Celestial Colonnade

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Celestial Colonnade

Land

Celestial Colonnade enters the battlefield tapped.

: Add or .

,: Until end of turn, Celestial Colonnade becomes a 4/4 white and blue Elemental creature with flying and vigilance. It's still a land.

SufferFromEDHD on Hootsnag Dimir Control

4 months ago

I do too. There is a beauty to how both of these flow. They both efficiently establish control they just go about it in slightly different ways. I will be using one of them in a future prize tournament.

Absorb/Dovin's Veto to Undermine/Countersquall

Celestial Colonnade to Creeping Tar Pit

Helm of Obedience works as a win condition in both lists off of different enchantments.

This has been a stellar month for deck design. I'm still goldfishing the Numot list. Winning with animated mana rocks after nuking all lands is awesome.

Icbrgr on Is Leyline binding worth it?

5 months ago

I think thats what im thinking wallisface; that perhaps my personal build isnt a good home for it...because the games I win that are not just blowouts or an opponent conceding; games that get played out are very very close.

Currently my brew is extremely fair (as far as control decks go) with basically the win condition being getting the opponent in topdeck mode and essentially winning the card advantage 1-for-1 trade war via countermagic/removal and getting in damage with Celestial Colonnade/Hall of Storm Giants and sometimes getting an emblem and snowballing from there. But the truth is in the games I do end up in this kind of situation Im honestly in a pretty vulnerable state myself with low resources and probably low life total as well.

by no means did i mean to imply that Spell Queller was on the same level as Leyline Binding i am just trying to draw attention to the same result as quelling or binding an opponents planswalker or creature and it being removed and then suddenly to momentum hard shift back into the opponents favor.

nbarry223 on Modern Horizons 3 Predictions/Wishlist

6 months ago

Honestly, I could see cards like Swords to Plowshares, Back to Basics, Toxic Deluge, Archaeomancer's Map, Tainted Pact and Animar, Soul of Elements being downshifted to modern. Anything that either: 1. Empowers control, 2. Encourages deck diversity instead of 4 copies of everything, or 3. Encourages go wide creature strategies would be a positive for the format in my opinion. Right now, the format is far too many tempo aggro type decks, with combo coming in as a close second (usually with tempo/control elements to back up the combo).

Control is near non-existant if it isn't there to slow you down enough for them to get their combo off. I'm not asking for something like Celestial Colonnade to become the all star finisher of a control deck again, but I would like to see an uptick in control to rebalance the current meta. Honestly Animar, Soul of Elements is probably too slow for the format, but you should get my point.

wallisface on

11 months ago

I wouldn’t bother with Celestial Colonnade. If a game ever goes so long that you have 6 lands in play to activate it, you’ve likely already lost. It entering tapped will hurt you more than any of its capabilities to help you.

Counterspell is cheap and much better than Saw it Coming. Mana Leak would also be better if you want a cheaper option.

I really don’t think Dovin, Grand Arbiter does enough to be worth it.

nbarry223 on LOTR... Modern Legal?

1 year ago

I'm hopeful they won't push it like MH2, where everything power-creeps, but instead make support for specific archetypes that would otherwise warp standard too much.

Like control is honestly a little lacking. You mostly see combo or low to the ground aggro decks in my opinion, even "control" decks are more tempo control than pure control back in the days of Celestial Colonnade and Sphinx's Revelation where you just removed everything and eventually killed them with lands.

I'd also like to see some tribal support that would otherwise be too strong for standard, along with some archetypes that have been slipping off, like Tron.

They probably won't do anything as forward thinking as that, and it will be just cards that are pushed too much, but hopefully those pushed cards are more control oriented instead of speeding up the format even further. We are getting to the point where the turn 4 rule is almost to a turn 3 rule in my opinion, so the format has definitely sped up with all of the pushed cards.

Fluggleshmuggits on Cube Eternal

1 year ago

Changelog 12/10/22

Original Dual lands are in
2 color man lands are in
upgrades in every color and almost every guild pair

IN

OUT

hiiii on I'll Just Play During Your Turn

1 year ago

Hey! I'm trying to look into interesting 1CMC counterspells you could replace Remand with. Mana Tithe, Spell Pierce, Miscast, Swan Song or An Offer You Can't Refuse could be interesting, tho they all have different drawbacks. If you want to stick to 2CMC, I'd say Dovin's Veto and Counterspell are always good options. The former is noncreatures only, but it is uncounterable, and the latter of course costs so it's harder to cast on multicolor.

As for other cards, perhaps Lair of the Hydra could interest you. It's very similar to Celestial Colonnade, except you can make it bigger if you've got the means to do so. Sadly it's only, but it can enter untapped if played early. Upsides and downsides.

Apart from that, I don't see anything I'd personally change in your deck, it seems really solid!

If you want to add insult to injury you could always play Teferi, Time Raveler. If you're looking for creatures that are harder to get rid of, you could always get Gideon Blackblade. You could also run The Wandering Emperor for flavor points.

Hope this helped! It's awesome to see an older deck still being worked on 6 years later :D

chivalruse on Don't worry... I've got an enchantment for that

1 year ago

Rupture Spire and Transguild Promenade really trigger me. Those aren't lands you should be running in a constructed deck, even in 5 color I don't like it. Also I skimmed the list and didn't immediately see any payoff for putting lands in your graveyard. So Terramorphic Expanse and Evolving Wilds are probably not worth it. I find dual lands are generally just better fixing. Some replacements for the above lands that I prefer are: Path of Ancestry, Silverquill Campus, Waterfront District, Skybridge Towers, Fabled Passage, Thriving Moor, Thriving Isle, Thriving Heath, Celestial Colonnade, Creeping Tar Pit.

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