrealistic though because you can get everything much cheaper on eBay or magiccardmarket...and I've bought most cards when they were still cheaper. For example I had 4 Mishra's Workshop because I played Stax in Vintage some 9 years ago and the playset cost me around 550 euro back then. Earlier this year I sold 3 for 600 each. I had to buy some of the top cards for commander at today's prices though because I only started building commander decks this year in Spring.
Giving shadow is a good idea but it's very mana intensive also because it costs BB, which isn't often available more than once per turn...even though my mana base is already good for 4c. For going unblockable I have Tower of the Magistrate in the deck, as I want to have Mycosynth Lattice anyway. I've also considered something that gives trample but eventually I don't want to rely so much on combat damage anyway, only at the very beginning of the game. If I can't win with beatdown until turn 5 or so, I have to focus on control. I might test this enchantment though, I think I even have some copies at home.
3 months ago
Nice job this is pretty good
Here's a few suggestions
Lands (replace some wastes with these.)
Ghost QuarterBoth for more land destruction
Buried RuinReanimate artifacts
Tower of the MagistrateThe to protect your stuff from artifact stuff and a trick if you give a creature opponment controls with equipment that creature will be forced to take the equipment off.
If your considering abilities in your deck than Rings of Brighthearth and Thran Turbine are your best friends (don't let the turbine fool you it's immensely better than it looks example your draw one and discard one land ability picture doing it without tapping a single land.)
Spine of Ish Sah great removal and boomerangs to your hand when it enters the graveyard so you can do it again
Trading Post another artifact reanimator and makes a wall for ya for defense.
And lastly for artifact I notice there's not enough draw so I would suggest Howling Mine or Temple Bell reason is I doubt they will destroy a draw mutiple cards that give it to them too. If not then Staff of Nin shoot at 1 toughness stuff with it
Only Pentavus I can suggest
For air defense
Tap 1 land after attack make a token block with it then tap another mana sac it then it gets it counter back and the attacker failed to get threw to you (excluding trample ofcoarse)
3 months ago
enpc is correct broham, 28 land is a very low count for Commander. You would probably want to be around 37-ish land with as many utility lands possible (in your respective colors mind you) I will list some below that may help.
Cabal Coffers: Always a good addition in decks
Winding Canyons: Great for flashing in some blockers or before the opponent's End Step
Reliquary Tower: A staple in most every EDH deck. Great if you hate hand sizes
Maze of Ith: Super helpful card that can basically fog out 1 attacking creature.
Orzhov Basilica: I like the Karoolands. When you go to use mana via tapping your land, you can load a mana into your mana pool and drop the Basilica and just bounce one of your tapped lands.
Bojuka Bog: Great hateland when facing Reanimator decks or any deck using their graveyard to an advantage
Haunted Fengraf: I personally like this Land because you can use it in any deck and has actually helped me a few times when playing hard matchups
Godless Shrine: Orzhov's respective Shocklands
Terrain Generator: I love ramp lands that can be in any deck. It's downfall is the land must be Basic and enters tapped regardless of its Super type
Tower of the Magistrate: If I am incorrect on this next explanation please anyone correct me. This Land, when tapped for its second ability, can disarm an enemy Voltron Commander/Creature of all Equipment when used
Temple of the False God: A great utility land that is kind of a dead draw in Turn 1-3 unless you have Ramp capabilities but I never don't hate seeing it later on in the game
Vault of the Archangel: I love this land so much. Can grant your army Lifelink and Deathtouch
Those are just off the top of my head. I am pretty tired or I would list more but this list should be semi-useful. Happy tapping.
5 months ago
- Yavimaya Hollow lets you have a guaranteed (or almost) blocker every turn.
- Glacial Chasm is great all-around. Just get rid of it when you don't need it anymore.
- Khalni Garden makes a blocker. Skyline Cascade keeps an opposing attacker tapped for a turn.
- Tower of the Magistrate can help against problematic artifact creatures like Wurmcoil Engine.
- Blighted Fen can kill a creature, and if timed well, can kill a lonely threat.
- Ice Floe can permanently tap down something until you can deal with it otherwise, or until a larger potential threat comes along.
I'm sure there are more decent ones, those are just off the top of my head.
6 months ago
Left a comment :)
In this deck, I'm considering the following changes: +1 Stonehewer Giant, Sublime Archangel, Mana Vault, Sword of Fire and Ice, Rogue's Passage, and Aurelia, the Warleader, along with -1 Tower of the Magistrate, Mana Geyser, Daretti, Scrap Savant, Scythe of the Wretched, Demonmail Hauberk, and Blood Moon. Thoughts?
+1s also appreciated - trying to push the deck to +100 ;)
Commander / EDH
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