Island

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Premodern Legal
Quest Magic Legal
Standard Legal
Tiny Leaders Legal
Unformat Legal
Vanguard Legal
Vintage Legal

Island

Basic Land — Island

: Add .

GangstaFranksta on Arcades, the Strategist's Army

1 day ago

You should think about adding The Pride of Hull Clade because he is good but also cool. But I think you would benefit a lot from improving your mana base. I suggest it should look more like this:

Lands

Basic

8x Plains, 8 Island, 4 Forest

Pain

Adarkar Wastes, Brushland, Yavimaya Coast

Scry Lands

Temple of Mystery, Temple of Enlightenment, Temple of Plenty

Tri Color

Brokers Hideout, Seaside Citadel, Bant Panorama

Any Color

Command Tower, Exotic Orchard

If you wanted you could also add the gain 1 life lands: Tranquil Cove, Blossoming Sands, and Thornwood Falls. You may also consider adding Krosan Verge or Myriad Landscape just to help ramp.

It would also be really beneficial to have at least a Sol Ring and an Arcane Signet.

Other

Remove Verity Circle. Seems like there are a lot of possibilities where it is just sitting on the field not providing any value. And it isn't even a creature so it can't block. You could replace this with one of the mana artifacts I mentioned earlier or like a Swords to Plowshares, Pongify, Rapid Hybridization, Path to Exile (I kind of think you need some more removal lol, but you could replace Verity Circle with whatever you wanted.)

Remove Alive / Well. Just straight up not worth. Replace with one of the cards I have mentioned.

Other than that I think this is a really good deck. I think you could use most of my suggestions and keep it close to $100.

euqinU on Improve my Magus Lucea Kane …

1 week ago

Hello all, I'm a newbie MTG player that only have 1 day of play and the players that I've played with said that I should add a lot of dual lands, mana rocks and dorks in my deck, I don't have a lot of money for any of those 0 cost mana rocks so I'm asking if there's a way that I can improve my deck? I haven't built my decklist for it yet here and what mana dorks and rocks should I add to my Temur deck? Also how many basic lands do I run? Because right now it's got 8 Forest, 7Island, and 7Mountain

legendofa on Watermark - Simic

2 weeks ago

If you want to get the basic lands with the guild watermark to finalize the theme, check out the Ravnica Guild Kit lands.

Island, Forest

[[island (GK2:132)]], [[Forest (GK2:133)]]

Each guild has its two colors.

legendofa on Is the art for Insidious …

2 weeks ago

I'm trying to make sense of the art for Insidious Roots. I have enough experience with plants to know that the roots usually go at the bottom. For the rest of the art, though, the white area makes more sense as a city skyline with spires and bridges, as seen on lands like Mountain or Island. And yeah, there are floating chunks of building, but the way the roots intertwine through the shape suggests that the black is negative space.

As far as I can tell, it's either very abstract and symbolic, or it makes more sense the other way.

JustJohn97 on Mono Blue Delving Terror

1 month ago

Balaam__ I agree Lorien Revealed is good for a ramp shell or for color fixing. The thought process here is that I am pseudo ramping towards my goal of casting creatures like Tolarian Terror, especially since I often don't have a 1 drop. I can spend mana to cycle Lorien Revealed and put a sorcery in the graveyard and have effectively reduced the cost of my creatures while also securing a land drop. Perhaps running Thought Scour may be better, which would add to your argument of running more Island, but I can't say for certain. It does have the upside of flipping Delver of Secrets  Flip, shuffling Brainstorm, and filling the graveyard while also still being good late game. I don't have a lot of T1 plays, so I'm ok with sinking mana at the beginning for later plays when I'm in top deck mode.

I love having interaction and would love to run more bounce spells, I just don't know how I would fit them in haha! This is actually my honest attempt of shoving in as much interaction while still having something to execute my gameplan with. Typically my game plan is to stall and use interaction until I can throw down a Tolarian Terror. That's actually where the Desert lands come in. I can use them as repeatable interaction without spending a card. It also allows me to cast all my sorcery spells, a third of my instants, and my big creatures if my graveyard isn't large enough. Again it's very match dependent, but sometimes I view holding up the colorless mana as basically holding up something like Vapor Snag. If I were to replace them with interaction, I don't think the mana would be there, so this was my compromise of opportunity for mana and interaction. I'm sure there's a build where Vapor Snag or Unsummon fit in, but I'm not sure what to cut for them after replacing Desert with Island.

Thanks again for the suggestions! Definitely something for me to think about. I'm looking forward to more future games and figuring out what works well and what needs to change.

JustJohn97 on Mono Blue Delving Terror

1 month ago

Hey Balaam__ thanks for stopping by!

I'll keep your suggestions in mind. When constructing this deck I counted Lorien Revealed as a mana source, so I saw this deck as having 18 sources of . I counted it as a for two main reasons: 1) for the island cycling, but also because 2) it adds to the sorcery count and reduces the casting cost for my creatures early on. I think 18 blue sources is a reasonable number to expect to play by turn 2/3, but if I have a string of games where this is not the case I will have to reevaluate. So far it has not been a huge issue in my games.

I will concede the Desert is very much match dependent, but in the games they were relevant I was happy to draw them. My initial impression of a decklist like this was it could be susceptible to go wide decks, or those with fliers, and I don't know of a lot of ways to deal with those in monoblue once the spells resolve (I could Snap then Counterspell but that seems like a lot of resources to spend and not guaranteed removal). In matchups against decks with bulkier creatures, they can be more awkward, but typically by that time I had the for Counterspell or use Snap for a bigger tempo play.

I agree Foil is probably the most awkward card at the moment. I have cycled Lorien Revealed to grab an Island to pitch to Foil, but usually I just don't want to use 3 cards to answer 1 threat unless I'm dumping a flashback card like Deep Analysis. If I were to cut something/move it around, I would probably start there.

Thanks again for your suggestions, and I hope you have a pleasant rest of your day!

ViscountVonSausageRoll on Spell Sear

2 months ago

I think what our friendly Planeswalker distantfreedom is referring to is: If Hidden Strings is on Sprite Dragon then every time it deals combat damage to an opponent it free-casts a spell, thusly triggering Sprite Dragon's ability and giving it a +1/+1 counter.

The tap/untap effect of the spell would be used presumably for either Thermo-Alchemist or two of our Islands.

Tic12 on Turn 5 - Darth Vadrik strikes back

3 months ago

Next mayor update: I cut the complete Extra-Turn-section, cause these cards doesn't perform the way i was hoping. So, i replaced it with some little helpers and 2 more lands, cause 33 Lands were way too less.

Out: Alrund's Epiphany, Beacon of Tomorrows, Capture of Jingzhou, Part the Waterveil, Temporal Mastery, Walk the Aeons

In: Island, Mountain, Vandalblast, Expressive Iteration, Seize the Spoils, Swiftfoot Boots

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