Port Town

Port Town

Land

As this enters the battlefield, you may reveal a Plains or Island card from your hand. If you don't Port Town enters the battlefield tapped.

: Gain or .

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Port Town Discussion

multimedia on phantom postmotion

1 month ago

Hey, good upgrades so far of the precon on a budget. Nice upgrades of Guardian, Peregrine, Lavinia, Jailer, Dignitary, Reflector, Swords, Counterspell.

Brago + Strionic Resonator + Sol Ring is infinite blink by copying the combat damage to player trigger of Brago. Another budget combo is Brago + Archaeomancer + Walk the Aeons for infinite turns by repeatedly recurring Aeons with Archaeomancer. Aeons is reprinted in the newest set Time Spiral Remastered thus I expect it will fall in price a week after when the set is released, it's already down to $5 at TCGPlayer.


You can take real advantage of Brago's ability to blink some budget enchantments.

Some other budget cards to consider adding:

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

TriusMalarky on Budget STOP DOING THINGS

3 months ago

Hoooookay. You said you were new, so this is a good try, but we're gonna basically entirely revamp this list.

First, you literally cannot use Mystic Sanctuary in a 3-color deck without fetches, and I do not mean Evolving Wilds . Lose that idea, you can't make it work with the budget you appear to have. (of course come back to it once you can afford 4x Flooded Strand , 4x Polluted Delta , and 2x each Hallowed Fountain and Watery Grave .)

Your(budget) manabase should look something like this:

The core of a budget Esper control deck is 4 each Serum Visions, Opt, Fatal Push, Path to Exile, Day of Judgement(or other 4-mana wrath), Archmage's Charm,

The other cards in that list that you should absolutely run are Esper Charm, any Teferi, most Jace walkers, Silundi Vision(run all of those if you can), Saw it Coming, Doomskar.

Chromium is a fine finisher, but don't run 3. Use 1, possibly 2 if you somehow have problems finding it.

I also recommend using Thassa's Intervention and any 5 cmc or less planeswalker with the text 'draw a card' on either of its first two abilities.

Quick edit: shadow63, no, control can stand taplands. But the manlands and MDFC lands are the only real lands that are worth entering tapped. (basically, they end up being extra lands that do a lot but aren't just lands.)

Also, you may want to tinker with how many manlands are used. Additionally, any spell double-faced lands are definitely playable if their spell side is worth casting at any point. Just don't cut lands for them.

You're control -- the things you're doing turns 1-2-3 are mostly Opt, Serum Visions, Path and Push.

Kratos1810 on Daddy's Belt

6 months ago

Replacements:

1x Arcane Sanctum SL - Swamp

1x Azorius Chancery SL - Port Town

1x Boros Garrison MP - Clifftop Retreat

1x Crosis's Catacombs HP - Mountain

1x Crumbling Necropolis SL - Island

1x Dimir Aqueduct SL - Drowned Catacomb

1x Dromar's Cavern HP - Plains

1x Izzet Boilerworks SL - Sulfur Falls

1x Mystic Monastery SL - Mountain

1x New Benalia MP - Plains

1x Nomad Outpost SL - Swamp

1x Orzhov Basilica MP - Isolated Chapel

1x Rakdos Carnarium SL - Dragonskull Summit

1x Reliquary Tower SL - Island

1x Temple of Enlightenment SL - Glacial Fortress

1x Temple of Epiphany - Island

1x Temple of Malice SL - Swamp

1x Temple of Silence - Swamp

1x Temple of Triumph SL - Battlefield Forge

1x Urza's Mine SL - Evolving Wilds

1x Urza's Power Plant - Terramorphic Expanse

1x Urza's Tower SL - Field of Ruin

Feiryn on Ojutai Voltron

7 months ago

I spot someone looking to play my favourite dragon!

First off, what's your budget like? You're running cards such as Mana Drain so I'm going to assume a high budget at least for this comment.

Starting with your lands, you generally want to avoid cards that always enter tapped. This especially goes for a more aggressive list like this where you don't want to be waiting until the next turn for your mana. I recommend dropping all of the lands you have that enter tapped including Temple of the False God, and instead look at picking up others like Adarkar Wastes, Prairie Stream, Seachrome Coast, Nimbus Maze, Skycloud Expanse, Port Town, or even just replacing them with basic Islands/Plains. If you have a lot of money to burn there's always cards like Ancient Tomb, Cavern of Souls, and of course fetchlands.

I highly recommend picking up a Stoneforge Mystic and Batterskull if you can afford them, they go extremely well together. Umezawa's Jitte is another really good piece of equipment but also is a bit more on the expensive side. I recommend cutting Whispersilk Cloak as Shroud makes you unable to equip Ojutai with anything, and Swiftfoot Boots is redundant due to Ojutai's natural hexproof. If you want another way to protect him, there's cheap options such as Sword of Vengeance which gives him a tonne of stuff.

For enchantments definitely look at Aqueous Form, cheap and fills the niche you were going for with Whispersilk Cloak. Battle Mastery and Daybreak Coronet are also fairly good Auras.

As for other cards there's Fabricate, Steelshaper's Gift, and Enlightened Tutor if you want to get pricy. I also recommend cutting Karn's Temporal Sundering, Time Warp, and Ojutai, Soul of Winter since they won't help you in your overall gameplan much.

Apologies for the wall of text, but I hope some of this helps!

DemMeowsephs on Flashing Monastery

9 months ago

Nice deck and huge maybeboard! You know what the maybeboard is missing though?

Lands!

I would recommend some of the following!

So in the end, I definitely would consider all of these cards. I know you're looking for other things, but each and every one of them will help make the process a much smoother journey. If this helps, be sure to check out some of my decks, (Double Trouble EDH, Strictly Saprolings Please EDH, and many more! Anyways though, I hope this helps, good luck on your deck, and have a great day!

DemMeowsephs on Sultai_Sir

9 months ago

Hey there! No problem, and you have definitely come to the right place! Here are some types of lands that I personally think should have a spot in every deck, and some multi-colored lands that work anywhere and everywhere! I hope this helps you throughout your journey in the world of magic.

These dual lands are some of the best, and my favorites, though there are many more people enjoy playing, such as bounce ladnds (Dimir Aqueduct), Battle Lands (Sunken Hollow), Reveal Lands, (Port Town), Cycle Lands (Irrigated Farmland), Storage Lands (Calciform Pools) and many others, but usually you don't have this many spaces in your deck, and so the ones I named first are usually better. However, I'm not done! There are many multicolor lands that fit in any deck, that are extremely powerful! Some of them are listed below.

dingusdingo on Lands choice

10 months ago

Check out https://mtg.gamepedia.com/Nonbasic_land as it lists all the non-basic lands for each color specifically. Some analysis of my own though:

Fetch lands

Polluted Delta and friends. Extremely useful for guaranteeing color access. The shuffle effect can generate extra value when you know what the top card is (especially Sensei's Divining Top and Brainstorm, but really any scry/reveal effect) by shuffling away cards you don't want. Generates huge color access when paired with Shocklands. The "pay 1 life" clause does add up, especially against decks like burn. Reusable from plenty of cards, and it also slightly thins the deck. Hosed by a few random effects like Aven Mindcensor or Leonin Arbiter that stop searches. Also hosed by Thalia, Heretic Cathar (and Root Maze if legacy/vintage) due to having two lands enter tapped instead of just one. A staple of any 2+ color deck, the positives far outweigh any negatives.

Shock lands

Overgrown Tomb and friends. Used in conjunction with fetchlands to guarantee color access. The 2 life to shock hurts, especially when fetched to make it 3. You can always crack fetches to grab shocks at the end of turn before yours, to have the shock enter tapped to save the 2 life. This allows you to keep mana open for instant speed response if you need it, while getting the reduced enter tapped cost if you don't need to respond to something. You generally want 1x of each shock for color access, and I personally think a 2:1 ratio is good for fetches:shocks. I will often start with 8:4 fetches:shocks for 2 or 3 color decks, and adjust as necessary from there.

Fast lands

Spirebluff Canal and friends. A nice dual land without land types that can guarantee color access fast and early. You generally should run 2-3 of these in a deck. Take note that you can play them untapped as the first, second, or third land. You like to see 1 or maybe 2 of these in a game, but don't like to draw them later. If drawn later in the game, entering tapped usually isn't nearly as big of a deal if the land entered tapped on turn 1/2/3. Extremely useful against decks like Burn or most aggro decks that seek to pressure your life total fast and early.

Check lands

Dragonskull Summit My favorite lands to use in conjunction with a fetch/shock package. They work extremely well with fetches and shocks, but do note that they will always enter tapped if it is your first land. A nice card to run, relatively efficient $$$-wise, but it doesn't play well with other non-basics such as the fastlands. These lands will also raise the percent of hands you need to mulligan with, as some otherwise playable 2 land hands will always make the checkland enter tapped (like if the other land is a fastland or other land without a basic type). Very efficient in 2 color decks, extremely efficient in 1 color dominant decks with a splash of another color for one card or sideboard reasons.

Filter lands

Cascade Bluffs and friends. Useful when you have extremely color heavy cards such as Kiki-Jiki, Mirror Breaker or other 3+ colored mana requirements. Hosed out by Damping Sphere. Worth noting that this will never make colored mana on turn 1, which slightly raises the amount of hands you will have to mulligan. A fine option for most decks, especially if you pulled one from a pack and have it available. You will see the most benefit from these in 3+ color decks.

Reveal lands

Port Town and friends. Similar to check lands, but they perform slightly differently. They can enter untapped on turn 1, which is a massive gain, but enter tapped if drawn later on after you've played your lands out from your hand. Doesn't work well with other non-basic lands outside of fetch/shocks. I personally skip these in favor of check lands, but if you notice too many turn 1 plays being broken by check lands, this may be the solution.

Battle lands

Prairie Stream and friends. Also known as tango lands. Useful in 2 color decks where you will see more basics. Can't recommend them too highly there either, but that is where can possibly see play. These have basic land types, so they can be grabbed with fetchlands, useful as an EOT play so you can untap with them normally. Really not very useful, hard to have them enter untapped. Still significantly better than almost every land that 100% enters tapped though, as it sometimes enters untapped and is fetchable.

Pain Lands

Always enters untapped, always guarantees color access. You can navigate around the 1 life on later turns by using it for instead of a color. Useful in decks that must have color access. A good budget replacement if you can't afford a fetch/shock mana base. This land will suffer against burn.

Horizon Lands

There are only 6 of these, all enemy colored except for Horizon Canopy, but spicy tech for sure. Useful in a deck like Burn that depletes its hand, or decks that use Life from the Loam to get repeat draws from the horizon lands.

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