Isolation Zone

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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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Isolation Zone

Enchantment

When Isolation Zone enters the battlefield, exile target creature or enchantment an opponent controls until Isolation Zone leaves the battlefield. (That permanent returns under its owner's control.)

Spell_Slam on

4 years ago

Great idea for a deck!

I see you put in tons of ways to blink your Commander, but not many ways to actually leverage the advantage of having tons of goats in play. I would recommend adding in as many mass pump spells as you can to end the game with your Goat army.

A few suggestions: Guardians' Pledge, Inspired Charge, Righteous Charge, Ramosian Rally and Kytheon's Tactics are all relatively cheap and powerful pump spells for your team. There's also Marshaling Cry, Charge and Sanctified Charge if you want to go a bit deeper.

Wayfarer's Bauble is your main picture, but it is not in your deck. This would be a good inclusion.

You have a lot fo enchantment hate. Any particular reason why? You could be running more effective, broader removal instead, like Oblivion Ring, Faith's Fetters, Angelic Purge and Isolation Zone. Some of these can also be blinked or bounced to retarget more important permanents in the future. In terms of creature removal, Journey to Nowhere is an important piece you are missing. There are also many interesting Pacifism-style effects to choose from in terms of removal. It will also work well with your Commander's Chroma ability.

With all of your blink effects, I don't think you need to include any other protection spells. Something like Indestructible Aura just doesn't seem necessary.

gebell on Sigarda's Merry Band

6 years ago

What about Duskwatch Recruiter  Flip and Lifecrafter's Bestiary? Cast Out seems strictly better than Isolation Zone as well.

Fun deck. As soon as standard rotates I'll probably try making a deck with Sigarda as the commander. This is helpful.

Purple_Mage on first deck attempt

7 years ago

Hi!! This seems like a solid deck to start from and gradually improve as you get a more rounded understanding of the deck and the game. I have a few suggestions that you may or may not like and are free to use or not use as you deem fit :). And hopefully the suggestions don't mess with the overall theme of the deck too much.

Where to begin, where to begin . . .

  1. First and foremost Mechanized Production, I myself am not the biggest fan of and would recommend against it. The only deck I see this working on is a 'clue' deck (a clue being a much harder to interact with artifact). Whereas if you enchant a servo with Mechanized Production it is extremely easy to destroy and therefore you have wasted four mana. So I would cut all four. You seem to want to win by smashing face with heaps of creatures/servos generated in other ways (which your deck already does well).

  2. Being a creature heavy deck, particularly going wide with a lot of creatures leaves you open to something called 'sweepers' or 'Wrath effects'. These being spells that destroys all creatures on the battle field. And will decimate your board presence. There are two ways your deck can overcome this. The first is Selfless Spirit which you sacrifice in order to give all your creatures indestructible saving them from mass destroy effects. Secondly there is counter magic. Cards such as Negate, Disallow and Void Shatter, which have the ability to effectively cancel an opponents spell. Again stopping a mass board wipe or preventing an opponent from casting a game winning spell.

  3. 21 mana seems a bit short. I'd agree with jawz that you ideally want 22-24. Maybe 23 is a decent amount.

  4. Isolation Zone is good, but costly at 4 mana. There are other cheaper ways of getting rid of creatures including Immolating Glare, Stasis Snare and Blessed Alliance. I'd cut down to just two, and have some other more efficient means of removal.

  5. Servo Schematic seems a bit underwhelming, you're only really going to get one servo out of it, as no opponent is going to destroy it and you don't want to spend a lot of your own mana destroying it. Sram's Expertise overall will suit you better as you mentioned trying to get hold of earlier.

Those are just some suggestions. With the first couple being the most important ones that I can see being the most useful to you. Hope these help :).

jawz on first deck attempt

7 years ago

Building a deck with all the cards you like is a good way to go even for experts. Sometimes you just need to get a feel for how your favorite cards work before you find a good direction to build into a deck.

To start out, I'd suggest just trimming this deck down a bit. Get it down to 60 cards, with 22-24 lands. Focus on a small handful of the cool cards and get them up to 4 copies in the deck so you can run some sample hands and see how they show up. Set aside some of the other cool cards for now. You can swap them in later.

You can get into some headaches in testing if you have all funky cards and no good basic functional cards. For example, a lot of your cool cards are 5, 6, even 7 casting cost. You get too many of them too early, and the fun in your deck breaks down as you sit there turn after turn doing nothing cool. I'd suggest using 4 copies of cards like Filigree Familiar and Aerial Responder and Aether Swooper and Toolcraft Exemplar and Isolation Zone to fill in around the cool cards you want to focus on trying out.

Another good basic tool is Evolving Wilds, which helps you avoid situations where you draw only one color of land. Replacing 2 plains and 2 islands for 4 wilds should help your testing be more consistent.

Also, Tapped Out has a lot of decks you can search for how other people are playing the cards you want to play. You can get a good sense for what good combo cards there are for your favorites and how a good deck can be built around it just by browsing around.

As for your question about Aerial Responder and so on, from what I've seen in the recent trends in standard decks, people aren't using them so much because there are other card combos that are proving much more powerful. I've seen a rare deck tinkering with pairing Aerial Responder with Odric, Lunarch Marshal, and Authority of the Consuls has been a minor sideboard card against some of the most powerful combos (mainly the Saheeli Rai - Felidar Guardian infinite cats combo), but even there it's not that effective. That's not to say they aren't good cards in their own right, it's just that really competitive players tend to be cruel to less-than-overpowered cards. But just for casual play I'd suggest you use the good cards and sprinkle in your good cards for now while you build up your feel for the game.

Good luck!

GradualRose on

7 years ago

Journey to Nowhere would probably be a better pick than Isolation Zone since it does the same thing but at half the mana cost.

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