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Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | 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 |
Vanguard | Legal |
Vintage | Legal |
Port Town
Land
As Port Town enters the battlefield, you may reveal a Plains or Island card from your hand. If you don't, Port Town enters the battlefield tapped.
: Add or .








kamarupa on
New to Pioneer. *HELP*
4 months ago
BioProfDude for the record, the reasons I suggested Port Town was twofold: 1) at the time, the only lands in the deck were basic lands, so the requirement of revealing a basic land was very achievable AND 2) at the time, the total cost the deck was I think under $30, which, coupled with the Budget hub, led me to believe a very low cost was desired.
BioProfDude on
New to Pioneer. *HELP*
4 months ago
Well, I agree that additional dual lands are good, but Port Town is one of the worst. I'd suggest maybe 2x Cavern of Souls as you are heavy on spirits, and replace Port Town with 4x Seachrome Coast, and add 4x Adarkar Wastes. Probably 2x to 4x Hengegate Pathway Flip would also be useful. I'd also add 2x Eiganjo, Seat of the Empire, 1x Otawara, Soaring City, and 2x Mutavault as your Supreme Phantom anthem will apply to an activated Mutavault because it is "all creature types."
I don't see any removal and that's needed in Pioneer. Probably 3x or 4x Get Lost would help. Probably 2x Sheltered by Ghosts would also be useful and would be great protection for your Spell Queller.
Honestly, I'd lose the 3x Lunarch Veteran Flip, max out on Spell Queller and add 2x Mockingbird.
Just some thoughts-- hope this helps! +1 from me!
I would add that Curious Obsession is a good card, but I don't know that it is great in this deck. Try it out, but I could see cutting it to make room for the removal.
kamarupa on
New to Pioneer. *HELP*
4 months ago
I don't play Pioneer, but I'd be concerned about having so many basic lands. Perhaps 4xPort Town might be worth considering?
One thing I always like in my decks is draw card. I like Dovin, Grand Arbiter in my weenie fliers modern deck Sand Flies. Chart a Course also seems like a good fit here.
Caran_Lyg on
Drone Strike
1 year ago
Thanks for the recommendations Dana_in_Love845. I’m not going to be able to use those because the main theme of the deck is Thopters and counters on said Thopters but I’ve been thinking about building different kinds of affinity decks that I can use the cards you recommended. I’ve considered adding Razortide Bridge but it comes in tapped that’s why I ended up using Port Town.
Balaam__ on
Mono-Blue Merfolk No1
1 year ago
Welcome back. I found myself in a similar boat when I started playing again around 2019. Yeah…there are encyclopedia’s worth of new rules, abilities and even card types to learn. It’s daunting. Good news is all the core principles are mostly the same.
For instance, taplands are bad (especially in Vintage). If you already own them or if budget allows, definitely run duals, fetches or shocklands. There are also variations, like SeachromeCoast, Port Town and Prairie Stream and these are much easier on the wallet while still being playable.
Also, running 1-of’s in a non-singleton format is usually a bad idea for the purposes of consistency, although certain OP cards that are restricted to a lone copy are still run for obvious reasons. Vintage gets away with bending the rules, in that sense. Specifically, I see you’re running just one Aether Vial. I would either commit to 4x (which plenty of Merfolk decks accommodate just fine) or remove it, as the odds of drawing just one copy are low to the point of being unreliable.
amarthaler on
EDH Geist of Saint Traft
2 years ago
Updates!
Out: Blighted Agent... Port Town... Sword of Kaldra... Reconnaissance... Colossus Hammer
In: Windshaper Planetar... Brave the Sands... Danitha Capashen, Paragon... Tundra... Haunted Cloak
Max_Hammer on
Shorikai go vroom
2 years ago
So, right now, Commander included, you've got 126 cards. Seeing as you're only 26 over the cap, this shouldn't be too bad.
You might also want to include more fetch lands, too. Flooded Strand, Fabled Passage, and Flood Plain all come with a pretty high price tag, but they're all good.
On the other side of the coin, Brokers Hideout, Obscura Storefront, Evolving Wilds, Terramorphic Expanse, Myriad Landscape, Esper Panorama, and Bant Panorama are all cheaper fetch lands that you could use.
Drawing mana late game can be a dead draw a lot of the time, so being able to remove that excess from your deck can be a really nice tool to have, so you can draw just what you want. Maybe take out cards that are fast, but not necessary such as, Skycloud Expanse, Sea of Clouds, Mishra's Factory, and Crawling Barrens.
Potential Land List Show
Changing it to this (or a list of just 35 mana), should bring us down to 122 cards.
118 left.
For the rest, I’d say Ondu Inversion Flip, Access Denied, Tezzeret the Seeker, Tezzeret, Artifice Master, Phyrexian Metamorph, Cultivator's Caravan, Invoke Justice, and An Offer You Can't Refuse, all mostly because they’re too expensive.
That leaves you with 109
Okay, so, this decklist is surprisingly tight for being 30~ cards over and I don’t know where to kick the last 9 off. Maybe Artificer Class? Maybe some of the creatures/vehicles? Idunno, good luck.
multimedia on I want this deck to …
2 years ago
Hey, this is by far your best deck of the decks you've asked for help on. There's good deck building with a purpose.
The area that needs improvement is the manabase. 16x basic Plains is not going to cut it compared to many less Forests and Islands. The color pie of your deck shows primary white, but it's deceiving since you want a more balanced amount of land sources for each color to consistently cast Arcades. I say consistently because you need to control Arcades or most of your defenders are really not worth it.
Because you're playing green defenders who ramp and green ramp spells then it's important to have green mana more than the other colors in the early game, this isn't shown by the color pie. White and green are the two most important colors then blue. The majority of blue sources should come from dual lands that way the land can make another color except just blue. 8 sources of blue is not enough sources, you want more sources of blue which at the same time will increase sources of each other color.
On a low budget to balance the manabase for equal color fixing play some more always ETB tapped lands. This can unfortunately slow the game down some which means you want to make up for it with card quality.
- Yavimaya Coast --> 1x Plains
- Adarkar Wastes --> 1x Plains
- Fortified Village --> 1x Plains
- Port Town --> 1x Plains
- Vineglimmer Snarl --> 1x Forest
- Bant Panorama --> 1x Plains
- Path of Ancestry --> 1x Plains
- Krosan Verge --> Myriad Landscape
- Tangled Islet --> 1x Forest
Why are you playing so many cards that give you hexproof? Leyline of Sanctity and Shalai, Voice of Plenty are second and third most expensive price cards, but they don't help the strategy or have really any interaction with Arcades. If playing Leyline and Shalai then Ivory Mask and Aegis of the Gods aren't needed. Teyo, the Shieldmage is fine since it at least does something else, creating up to two defenders for draw with Arcades. Honestly, keep Shalai for this effect plus other effects and cut the others?
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