Detection Tower

Detection Tower

Land

: Gain .

, : Until end of turn, your opponents and creatures they control with hexproof can be targets of spells and abilities as though they didn't have hexproof.

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal

Detection Tower occurrence in decks from the last year

Latest Decks as Commander

Detection Tower Discussion

Lanzo493 on The Good, The Bad, and The Dragons

1 month ago

In order to idealize this a bit more, I would suggest altering your mana base. You have 10 lands that tap for colorless mana. This will definitely get in the way of casting your commander as soon as possible, as well as making it difficult to cast cards out of your hand. Arcane Lighthouse and Detection Tower are great in control decks, but not so much in aggro decks. For an aggro deck, the best removal is player removal. Forge of Heroes , Opal Palace , and Unstable Frontier aren't really that good either. You don't need your commander to be big since she's flying and probably won't die in most combat situations. I would suggest more dual lands, if you have them, or at least Terramorphic Expanse and Evolving Wilds . You won't have much fun if you can't cast your commander or any of the color heavy cards in your hand.

Forkbeard on Atarka, World Render: Double Dragon

2 months ago

Going to try the following additions + cuts:

  • In: Thought Vessel ; Out: Skyshroud Claim - SC is decent ramp, but this swap makes sense due to minimal forest targets + a general effort to reduce the average CMC. The no max hand size redundancy is just gravy.
  • In: Bonders' Enclave + Castle Garenbrig ; Out: Copperline Gorge + Detection Tower - The probability of Copperline being an ETB tapped land is too great & I've still got Arcane Lighthouse in here if need be. Making room for these 2 superior utility lands feels like a good trade.
  • In: Bala Ged Recovery ; Out: Forest - A bit controversial as this takes my land count down to 35, but I've got a woeful lack of recursion in here and I suspect this will come in handy more often than not. Worst case, I have to use it as an ETB tapped Forest. Best case, a mega threat gets a 2nd shot at life.
  • In: Glorybringer ; Out: Kiki-Jiki, Mirror Breaker - A tough cut to make as good 'ol KJ has been in here since day 1, but as pointed out, he's a big target and not pivotal the game plan. Glorybringer joins the dragon crew and the additional removal option is a welcomed bonus.
  • In: Harmonize + Rishkar's Expertise ; Out: Feldon of the Third Path + Surge of Strength - A few have pointed out the lack of card draw in here and it's a compeltely valid point. These 2 additional options should add value, even if they are a little on the casting cost steep side. Feldon was a cute idea as a recursion engine, but he's also fragile, conditional and Bala Ged Recovery is going to be preferable in most cases anyway. Surge is a sneaky combat trick, but the discard downside was sometimes annoying.

  • Those are my trades for now. I'll need to give it a few plays to see how it feels, but I'm hopeful these card swap choices are fun ones and help to smooth things out a little.

    grievances on Toshiro, Ghost of Tsushima... or EDH

    5 months ago

    Made a few edits last night - took out some "Exile" effects from my instants list (Deadly Rollick for example, even though I like the free aspect of it) since they wouldn't trigger Toshiro. I also tried to add a few more things to give me wincons, like Lashwrithe, Hatred, and even other creatures like Drana, Kalastria Bloodchief. Also a couple more pieces to combat hexproof like Detection Tower and Shadowspear to complement Arcane Lighthouse. I will keep play testing this though!

    TotesMcGoats on Counteracting large hexproof creatures.

    5 months ago

    Righteous Aura is so underrated. Notice how it doesn't say 'target'. 2 mana to play, 1 mana and 2 life, and it prevents the damage completely. Never take Commander damage again.

    Also, can confirm, Arcane Lighthouse goes in all of my decks. The opportunity cost is so low because its just a land, which makes it hard to interact with, and you forever get the ability to shut off your opponents' protection. Detection Tower is less good, but still very playable, and the next best is Shadowspear. The others are a bit more niche and I've never really played them.

    shifthappen1 on Queen Marchesa: Politics, Aikido, and Control

    5 months ago

    Has there been any notable new cards ever since war of the spark? I just found out this gem of a commender deck (and read MegaMatt13'sprimer as well), gosh, I'll never look at commander in quite the same way. I did want to make some political-ish sort of deck with sphinxes and riddles and pillowforts / redirection stuff, felt like a nice theme, sphinxes and riddles (aka, politics and decision making), but its nowhere near as good as an archetype as what I'm seeing in yours and the other one's deck, I'm sold.

    What do you think about

    1-Crown of Doom how is it as a card to make enemies waste time / mana and to help redirect attackers elsewhere? too unreliable? it seems very fun and in the theme, so I assume the issue is reliability?

    2-Coercive Portal too expenssive for draw even if it works over many turns? / unreliable when the board state seems too good for opponenets? or since it kills creatures, it doesnt redirect them to enemies?

    3-Azor's Gateway  Flip filtering into potential mana ramp for x cost spells?

    4-Lithoform Engine it seem like it does a lot of nice things for reasonable cost. anything it could potentially replace?

    5-Act of Authority as an enchantment and artifact removal? doesn't look like your list has things that would be high priority target, so, is it because of the speed and / or that it destroy stuff and might target you as well, as unlikely as it is?

    6-Isolated Watchtower and Detection Tower/Arcane Lighthouse as utility lands?

    I assume all of these are not there because they aren't as efficient as the alternatives currently in the deck, just wondering if they have ever been discussed before.

    shifthappen1 on Marchesa, Political Queen of Pillows

    5 months ago

    Has there been any notable new cards ever since war of the spark? I just found out this gem of a commender deck (and read precociousapprentice's primer as well), gosh, I'll never look at commander in quite the same way. I did want to make some political-ish sort of deck with sphinxes and riddles and pillowforts / redirection stuff, felt like a nice theme, sphinxes and riddles (aka, politics and decision making), but its nowhere near as good as an archetype as what I'm seeing in yours and the other one's deck, I'm sold.

    What do you think about

    1-Crown of Doom how is it as a card to make enemies waste time / mana and to help redirect attackers elsewhere? too unreliable? it seems very fun and in the theme, so I assume the issue is reliability?

    2-Coercive Portal too expenssive for draw even if it works over many turns? / unreliable when the board state seems too good for opponenets? or since it kills creatures, it doesnt redirect them to enemies?

    3-Azor's Gateway  Flip filtering into potential mana ramp for x cost spells?

    4-Lithoform Engine it seem like it does a lot of nice things for reasonable cost. anything it could potentially replace?

    5-Act of Authority as an enchantment and artifact removal? doesn't look like your list has things that would be high priority target, so, is it because of the speed and / or that it destroy stuff and might target you as well, as unlikely as it is?

    6-Isolated Watchtower and Detection Tower/Arcane Lighthouse as utility lands?

    StopShot on Counteracting large hexproof creatures.

    7 months ago

    The subject of this thread revolves around dealing with and counteracting against the commanders: Uril, the Miststalker, Sigarda, Host of Herons, Dragonlord Ojutai, Lazav, Dimir Mastermind, Thrun, the Last Troll as well as commanders that consistently or typically give themselves hexproof through various equipments/auras.

    While it may not be the most prevalent strategy these types of commanders can be annoying to deal with. I'd like to create a discussion on what are the best ways to deal with these commanders. Given how niche these commanders can be, running cards that exclusively dedicate themselves to their removal may be detrimental to draw into when playing a game where none of your opponents run them. Therefore cards that can both combat massive hexproof creatures as well as still being useful to have if none of your opponents are playing with big hexproof creatures should be taken into consideration when deciding what is the "best" or "most practical" solution to combating hexproof strategies.

    The first cards that come to mind are Arcane Lighthouse, Detection Tower, Bonds of Mortality, Shadowspear and Glaring Spotlight. These cards entirely dedicate themselves to combating hexproof strategies, and while this may be a detriment when used against non-hexproof strategies, these cards do lend themselves some extra utility. Arcane Lighthouse and Detection Tower can be seeded into your manabase so at worst they're just a Wastes however they can be more inefficient in comparison. Given that both are lands, tapping them costs you an extra mana resource effectively making their abilities cost to activate. Not only that, but they have no effect at stripping indestructible which can be a common keyboard which may be used alongside most hexproof strategies. Cards like Bonds of Mortality and Shadowspear cost only one to activate and they can bypass indestructible, however given they're not lands you have to dedicate a nonland slot in your deck to accommodate either of them which means taking out a card that may better synergize with your deck's main strategy in their place. They also lend themselves targets for counter spells and given hexproof decks contain white and/or green, artifact/enchantment removal will pose a high potential risk. This is all not to mention you still need to provide a removal spell in tandem with these cards in order to remove the threat.

    Another solution is board wipes. Cards such as Wrath of God, Damnation, Day of Judgment, Supreme Verdict, Blasphemous Act, etc. Mass creature removal is incredibly strong given that its always relevant in most metas making it a highly flexible solution that isn't too narrow to rely upon. It's biggest drawback however is if the massive hexproof creature that needs to be dealt with has indestructible, totem armor or Gift of Immortality. Even a card such as Toxic Deluge can be a risk as you may have to pay a huge amount of life if the creature is incredibly big. Cyclonic Rift is another effective card. One thing to note about boardwipes are they affect the whole table which makes them also more likelier to be countered than by effects that impact a single individual.

    A more narrow solution would be through damage prevention effects such as Story Circle, Forcefield, Runed Halo, Rune of Protection: White, etc. Given each card never "targets" they can be used to infinitely "Fog" a problem creature that you can't put up with. These effects are more narrow than boardwipes but broader than hexproof removal. Cards like these still run into problems with artifact/enchantment removal and they don't run enticing side effects such as drawing a card upon entering the battlefield like Bonds of Mortality or giving a creature lifelink and trample like Shadowspear, however you won't need to exhaust your removal spells to keep the large creature(s) either. In more broader metas such as combo, stax and prison, these effects may not be as useful however. More broader variants of these protection cards exist as Ensnaring Bridge, Divine Presence, Peacekeeper and Meekstone though these cards may make multiple opponents unhappy enough to remove them than the more narrower options.

    The last effect used to combat large hexproof creatures is sacrifice effects such as: Fleshbag Marauder, Innocent Blood, Vona's Hunger, Liliana's Triumph, Doomfall etc. These effects can bypass not only hexproof but also indestructible, regenerate and totem armor. Their drawback lies in if the player with the large hexproof creature has any other creatures to sacrifice in their place. Because of this caveat this effect isn't too strong unless ran in multiples which can be difficult to commit to in a 100-card format. Instead selective sacrifice effects may be the best way to devote to this solution with cards like: Crackling Doom, Soul Shatter, Slaughter the Strong, Council's Judgment, Renounce the Guilds and Wing Shards. While these cards won't always guarantee the large hexproof creature will be removed, they provide a stronger case than not compared to most traditional sacrifice removal.

    Lastly there are counter spells to remove hexproof creatures. While they may be the best all purpose solution they can be rendered ineffective if a Cavern of Souls or some other can not be countered effect is in place. With exception to Withering Boon, the biggest downside to counter spells are they are entirely exclusive to blue meaning other color combinations without blue do not have this option available.

    Which method do you rely on to stop massive hexproof creatures? Is there a card or solution set not listed here that you use? If you happen to play EDH decks with big massive hexproof creatures, which effects annoy/counter you the most?

    Kamerot on Yeva Draw-Grow

    7 months ago

    You've probably already come across this card, but it popped up on facebook and I immediately thought of this deck.

    Veilstone Amulet - not sure how heavy targeted removal is in your meta, but seems to have potential. Especially since it was never errated to give hexproof so it will get around Detection Tower and similar effects.

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