Isolated Chapel

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 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
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Isolated Chapel

Land

Isolated Chapel enters the battlefield tapped unless you control a Plains or a Swamp.

: Add or .

DemonDragonJ on Check Lands or Slow Lands?

2 days ago

I have the shock lands in all of my decks (both EDH and 60-card), since they are the best dual lands available, given that the original dual lands are insanely difficult to obtain, and I also have the "check lands" (i.e., Glacial Fortress, Isolated Chapel, and so forth) in all of my decks, as well, because they are possibly the third-best cycle of dual lands in the game (although I feel that the "filter lands" may be a competitor for that title). For two-colored decks, the check lands will consistently enter the battlefield untapped (I honestly cannot recall the last time that they entered the battlefield tapped), but, in decks of three or more colors, they are less consistent; I would say that they enter the battlefield untapped anywhere from seventy-five to eighty percent of the time, but the few time that they enter tapped have proven to be very disadvantageous to me.

Therefore, with the printing of a new cycle of dual lands in the third Innistrad block, which most players are calling the "slow lands" (i.e., Shattered Sanctum, Deathcap Glade, and so forth), I am considering replacing the checklands in my decks with three or more colors with those new lands, since I feel that they are a better option.

What does everyone else say about this? Should I replace the "check lands" with the "slow lands?" Also, as long as I am asking that, it is obvious that the "filter lands" (i.e., Cascade Bluffs, Rugged Prairie, and so forth) are great for two-colored decks, but how are they in three-colored decks (I do not have them in my four- and -five colored decks)? What are your opinions on this matter?

AstroAA on How Many Dual Lands Should …

3 months ago

In regard to your question of Silent Clearing and War Room - card draw wins games, and you can never have too much of it unless you kill yourself with it. I would definitely run Silent Clearing, and possibly War Room.

If I were to build a Black/White deck, my base for lands that tap for either color would look something like this:

Then, depending on if you feel like you need more, you could run the following:

I tend to stay away from lands that have a condition where they either entered tapped or untapped, and I straight up avoid lands that enter tapped. The Battlebond cycle, (Vault of Champions), is an exception because if you are playing commander, then they will enter untapped as you probably are playing multiplayer. Lands like Isolated Chapel more than likely will enter untapped, but there is a nonzero possibility of a situation like them being in your opening hand and you only have lands like Reliquary Tower or Command Tower in it as well, causing it to more than likely enter tapped.

DawnsRayofLight on Isshin, Two Heavens as One

3 months ago

DreadKhan makes valid points.

I prefer to run shocks, Core set, and filter lands (like Godless Shrine, Isolated Chapel and Fetid Heath respectively) as well as the flip lands (Brightclimb Pathway  Flip for example). I wish I could justify getting cards like Plateau

There are other ways of making a good land base as DreadKhan mentions. The recent Innistrad set Dual lands are pretty good and hopefully the commander lands will drop in price once Baldur's Gate hits. Shock lands aren't too pricey these days, save for a couple of them. They have been reprinted several times. The Strixhaven lands are also pretty good.

I have recently updated my Isshin list if it helps give you some ideas: Obi-Wan Can Blow Me. I went more midrange with it and it runs amazingly.

DemonDragonJ on How Many Dual Lands Should …

3 months ago

I am planning to soon build my first two-colored EDH deck, so I would like some advice for it. More specifically, it shall be a two-colored deck with Liesa, Shroud of Dusk as the general, and I am wondering how many dual lands I should put into such a deck.

Obviously, lands such as Godless Shrine, Isolated Chapel, and Fetid Heath are a given, but, after that, I am less certain. In any other deck, I would never include a lifegain tapland, but a deck such as this could take advantage of the life gained from Scoured Barrens. Vault of Champions and Concealed Courtyard are too situational, but I would have no problem with Shattered Sanctum; Tainted Field and Temple of Silence are nice, but nothing spectacular, and what about Silent Clearing? Is it good, or does War Room render it obsolete?

What does everyone else say about this? How many dual lands should a two-colored EDH deck contain?

DemonDragonJ on How Good are the New …

5 months ago

The new Innistrad block provided a new cycle of dual lands (Deathcap Glade, Deserted Beach, and so forth), which I appreciate, and I especially like how WotC printed a full cycle of ten dual lands, rather than half a cycle of five dual lands, as they too often do.

Naturally, I am wondering how those dual lands compare to other cycle of dual lands, so I wish to ask others about their opinions of those lands.

The best dual lands of all are obviously the original dual lands (Bayou, Tundra, Plateau, and so forth), but those are too expensive for all but the most hardcore of players, so I shall not mention them any further in this thread.

After the originals, the second-best dual lands are the shock lands (Hallowed Fountain, Sacred Foundry, Godless Shrine, and so forth), which are nearly as good as the originals, with only a very minor downside.

After that, however, it is difficult to say what the next-best cycle is; I say that the "battle lands" (Cinder Glade, Canopy Vista, and so forth), the "check lands" (Glacial Fortress, Sunpetal Grove, Isolated Chapel, and so forth), and the filter lands (Cascade Bluffs, Wooded Bastion, Sunken Ruins, and so forth) are all contenders for the title of third-best dual lands, so I am not certain where the new Innistrad lands rank in comparison to them.

What does everyone else say about this? How good are the new Innistrad dual lands?

nathanielhebert on Vizier of black goblins Pezzent! (10/12 Euro/$)

8 months ago

Ooh, an infinite persist combo in unlikely places! I've got most of the pieces from the Goblin Suicide deck, and I'm intrigued to see what happens when the Vizier of Remedies visits the goblin armies. I made room for 4 x Shred Memory — helpful to tutor up both sides of the combo, cleric or goblin. I'm also dressing up the battlefield thematically with Swamp and Isolated Chapel to make way for the Vizier.

Boogsbay on Orzhov Gravecrawler/ Zombie Sacrifice

9 months ago

The deck looks good but seems somewhat slow. Some suggestions IMO would be:

Some considerations:

  • Corpse Knight over Wayward Servant to include Zulaport Cutthroat for ETB triggers.

  • Unearth over Blasting Station if you already swapped out some land for Geralf's Messenger. These two, at the very least, makes the opponent lose 8 life; more with Cutthroat and Knight on the field. Reanimating other creatures is also another viable strategy to get out of a tight situation.

  • Ghoulish Procession over Jadar since it's a nonlegendary permanent that can potentially make more zombies to fuel an aristocrats strategy and trigger ETB and death triggers.

For sideboard:

multimedia on God Save the Queen

9 months ago

Hey, good work in progress so far for a first deck with an interesting concept.

Command Tower and Arcane Signet are two staples to consider adding. Consider adding some flying creatures who can disrupt your opponent to help you do keep the monarch and some repeatable sources of flying creatures?

Blind Obedience can be opponent mana rock ramp disruption and shuts off haste of opponent's creatures who might want to attack you. With Cunning Rhetoric opponent may not want to attack you because then you'll exile card from top of their library.


The mana curve is very high here since you have so many 5 CMC, 6 CMC or higher cards. Cutting some of them for lower CMC cards and more ramp would help gameplay. More two drop mana rocks can make it easier/faster to cast Marchesa. Since she's a 4 CMC creature then a turn two mana rock can potentially let you cast her turn three if you make your land drops.


Some lands to consider adding in place of some basic lands that are within your budget to improve the manabase:

If you're playing Dark Depths then consider Thespian's Stage? Stage is the land that combos with Depths to get Marit Lage. When you control Depths and Stage pay 2 mana to copy Depths with Stage. Stage becomes Depths with no ice counters on it and the legendary rule will take place since you can't control two legendary Depths at the same time. Choose to keep Stage and remove Depths. Since Stage has no ice counters it's saced to create Marit Lage.

If interested I offer more advice including cuts to consider. Good luck with your deck.

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