Hallowed Fountain

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Legality

Format Legality
1v1 Commander 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
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
Quest Magic Legal
Tiny Leaders Legal
Unformat Legal
Vanguard Legal
Vintage Legal

Hallowed Fountain

Land — Plains Island

(: Add or .)

As this enters you may pay 2 life. If you don't, this enters tapped.

Balaam__ on My Silly Azorius Enchantment Modern Deck

2 weeks ago

As a general rule of thumb, lands that enter tapped are worse than ones that don’t. Modern has a plethora of lands that enter play in a useable state, so there are plenty of better options than Valgavoth's Lair. They can be expensive though, so if Flooded Strand or Hallowed Fountainfoil are too costly, try something like Glacial Fortress or Hengegate Pathway  Flip or Seachrome Coast.

Andramalech on New Falls

3 weeks ago

psionictemplar, and I heart-throbbingly hope it's a warhammer reference now that I think about it, I have so much to say!

  1. Thank you so much for all of this incredible feedback- I love to make sure that I lead and end interactions with gratitude. Your interactions just through the few times I've recognized your comments (there's a few now that I think about it) are always so thoughtful. I appreciate the care and insight with generous consideration for poise and respect to one another. You're a class act for that alone!

  2. Thank you so much for the insight with regards to Cascade- as I have stated in the description, it is one of my weakest deck-styles that I've tried. Storm and Cascade are just hard for me sometimes. This care and response has given me some insight I had not considered for deck construction, and I'm very grateful for that level of knowledge and education. So this'll be the first blurb where I address your recommendations; I completely and whole-heartedly agree that I will be adjusting not only the mana base to include at least one Hallowed Fountainfoil, but also to adjust some other pieces of my build. I am intent on creating another 100% competitive list.

  3. Bloodbraid Marauder is a cool card that I think helped me chain downwards and not lack in value, however I agree with your commentary that my list is sufficiently struggling to produce cards in grave, unless I shift my list and replace some pieces. I'm not sure how to precisely replace what Temur Devotee provides through Arena of Glory; spend from the Arena, cast Temur Devotee and immediately use the other from Arena to use the filter ability, effectively getting the color of mana that you wanted in the first place. Admittedly super bad when you say it out loud, and when you see it in function? It's.. not awful. But.. it's not really doing the most, as you've described.. I need to maximize the output. Normally that kind of concept is finely tuned and drilled into my brain, but with cascade for some reason I tend to be so laise-faire. Thank you for calling me out on that! I appreciate anyone who can challenge my pre-conceived notions about the best way to do something.

  4. Force of Negation was in fact the card I should have chosen.. no discussion there, I was out of practice on that. Thanks for the tip!

  5. I don't really have definitive promised changes for what I'll do, but the update tab is about to get thicc. We'll talk soon, I'm sure!

NeoLegacy on Dread Naught

2 months ago

I like to think I'm open and reasonable, and I now see the advantage with both Hallowed Fountainfoil and Flooded Strand over what I had before. I always have to remind myself that life is a resource as well. This deck is based on speed, and getting what you need out fast.

Balaam__ on Dread Naught

2 months ago

If you have them, I’d run Hallowed Fountainfoil or Flooded Strand, or some combination of both. The incidental life loss is negligible enough that if you can grab your key pieces in time, it won’t matter.

DungeonCrawler64 on Lurker of the Automation

3 months ago

I test-played a bit and I think I got the lands to work well!Hallowed Fountainfoil seems to be a good land fix and much to my despair I think I have to remove The Ozolith to add one land in its place because the lands just were not consistent enough. (especially trying to get for a Counterspell, Sink into Stupor  Flip, or if I wanted to cast two cost cards. (this is part of the reason why I chose Metallic Rebuke over Counterspell before I updated my deck because getting double blue seemed tougher. but I think seventeen lands plus the Mox Opal and Springleaf Drum are good and the manapool seems much more efficient. I decided to keep the Darksteel Citadel because for artifacts entering and on the board for affinity I seemed to notice a considerable difference if they were not artifact lands. the Steel Overseer seems to be pretty strong especially if I have a bunch of Ornithopter or Memnite then I can buff them and make them more of a threat. I also had the crazy idea of adding another copy of Shadowspear because of the +1+1, trample, and especially the lifelink if the game is longer and I needed it. however, I am not quite sold on the idea. I would love to have one copy of The Ozolith, but I am unsure what to remove. I am considering removing one of the three Kapa Cannoneers Or one of the two Emry, Lurker of the Loch. but I am just not confident about removing those cards that seem essential for this deck. ); would love to hear from you and thanks so much for helping kamarupa! without you, I got no clue what I would have done!

Nunu312 on Blink Commander

7 months ago

When cutting cards, the question to ask isn't "is this card good enough", it's "will this card help me win the game".

Meteor Golem is good, but as you say, very expensive. 7 to destroy one permanent isn't worth it. Can you get the same effect for cheaper? Angel of Serenity is very similar in cost and effect, but can recurse parts of your combo as well as after blinking once or twice is almost total creature dominance. Similar with Runaway Boulder, it's expensive creature control, yes it works well with recursion, but if you can blink it enough to achieve dominance... you could be blinking something that will get you closer to victory instead.

Even Sun Titan, an incredibly powerful card... Doesn't actually help your deck win. It could get back Fiend Hunter or Wormfang Drake if they're dead, which is definitely good, but besides that, even if your combo is going the only way it could convert that to a win state is with Commander's Sphere or Mind Stone. Now... that may not be a sun titan problem, so much that it's that you aren't taking full potential of sun titan. If you swapped a land out for Flooded Strand, that combo is now Pay 1 Life: Put an Island or Plains (including non-basic land like Hallowed Fountainfoil) into play. Cheating land into play is doubly good, because now your not going to draw that land. Fabled Passage is then the next best of the search land, but they all work with sun titan.

Biblioplex Assistant can get your spells back... but it's to the top of your library, so it's also chewing up a card draw. If you have unlimited access to the top of your library, you have probably already won and don't need those spells anymore.

Venser, Shaper Savant on the other hand... he's a reusable counter spell, only more versatile. He isn't going to be a key part of your combo, but when you're putting that last piece of the combo together... he's going to be there stopping anyone from interfering. On top of that he's board control when you need him and he's not even that expensive.

One thing that you're missing is cheap card draw. Wall of Omens being the standard. You can drop it early and it gets you one card closer to winning, and it's a blocker. There are a bunch of similar cards as well. More cards means you are closer to putting your combo together.

Interestingly, you can also drop anything that gives you unlimited hand size. It will never help you win the game, in fact, being able to discard something that might be recursable to the battlefield might help you. It's just not something you need to spend mana on.

ThassaUpYo@ssa on Kros

10 months ago

Swagner240sx

For your strategy, I'd focus on either infect or +1/+1 counters since the list seems to be a bit "busy" with too much going on. Once you choose which way you'd like to take the deck, we can further tweak - proliferation will still be central to your overall plan.

Here are some suggestions by color that you might want to consider adding to your mainboard:

:

Heroic Intervention, Nature's Lore, The Great Henge, Three Visits.

:

Akroma's Will, Flawless Manuever, Smothering Tithe, Teferi's Protection, Trouble in Pairs.

:

Cyclonic Rift, Fierce Guardianship, Mana Drain, Swan Song.

Permission Denied

I think you can get away with swapping out removing some counter spells as it seems a bit overkill - Cancel, Dispel, Envelop, Negate, and Nullify could probably come out in favor of Fierce Guardianship, Mana Drain, and Swan Song (the others could just be cut).

For your land base, I'd work the following lands in to help with your color wheel:

Fetch Lands: Flooded Strand, Misty Rainforest, Windswept Heath

Filter Lands: Flooded Grove, Mystic Gate, Wooded Bastion

Pathways Lands: Barkchannel Pathway  Flip, Branchloft Pathway  Flip, Hengegate Pathway  Flip

Shock Lands: Breeding Pool, Hallowed Fountain, Temple Garden

Tri-Cycle Land: Spara's Headquarters

True Duals: Savannah, Tropical Island, Tundra

For mana rocks, I prefer the talismans over the signets:

Talisman of Curiosity, Talisman of Progress, Talisman of Unity

I think your Kros, Defense Contractor list is in a good spot, it just needs to be a little more focused.

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