Portable Hole

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Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Brawl 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
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Vintage Legal

Portable Hole


When this enters the battlefield, exile target nonland permanent an opponent controls with converted mana cost/mana value 2 or less until this leaves the battlefield.

Darth_Savage on Azourious Soldiers

1 week ago

Your sideboard should probably look something like:

3x Portable Hole clear a path/interaction

2x March of Swirling Mist protection spell

1x Kytheon, Hero of Akros  Flip value/go faster

3x Thalia, Guardian of Thraben hates on spell based decks

3x Cathar Commando enchantment/artifact hate

1x Lavinia, Azorius Renegade can hate on fires or nykthos

2x Rest in Peace answers graveyard stratagies

Dead_Blue_ on Hand of The Church

1 month ago

Sick deck, a few suggestions you may or may not like

Portable Hole Godsend Spear of Heliod

dgalarza on Dive Down vs Portable Hole

1 month ago

Can I respond to a Portable Hole with Dive Down after Portable Hole's controller has selected a target?

Gidgetimer on Modal Cards and Duration Effects

4 months ago

It works the way arena did it for the reasons that you identified.

When a spell or ability resolves that object's controller follows the instructions on the card in the order they are written. Exile effects with durations end immediately when the stated duration expires, returning the cards to the battlefield doesn't use the stack. When Farewell resolves, assuming all modes have been chosen, you will exile all artifacts, then you will exile all creatures, then all enchantments, and finally all graveyards. When Portable Hole gets exiled, Cauldron Familiar will be returned immediately and will be exiled with the rest of the creatures. If Cauldron Familiar had been exiled with Banishing Light it would survive. This is because enchantments are exiled after creatures.

Delphen7 on Modal Cards and Duration Effects

4 months ago

I came across this on Arena, and it caught me heavily off guard.

My opponent had a Portable Hole exiling my Cauldron Familiar. They cast Farewell choosing all modes. Farewell exiled the Cauldron Familiar under the Portable Hole.

I know that modal cards will technically resolve the effects in order, and that duration effects end immediately, but is that really how it would work?

InfiNecr01 on Double exalted

5 months ago

Portable Hole is a good alternate for Oblivion Ring in modern

lhetrick13 on G/W +1/+1 counters

6 months ago

Drestlin - Generally, I like the edits! Surprisingly you dropped the average CMC down a bit which I am not sure if that was intentional but that alone will speed things up.

For the lands, out of the 20 lands, you have 16 ways to get and 8 ways to get so you may still feel like it is tough to get when you want it but at least the deck is more of a splash of instead of like 50/50.

I do not recall but did you need graveyard hate with Lion Sash? If not, I would bet Luminarch Aspirant would be a better fit for those slots as you do not have to reconfigure and lose a body on the field to move around the counters.

Lastly, I noticed you changed out Baffling End for Journey to Nowhere. I am guessing most the decks you are playing must not run much artifact or enchantment removal given your removal (Portable Hole and Journey to Nowhere are exactly that. A buddy of mine hits me with Condemn pretty regularly which is pretty powerful if you take out a key creature or just a big hitter as most decks lack any kind of effective searching.

Hope the changes pay off!

Drestlin on G/W +1/+1 counters

6 months ago

Had some games today - felt terrible, i think the deck is losing his focus A LOT.

At this point i basically removed all the white creatures in favour of Portable Hole and 2 Gavony Township - i also DEFINITELY like Lifecrafter's Bestiary as both a passive scry every turn and the now and then draw: i think i need to go back to the origins and concentrate on green creatures more - even with 8 double lands i often find myself without the right mana to cast creatures, the first few turns: especially with training, not having more than the lonely initiate down, because i'm missing the 2 green to cast, is just pain. Might have to find space to put back the Pelt Collector Will have to decide eventually, but the deck felt smoother a few iterations ago, and definitely without the white creatures in (i literally have NEVER been able to train the Savior of Ollenbock ONCE in however many games - i managed to use the initiate ability today more than once for the first time - and he trained once). I feel like training, apart from being slow in general, is also too dangerous with the amount of deathtouch stuff i'm dealing with, and having the creature die to a 1/1 dt or stay a 1/2 forever because that's my main way of pumping him up just doesn't work.

I'll update the deck with the latest revision tomorrow, so you can lmk what you think!

p.s. i have the Luminarch Aspirant, i might try him around eventually!

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