|Commander / EDH||Legal|
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|Ultimate Masters Promo (UMAP)||Mythic Rare|
|Ultimate Masters (UMA)||Rare|
|Promo Set (000)||Rare|
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Celestial Colonnade enters the battlefield tapped.
: Gain 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.
Celestial Colonnade Discussion
2 days ago
One more: Grave Betrayal
Yes, it's a Zombie.
The type-changing effect from Grave Betrayal's ability always applies to the card it brings back, but it will only have a visible effect if the card is a creature and if there isn't some other type-changing effect writing over the Zombie type. For example: a Celestial Colonnade brought back under one of the combinations you list will be a base 0/0 black Zombie with a +1/+1 counter on it, but if you activate its ability then it will be a base 4/4 white and blue Elemental (still with a counter, of course) because the Colonnade's own ability doesn't say "in addition to its other colors and types".
3 weeks ago
So there are a couple different ways you could go here. Delver of Secrets Flip is a good card, but tends to go onto more proactive shells. If you want to go the Delver route, you could make it more tempo oriented with Young Pyromancer and a Stoneforge Mystic shell. Otherwise, you could go for a more control shell and drop the Delvers and the Gearhulks and slot in Snapcaster Mage and Vendilion Clique and rely on your instants and sorceries and planeswalkers for the win. If you go this route, you'll want to put in Celestial Colonnade s probably. Now for some additional suggestions:
Wall of Omens is okay in the control build, it provides a decent blocker and gives you a card.
Spell Pierce may be a good sideboard card in the case of extremely fast combo decks
Timely Reinforcements is a good stabilizing card
Field of Ruin a good way to punish greedy mana bases or get rid of other manlands
Cards that I would cut from mainboard and sideboard are:
Lava Coil at 2 mana and sorcery, this removal is too slow and doesn't hit enough of the metagame to warrant its speed. I'd consider replacing with the Paths
Serum Visions This one is a tough cut, but frankly if you're playing control you want as many of your plays to be instant speed as possible, just so you have the flexibility to deal with your opponent's threats as they come.
Cards I'd move to the sideboard:
Hindering Light now this one comes with the stipulation that you remove the Thing in the Ice Flips. Basically, play with thing in the ice and see how good it is, and if you find it isn't proactive enough (which is why I cut them from my deck) get rid of them and move the hindering lights to the sideboard.
1 month ago
alright cool, here are some suggestions to look into -
Celestial Colonnade : land with vigilance that can attack and help you keep up mana to counter and stuff.
Supreme Verdict : sorcery speed uncounterable board wipe that doesn't give your opponent lands
Lightning Helix : kills something, heals you, instant speed - what's not to like?
Jace, the Mindsculptor: big Jace, this guy will wreck your opponents day, and yours with that price tag
Teferi, Time Raveler : slows your fast opponents down, excellent at keeping you alive.
Path to Exile : instant speed, low cost, and no restrictions, this thing is nuts powerful
Ajani Vengeant : lightning helix on a planeswalker, pretty good.
Spell Snare : hits a surprising number of targets
Dovin's Veto : great to pull in during the control mirror, good sideboard card
Fetch lands - great at getting the lands you need when you need them
Force of Negation : free surprise counterspell, pretty good
Mana Leak : still one of modern's best counterspells
Snapcaster Mage : you called this one out yourself, he's pretty good.
Now obviously you won't be able to fit everything from this list into the mainboard, but this is a good starting point I think. The goal you should strive for with a control deck is to play everything at instant speed, letting you keep up mana to stop threats when your opponent plays them. having tons of sorcery speed removal and answers will slow down your ability to respond.
3 months ago
Interesting, as I hadn't thought of the interaction of Blood Sun and the bouncelands essentially removing their 'downside'. But I don't really think this iteration works, Blood Sun removes our ability to activate Slayers' Stronghold and Sunhome, as well as almost blanking Amulet due to the lands not coming into play tapped, this effect is most noticeable when you have multiple Amulets, which is the decks strongest interaction and allows incredibly broken things. I think there might be an actual spot for Lotus Fields somewhere in the deck, at least in theory, but definitely not as a 4-of. There will be many times where your entire hand will be bouncelands and Lotus Fields, essentially forcing mulligans. If you don't draw enough lands to even cast a Blood Sun the drawback is huge since just playing it out you will often have bouncelands as targets, which is losing you mana. Sure you could maybe generate some large amounts of mana with amulets and the Lotus Fields but you're still blowing up all your lands unless you have Blood Sun in play, which makes the deck way more all-in on that interaction since if they have an answer for your titan you've now put yourself incredibly behind instead of still leveraging your lands in play to cast more things. Just my two cents!
Also, Gemstone Mine is often better than Mana Confluence/City of Brass in this deck, as bouncing it restores counters and it's painless. Crumbling Vestige , Tendo Ice Bridge , Aether Hub are also good. Vesuva as a one-of is pretty standard for Amulet Titan decks, as it removes the necessity to run two Boros Garrisons for the Sunhome activation and is much more flexible, I have even won a game using Vesuva to copy an opponent's Celestial Colonnade for lethal.
Also good cards for this kind of deck:
Trinket Mage , utility for sideboard cards + extra Amulets
Walking Ballista , wincon/aggro deterrent
Hornet Queen , almost an auto-win vs. Midrange/Control
Ruric Thar, the Unbowed , against storm/spellslinger decks
Dragonlord Dromoka , anti-control/protects titan combo
Sigarda, Host of Herons , anti-control/midrange, impossible to remove
Chameleon Colossus , extremely strong vs. Death's Shadow and black decks in general
Courser of Kruphix , anti-aggro wall that generates life and value, easy to cast
Explore , safer but less explosive than the tribe scouts, also cycles
Khalni Garden , stalls against aggro and can be insurance as a sacrifice target against cards like Liliana of the Veil to protect Titan
Radiant Fountain , good against burn, bounce multiple times
Temple of Mystery , extra card filtering, better if you also run the Serum Visions versions
Abrade , versatile answer
3 months ago
First, I would like to give my "resume" of Modern. I've been playing the format for about 6 years, playing Atarka Burn, Bogles, Jeskai Control, Tron, and Affinity. This is not a brag, moreover a showing that you can trust my advice and recommendations. Given that, I have a couple critiques of your counterargument. I'm not here to start a flame war, rather just to give a different perspective.
Control players do not care about their creatures living or dying. They want their ETB effect and they're essentially done with them. As someone who played Jeskai Control a year or two ago, I can attest to this. Against you, having the body on the field just blocks one creature, which does almost nothing in the grand scheme of the game. They'll never attack with the creature in a normal game. As such, Plague Engineer is not as good as you think against something like U/W Control. I would almost use Engineer naming Elemental for Celestial Colonnade over Wizard, assuming Engineer doesn't get boardwiped away, which it probably will.
Again regarding Plague Engineer , the only matchups where it's going to be useful in the mainboard is against Humans and Spirits, the latter almost completely falling out of the format. Aside from rogue decks, there aren't a lot of tribal decks in the format. I just don't think it's useful enough comparatively against all Modern decks to be in the mainboard. You'll get minimal value out of it against even regular creature decks. If I were building this deck, I'd replace it with Scavenging Ooze .
I don't really understand where you're getting the 7/7 figure from Gruul Spellbreaker , I'm assuming from a bunch of Exalted triggers from Hierarch and Pridemage. The problem is, having a bunch of those Exalted triggers is going to make almost any creature immediately amazing. Having Trample and Haste is nice, yes, but you're kind of relying on the other creatures to make it good, which you can't guarantee you'll have regularly. In the super fast format that Modern is, a regular 3/3 trample haste for 3 really isn't that good, and having Hexproof on your turn doesn't do a whole lot. Jund and Lantern Control would have already used their discards spells by the time it comes out and Burn players don't mind waiting until their turn to play their spells. And against other decks like Titanshift, Ad Nauseam, and Storm, they were going to kill you on their turn anyway. Knight of Autumn is going to give you more options and better utility.
I do understand your idea of having the Exalted subtheme. The only issue with it is that the buff is not permanent. If you look at the Humans deck, they play cards like Champion of the Parish and Thalia's Lieutenant . These two cards make either themselves or other cards into giant threats by themselves permanently, just by playing creatures, which is what the deck does. If you just rely on Exalted to make your stuff big, your creatures are almost always going to be in range of a Lightning Bolt .
Now all of this critique is completely subject to the power level you are looking for with this deck. If you're just trying to make a casual deck that you can play with your friends, go for it. Build whatever you want. I would happily cheer you on playing your Gruul Spellbreaker . However, if you're trying to make this a competitive deck to play in tournaments there are parameters that you need to fit in, otherwise you run the risk of your deck either a.) running too slow to be able to keep up or b.) Not doing what you need it to do. And seeing the price of this deck, it does seem to be fitting into the latter category. I'm definitely not trying to squash your fun or your creativity, but this is the reality of the format. You either come in with a deck that can at least parry the hyper-tuned decks, or leave the tournament with a slouch. I've personally been in both camps, and you can probably guess which is the category I wanted to be in.
3 months ago
Seems like a good start, but I think it lacks a little oomph! I have a flicker deck that I'm very fond of, so I'll throw out some cool thematic cards to be aware of (most will be better for Commander format than Modern), and you can play with whatever fits your playstyle. Ephara, God of the Polis , Venser, the Sojourner , Restoration Angel , Deadeye Navigator , Strionic Resonator , Flickerwisp , and though they're obscenely expensive Snapcaster Mage and Celestial Colonnade both can add a lot to this sort of deck. My two strongest recommendations are Panharmonicon which has obvious benefits and Venser, Shaper Savant which seems like a soft counterspell until you realize it can target lands and let you nuke someone's mana base back into the dark ages. Super anti-fun but incredibly powerful.
4 months ago
Just some suggestions! Since this is a competative deck i would add some more discard to the main board, like Inquisition of Kozilek or Duress . You are going to face a lot of matchups with a small creature count, then discard is the way to go (since it is kinda like removal anyways). Since there are a TON of utility lands in the meta you really cannot go wrong with Ghost Quarter . Setting Tron back, destroying an flipped Azcanta or killing another creature land like Celestial Colonnade . In the Side board you gotta go with some graveyard hate, Tormod's Crypt , Leyline of the Void etc. There are a lot of graveyard based strategies in modern so hate is a must. I hope this helps in any way!
4 months ago
I'm not sure if Academy Ruins is worth it. Sure buying back EE is powerful but there are probably better utility lands with a similar opportunity cost. The obvious examples are Blast Zone and a second Celestial Colonnade but Geier Reach Sanitarium or Mikokoro, Center of the Sea could be reasonable because of how well they interact with the 4 of Narset, Parter of Veils rather than the two of EE(especially with black mana being available only half of the time).
Celestial Colonnade occurrence in decks from the last year
All decks: 0.23%
Commander / EDH:
All decks: 0.01%