Isolated Chapel

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Legality

Format Legality
1v1 Commander 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Isolated Chapel

Land

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

: Add or .

Necramus on Queza, the Queefer

2 months ago

Okay. So, I think you should really lean into the control/combo shell. This deck could use combos like Sanguine Bond and Exquisite Blood, with some added redundancy in the forms of Vito, Thorn of the Dusk Rose and Marauding Blight-Priest, or Mikaeus, the Unhallowed and Triskelion to close out the game. In order to accomplish this, I think you should cut a ton of the creatures and really lean into board wipes, control spells, and resource denial.

Things like:

Arterial Flow

The Meathook Massacre

Dovin's Veto

Spell Pierce

Necropotence

Ghostly Prison

Propaganda

Revenge of Ravens

Damnation

Wrath of God

Supreme Verdict

Time Wipe

Counterspell

Mana Drain

Rhystic Study

Smothering Tithe

Sheoldred, the Apocalypse

Gray Merchant of Asphodel

Vampiric Tutor

Demonic Tutor

Search for Glory

Idyllic Tutor

Enlightened Tutor

Mystical Tutor

Cyclonic Rift

Murderous Rider

Feed the Swarm

Infernal Grasp

Fierce Guardianship

Deadly Rollick

Fateful Absence

Underworld Dreams

Ob Nixilis, the Hate-Twisted

Windfall

Solve the Equation

Baleful Strix

Drown in the Loch

Mana Leak

Professor Onyx

Narset, Parter of Veils

Nihil Spellbomb

Arcane Signet

Azorius Signet

Orzhov Signet

Dimir Signet

Talisman of Dominance

Talisman of Progress

Esper Sentinel

Lion Sash

Swords to Plowshares

Deep Gnome Terramancer

Archivist of Oghma

Teferi's Protection

Teferi, Hero of Dominaria

Teferi, Time Raveler

Teferi, Master of Time

Dig Through Time

Drannith Magistrate

Malevolent Hermit  Flip

Aven Mindcensor

Hushbringer

Aura of Silence

Sea Gate Restoration  Flip

Negate

Sphinx's Revelation

Authority of the Consuls

On Thin Ice

Generous Gift

Ponder

Gitaxian Probe

Brainstorm

Gadwick, the Wizened

The Magic Mirror

Echo of Eons

Narset's Reversal

Swift Reconfiguration

Land Tax

Blind Obedience

Darksteel Mutation

Grasp of Fate

Silence

Farewell

Jace, the Mind Sculptor

You could also do cute stuff like Phyrexian Unlife + Solemnity, giving yourself time to wipe the board again or go for the win with Peer into the Abyss. You should also consider taking a look at your mana base.

I'd suggest going for some fetches, checks, and shocks like:

Flooded Strand

Polluted Delta

Marsh Flats

Hallowed Fountain

Glacial Fortress

Watery Grave

Drowned Catacomb

Godless Shrine

Isolated Chapel

Deserted Beach

Shattered Sanctum

Shipwreck Marsh

Command Tower

You also have way too many plains right now. Even before you get the lands I just named, you should cut 6 Plains for 4 Swamp and 2 Island.

I know I've given you a lot of suggestions. I think if you tried putting a list together with all the cards I named, plus some of the bangers from your current list and you'd have a badass deck! Don't worry about trying to do all that right now, though. See which look most appealing/are in your price range and add those first. A lot of these should be long term goals!

Don't tell Rett I gave you so many suggestions XD

-Blake

DemonDragonJ on Check Lands or Slow Lands?

5 months 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 …

8 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

8 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 …

8 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 …

10 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/$)

1 year 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

1 year 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:

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