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.

nbarry223 on LOTR... Modern Legal?

1 month 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

3 months 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

6 months 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

6 months 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.

plakjekaas on what is the better option?

7 months ago

wallisface March of Otherworldly Light can't kill Wrenn and Six. That's Prismatic Ending you're probably talking about, or maybe the wrong March (March of Wretched Sorrow which wouldn't be played in a Jeskai deck). March of Light explicitly mentions target artifact, creature or enchantment. It's great against tokens, and artifact-/creaturelands. Killing an opposing Celestial Colonnade for just is great. But no planeswalkers, unless they turn into creatures.

ETdotG on Noyan Dar, Spell-Police

9 months ago

Hey that deck seems realy nice, I would change Stroke of Genius by Pull from Tomorrow and Curious Homunculus  Flip by Baral, Chief of Compliance I would also put more manlands, Celestial Colonnade Hall of Storm Giants Forbidding Watchtower and Faceless Haven seems good pick to me (and if u wana be mean Inkmoth Nexus lol. But outside of that that a neat build ^^

Bulldawg1310 on Welcome to Flight Club

9 months ago

i think ill give it a shot, the only thing ll do is add a Celestial Colonnade and I’ll probably mainboard the shredders. I greatly appreciate your ingenuity

wallisface on

10 months ago

I’m going to add here a description of what a control decks purpose is about, as hopefully this helps with your deckbuilding decisions.

The primary goal of a control is to win by having more resources in-hand than the opponent, while ensuring the opponent can’t do anything too dangerous on-board. In this vein:

  • you need ways to increase your hand size, to get ahead of your opponent in cards - so you need ways to draw 2-or-more cards (or, a card that draws as-well-as disrupts, in one package) Current control decks typically do this vua 4x Archmage's Charm and 2x Memory Deluge. But other options include Into the Story, Think Twice, Expressive Iteration, Cryptic Command, etc. Without a way to get more cards than an opponent, a control deck will run out of resources, and then lose to top-decks.

  • you need a way to finish the game that also provides incremental value. Control decks want creatures that 2-for-1, so that they maintain their resource advantage - so their creatures are things like Snapcaster Mage, Solitude, a cycled Shark Typhoon, or failing that manlands like Celestial Colonnade. If the creatures you use don’t provide you resource advantage, then they’re more likely to hurt your plans than help you.

  • lands are super important. You need to be able to cast resources from your hand to gain & maintain your advantage. A control deck that can’t play a land everyturn for the first 4-5 turns of the game, will very-often lose. Because a Control deck often has a near-full hand, there’s often no-such-thing as drawing “too many” lands, while drawing too-few is disastrous.

  • So, in summary, every-single-card in your deck that isn’t a land, either needs to provide some form of resource-advantage, or trade 1-for-1 with an opponents card (i.e Counterspell, Prismatic Ending etc).

Taking the above points and comparing them to your current build:

  • Deflecting Palm, Boros Reckoner, Hover Barrier, Ugin's Conjurant and Basri Ket are all bad choices as they offer you no form of resource advantage (and some of these, like the Conjurant, are just terrible in general).

  • Your selection of counterspells leave a lot to be desired. Too many if them have very specific targets on what they can counter, which isn’t ideal as it means your “resources” may sometimes be useless. A lot of these also cost a LOT more mana than what they should, considering their average effects.

  • you don’t have enough ways to gain resource-advantage.

  • your land count is waaay too low.

  • you have no “finisher” card that actually wants to be in this deck.

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