Fortified Village

Fortified Village

Land

As this enters the battlefield, you may reveal a Forest or Plains card from your hand. If you don't, this enters the battlefield tapped.

: Gain or .

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Legality

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

Latest Decks as Commander

Fortified Village Discussion

nathanielhebert on

2 months ago

The efficient land cards are what make this set more expensive, but the sturdy defender deck can afford to slow things down with cheaper mana alternatives. On the plus side, the guild-gates at our disposal look like we're building up more walls, and the scry from the various Temple of Mystery 's helps to put the combo pieces we need into our hands.

A slimmer version:

1x Botanical Sanctum , 3x Temple of Mystery

1x Fortified Village , 3x Temple of Plenty

1x Glacial Fortress , 2x Temple of Enlightenment

1x Hallowed Fountain , 3x Azorius Guildgate

1x Wooded Bastion , 3x Selesnya Guildgate

1x Island 1x Forest

multimedia on Kinder Surprise

10 months ago

Hey, interesting version of Atla, that's a lot of creatures.

Consider cutting a few of the least good creatures for more early game ramp?

Could also replace a few other big creatures for some enablers.

Nature's Lore and Farseek are land ramp spell upgrades for Explosive Vegetation and Cultivate because you have Savannah/Taiga/Garden/Ground and Farseek can get Plateau/Foundry. These two drop land ramp spells can be quicker ramp and they ramp with a dual land.


I don't think I've ever seen a manabase with Savannah/Taiga/Plateau, but also Guildgates... You could improve the manabase a lot. Some changes to consider:

Good luck with your deck.

DemMeowsephs on Captain Sisay's Legends

11 months ago

Oi there! You might like some of these lands!

In the end I would consider all of these land choices, they can make the deck run much more smoothly! If this helps, be sure to check out some of my decks, (Double Trouble EDH, A Deal With the Devil EDH) both of which I recently decked out with CSS and huge descriptions! Anyways though, I hope this helps, good luck on your deck, and have a great day! Happy tapping!

DemMeowsephs on Unicorny Power

11 months ago

Ah nice deck! I have a couple of suggestions you might appreciate. The first one revolves around your lands and ramp. Personally, I believe the following should have a spot in your deck.

Anyway, there are many ways to go infinite with Emiel, and I recommend checking them out if your into that sort of thing. Also do consider the land and ramp options, they could help you out a ton! If this does help you out be sure to check out some of my decks, (Double Trouble EDH), upvote them if you like them, and give me feedback if you want! Anyways, I hope this helps you out, good luck on your deck, (unicorns are amazing!) and have a great day!

9-lives on Felidae Cult

11 months ago

I also don't want Fortified Village as it depends on my land draw. If I don't have enough land cards to have them in my starting hand, something is wrong, but I don't plan on having too many land cards including that card in my hand.

BRG24 on Felidae Cult

11 months ago

If your deck is 68 cards, then I’d say 24 lands is probably how much you want, since we don’t have the biggest curve in the world. At 60 cards, this deck would probably want to have 21 lands, and I then say that 1/3 of all cards over 60 should be lands, to make sure that I keep ratios about right, hence the 24. Maybe consider taking out Animal Sanctuary, the effect is very slow and that impactful in the long run. If you feel you’re running enough cats, then Unclaimed Territory seems quite good, and Fortified Village is my favourite budget dual land.

However, I’d recommend trying to set a limit to how big you want the deck to be, be that 60 cards (as most people will tell you that having more is strictly wrong to do, since having more cards is less optimal), or 65, or just any other number you decide (I tend to use multiples of 5, but it’s up to you). By imposing this limit, it will force you to have a look at the cards you’re adding and make you think whether they are better than what you already have, or whether they do something new that you need. With all the cards you have access to in the format, it is easy to just keep adding cards and then your initial deck idea and game plan gets kinda lost (this is perfectly normal, by the way, it took me ages to work this out, but it really helped when I did).

Hopefully this makes sense.

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