Fountainport

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Fountainport

Land

: Add .

, , Sacrifice a token: Draw a card.

, , Pay 1 life: Create a 1/1 blue Fish creature token.

, : Create a Treasure token. (It's a colourless artifact with ", Sacrifice this artifact: Add one mana of any colour.")

smoothjonny69 on Colorless

3 months ago

Yup, things that get lands into play are preferred like wayfarer's bauble, Solemn Simulacrum, Scampering Surveyor, and Dauntless Scrapbot. Scampering Surveyor is neat because it grabs Planar Nexus which activates the tron lands.

I like Fountainport, better rate and more options than Springjack Pasture. I played Mind's Eye, but it felt too slow and I replaced it with Eye of Vecna. Idk if I'm ballsy enough to play The Deck of Many Things.

Gotta be careful with the planewalkers because I'm also running The Immortal Sun. I like how Ugin, Eye of the Storms and Ugin, the Ineffable still do stuff If the suns out.

I'm never going to have the mana to play Grazz AND hold up three to Mithril Coat. Unless your creature is already a god Tyrite Sanctum seems really slow/bad to me :| lol. Too much mana to hold up and you got to go down a land. I think Diamond City does a better impression.

I think I'd go Winding Canyons over Emergence Zone but you already gave me the army in a can at flash speed with Spawning Bed.

The best card in the deck is mystic forge. Marketback Walker can be free to pla off the top with Grazz out Imma swap Darksteel Myr in for Rug of Smothering becuase rug hurts chaining things off the top with forge. I like the tiny creatures that have a little protection bult in like Soldevi Sentry, and Darksteel Myr. They stick around after a board wipe and can be made big again.

I'm experimenting with Cauldron of Souls for some bwipe protection but farewell and vandalblast will always be a bane of this deck’s existence.

DreadKhan on Colorless

3 months ago

If you find you get wiped a lot, the first things you'd want are lots of land and ramp, so you can keep recasting your Commander. You've already got 40 lands, so that's probably fine. The next thing that helps vs wipes is card draw, wipes are really bad if the opponent can just play more creatures on their next turn. Maybe Hedron Archivefoil and Dreamstone Hedron could do some work? You mostly want them for the ramp, but the ability to just draw some cards later on can be pretty clutch (I wouldn't use them in a deck with colours at this point, but in colourless I feel less absurd recommending them).

I don't have a dedicated colourless deck (even my Eldrazi are in a Gruul deck), but if you want to sneak more card draw in here, I know of Tome of Legends (very good as you both need to get your Commander out while also needing to swing), Hylda's Crown of Winter (probably the best thing I'm going to mention), Mind's Eye (a famously 'meh' card in any deck with colours, maybe better in here), Fountainport (draw or make a token seems fine?), Skullclamp (this is mostly for when you don't have your Commander and need to dig for cards, but if you do you can throw it on your Commander and as long as they actually kill Graaz you get 2 cards out of it), Marketback Walker (the idea is you play it for a bunch of mana, Graaz gives it +5/+3 (even if you cast if for 0 mana), and when it dies it refills your hand), All-Fates Scroll (I'm not sure if this is too weird, but you're already on Field of the Dead), The Deck of Many Things (it's a lot less risky if you aren't good at drawing extra cards), and finally Ugin, the Ineffable (not a great card, but it makes blockers that give you a card when they die, and it can kill something when it comes out. If you can keep Ugin alive you'd be able to play Graaz the next turn). Some of those wouldn't be good in a deck with access to colours, some I find I play in one or two colour decks.

If you like using Flash, there is Emergence Zone, which can be much sneakier than something that sits there working like Vedalken Orrery. It's one and done, not sure if that works for you.

Oh yeah, just thought of them, but you could protect your Commander from certain wipes with stuff like Mithril Coat, Darksteel Plate, and Tyrite Sanctum, the best is Coat, by a country mile. If people know Graaz isn't going to die maybe they don't wipe? Oh, just thought of it but Darksteel Myr might actually work in here, it's a 5/3 Indestructible when your Commander is out, and it's a blocker when he's not I guess? Sucks if everyone has Trample, or if everyone runs Farewell in your area!

Ogrecorps on "Unbeatable" card combo, or so …

4 months ago

UPDATE: VICTORY!!

Here's the deck I used (warning, it is not great and I'm open to suggestions to improve it as a more general-purpose meme deck that strips out important things and leaves someone else to actually kill people in free-for-all format.) https://tappedout.net/mtg-decks/18-06-25-SkD-grrr/?cb=1750236034

The story: 3 players, me with the meme deck, work friend with the "you cannot lose the game" mystery deck, and a third with a deck specifically filled with legendaries of as many types as he can make work.

My starting hand had Leyline of the Void and I kicked off hostilities with Bitter Ordeal and got to peruse through the "cannot lose" deck to see how it works. Key cards found: Herald of Eternal Dawn, Negate, Three Steps Ahead, Restricted Office / Lecture Hall, Virtue of Persistence. I took out one of the 4 Heralds. The legendaries deck built up nicely with about 6 or 7 big creatures with deathtouch (All-Out Assault) and flying and vigilance and lifelink and other such nonsense. This player normally likes to be fair (i.e. spread the damage around, not pick on anyone) when he feels like he's winning so I had to warn him off with the strongest arguments I could that I was absolutely not a threat to him, that I had built the deck specifically to counter the other player. Cannot Lose had no creatures out so Legendaries swung at him fully with enough to put him to -9 life. Looked like it was over already and then pop! Cannot Lose flashed out Herald of Eternal Dawn before combat damage was dealt, keeping him alive despite negative life.

Cannot Lose then quickly got out two lecture halls from Restricted Office / Lecture Hall, giving the herald and both lecture halls hexproof. Around here I realized a major weakness in my deck: it largely has to target something in the opponent's graveyard, making Leyline of the Void super not helpful. Happily, Cannot Lose Get Lostd it. Because nothing much was going to graveyards that I wanted to strip out, I built up a little supply of Extirpate and Surgical Extraction - this will be important later... Legendaries took about 6 turns and smashed Cannot Lose to about -30 life while enjoying all the lifelink that gave him.

It was at this point that Cannot Lose messaged me privately to say that he'd won, it was just going to take an hour. The next turn, he used Loran's Escape on his Herald and then used one of his Restricted Offices for a boardwipe. My defenses being so pathetic, were fine. Legendaries, however, got cleaned out, 7 or 8 big beasts in the graveyard... This left Cannot Lose as the only one on the table with any attacking power and a pair of Fountainports to slowly grow an army of fish with.

Somewhere in the excitement I'd stripped out all of his Get Lost, and Stock Up. I knew from searching his hand that he had a Negate still ready for something that might kill his Herald, the only thing keeping him alive. Then came the exchange I'm going to be hearing about all day today at work from Cannot Lose, the part where he's kicking himself for doing what he did: Legendaries brought out a planeswalker; Cannot Lose used Three Steps Ahead to counter it, putting a copy of one of his 2 counter spells in his graveyard. I targeted it with Surgical Extraction. He Negated. I surgical extracted his Three Steps and then Extirpated his Negate, successfully exiling all of his counterspells! He has already told me that he shouldn't have countered the planeswalker, that he should have just used fish from Fountainport to neutralize it.

And then Legendaries Ruinous Ultimatumd. Herald, hexproofs, and my two Wall of Vines all gone! Cannot Lose was at -30 something life and evaporated in a long silence followed by a drawn out frustrated groan. He'd nearly fought his way back and if only he could have had another Herald in hand to flash out or I hadn't stripped out his counterspells... He was also intimately familiar with Legendaries' deck because the two of them worked on it closely together so knew exactly how little strength he had left after all of those creatures got wiped with no serious options for bringing any back. Either way though, I still had 3 Sudden Spoilings in my library somewhere so chances were decent I'd get him killed for being in negative life sooner or later.

Thus began the long, slow final phase of the battle wherein I had only defensive creatures, and Legendaries had 40-something life but only one or two offensive options left in his deck which was down to about 27 cards to my 35ish. I used Liquimetal Coating and Splinter on one of his Plains, a generally useless move and one I probably should have saved for an actual threat but I was just happy Cannot Lose had lose'd. The end came when I fired off a kicked Sadistic Sacrament, ensuring that there wasn't going to be anything left to hurt me. Before I searched his deck, however, Legendaries capitulated and we called it there, official cause of death: inevitable milling out.

Tulsasaurus_Rex on Squirrely Wrath!

8 months ago

pinecone2k3: Sorry for the very delayed response. Work and children has had me pretty busy that I haven't looked at anything for some time now. Just used the app to cycle my decks and see what would happen.

Anyway, I think you were right with the land amount, so I added two more lands to make it an even 34. I would go to 36, as that seems to be where I am more successful, but cutting two more cards will be challenging. Would end up having to be ramp spells.

I was already thinking after my first few losses that my lands entering tapped was a downfall. I thought I was being clever by adding Forest/Mountain lands that could be searched for with tons of my ramp spells but in the end it slowed me down. I am currently working to remedy that problem.

Once things settle down and I have wiggle room, I plan on buying Thornspire Verge, Karplusan Forest, Cragcrown Pathway  Flip, and Spire Garden. I'd take out Wooded Ridgeline, Krosan Verge, Mountain Valley, and Sheltered Thicket. I thought about switching out Commercial District for Three Tree City or Fountainport. Just haven't decided yet.

If I manage to get a decent bonus this year I want to try to get my hands on a Taiga for the deck.

king-saproling on Food In Human Out

10 months ago

This is a great list but I think you need more lands and mana rocks. Also just a heads up that transforming cards like Ojer Taq cannot be played as their transformed side; you would have to play it as a creature first and transform it before using it as a land.

Personally I would make these swaps:

Second Breakfast -> Windbrisk Heights
Vizier of Deferment -> Shefet Dunes
Ajani, Inspiring Leader -> Bonders' Enclave
Transmutation Font -> Arch of Orazca
Fortifying Provisions -> Fountainport
Bill the Pony -> Minas Tirith
Drannith Magistrate -> Manakin
Flaming Fist Officer -> Hedron Crawler
Odric, Master Tactician -> Gold Myr
Oltec Matterweaver -> Ornithopter of Paradise
Syr Ginger, the Meal Ender -> Mind Stone
Thraben Doomsayer -> Coat of Arms
Gingerbrute -> White Plume Adventurer
Food Coma -> Magewright's Stone
Hobbit's Sting -> Drumbellower
Dawn Charm -> Halo Fountain

razelfark on Eerie :: Enchantment

1 year ago

Solid looking start for a deck idea, but almost lloks like you have your deck split between a token value deck and aura pump start.

For Aura Pump I would advise picking up:

Silent Hallcreeper: this 2 drop provides you with a great early creature that can't be blocked until you have to transform it into a copy of one of your other craetures.

Gremlin Tamer: 4th copy very useful

Sheltered by Ghosts: up to 4 copies is not a bad thing as the card is solid removal and protection. Downside that they do get their card back if the creature it is on is removed, but the protection built into it makes it good enough to take a risk on.

Feather of Flight: Card draw plus flying for just 2 mana that also helps triggers all your Eerie cards is a useful. Flying particuarly useful because it helps your creatures through for attacks for synergy with Ethereal Armor for surpise lethal, but also good paired with Enduring Curiosity as you get the card draw damage triggers easier.

Fae Flight: All the bonus of Feather of Flight with one turn protection instead of card draw.

Ethereal Armor: more copies as it adds the most damage for your cards per mana as it scales with all the other cards in play. Can push turn 3 wins scary enough.

If playing Best of 3:

Negate: simple counter option to help fight vs non-target removal

Elspeth's Smite or Not on My Watch: just to help vs Mono red leyline. These instant speed spells will help you stop opponents from taking you out before you have a chance to play the game. They also can help protect you from a person slow playing their pumps with a haste pump turn.

If you want to focuse more on the token value end of your deck, well it would cost a bit of rares/mythics:

Enduring Innocence: More copies as you want the card draw value with hard to remove value card

Dollmaker's Shop / Porcelain Gallery: Does good work in this style of deck for the sudden team pump and synergy to make tokens fits.

Caretaker's Talent: Works like the Enduring Innocence to get card for value

Fountainport: This land provides all the value you want for takoen decks

And overall adjustment to more control focused spells work well with this idea surprisingly.

Craeter on Forage A Nut

1 year ago

For more draw you could stick some Fountainport in here, you've got plenty of tokens to sac from Food generation.

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