|Commander / EDH||Legal|
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|Commander 2016 (C16)||Rare|
|Modern Event Deck (MD1)||Rare|
|From the Vault: Realms (V12)||Mythic Rare|
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Hideaway (This land enters the battlefield tapped. When it does, look at the top four cards of your library, exile one face down, then put the rest on the bottom of your library.)
: Add to your mana pool.
, : You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
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Windbrisk Heights Discussion
1 week ago
Thank for the help Blue_Flame
The Windbrisk Heights is a nice card but i went for lands that don't enter tapped.
Still thank for the comment :) really appreciate the help.
1 week ago
Pretty sweet deck you have going on here. A couple suggestions:
Intangible Virtue is a really sweet enchantment that you should run 4 of. Gives your dudes a permanent buff and vigilance, which is sweet.
You should play maybe 2-3 Windbrisk Heights if you can. You can actually activate the ability before damage, so you can play an enchantment or something to turn the tide of a battle. A really sweet interaction.
Lastly I'd play some number of Midnight Haunting. Instant speed cards are good, especially when you can flash in tokens at the end of your opponent's turn and kill them the following turn.
1 week ago
Really cool stuff. I've been toying with a deck like this myself, only completely mono-white. I might a have to try out the black splash myself. I do have a couple suggestions however:
First, I cannot understate the power of Raise the Alarm among other instant-speed token spells like Midnight Haunting (which you already have). It doesn't seem good, but let me explain it this way: flashing in two tokens at the end of someone's turn has literally won me games before. In late game situations where you're top decking, it's very relevant.
Windbrisk Heights is super good, especially when you can hide an enchantment under it, swing, and then before damage, activate the Heights, playing the enchantment. It's a cool little combat trick I've learned about.
I don't know how I feel about Authority of the Consuls and Hour of Reckoning in the main. I play both, but in the sideboard, because I don't always run into creature decks when I play. Soul Warden is also an awesome card against burn/other aggro decks. :)
1 week ago
jaylawlerrr, in all honesty Shambling Vent has been neither good nor bad. It's a B/W land and thanks to Sram's Expertise you don't really get punished for it coming into play tapped turns 1-3. That said, I rarely ever activate it. It's good for chump blocking when you want to saving a flyer or something, but it's nothing compared to Vault of the Archangel or Windbrisk Heights. I would say I get about as much use out of them as I do Westvale Abbey Flip. That said, its not like there's a better choice that I'm aware of, if anything I would cut them for more basic lands to give the deck a better shot against Blood Moon.
In regards to Hanweir Militia Captain Flip it definitely looks like a good WIN-MORE card, but if you're in a pinch its just a vanilla 2/2 for 2 and I don't know how reliable it will be in modern... That said its got good synergy with Sram's Expertise... I'll have to think about it, but at this point I not sold.
2 weeks ago
Also cheap enchantemts pumps and make the small creatures scarier like Honor of the Pure
2 weeks ago
I have found that I rarely have untapped 3 white mana on turn 3 ergo one typically ends up playing Spectral Procession on turn 4. As such the choice becomes would you rather have 3 1/1 flyers, or 3 1/1 artifacts AND Lingering Souls or some other 3 cmc card. Sram's Expertise Just gives you more value for your mana, and punishes you less for playing a slow land.
Admittedly, Increasing Devotion is a bit spicy and if you don't like it don't run it. It's won me enough games, especially against midrange decks like Jund, Junk, and Mardu for me to keep 1 mainboard.
As for Elspeth, Sun's Champion, she wins games. Sure she costs 6 mana but you'd be surprised how easy it is for games to drag to that point. Also she can be cheated in with Windbrisk Heights which can seal a game early on.
Honestly, no idea why you don't like Zealous Persecution. At its' worst it pumps your guys, at its' best its a boardwipe against Affinity, Faeries, Elves, and other token decks. It also hits Dark Confidant, Snapcaster Mage, most mana Dorks, and of course Lingering Souls.
I don't run Fatal Push because I don't run enough fetch lands to reliably Revolt.
Bitterblossom is the largest point on contention. I can definitely see going up to 3. It's an amazing card, but having 2-3 points of mandatory life loss a turn is no bueno. Legion's Landing does the same job for 3 (4) mana a turn and the tokens have lifelink, which goes a long way towards offsetting the bitterblossoms, fetching, shocking, thoughtseizing.
1 month ago
you are welcome
1 month ago
I love them. .. well, I love 3 of them, the Black and Blue ones I find harder to play.