Sentinel Tower

Sentinel Tower

Artifact

Whenever an instant or sorcery spell is cast during your turn, Sentinel Tower deals damage to target creature, player or planeswalker equal to 1 plus the number of instant and sorcery spells cast before that spell this turn.

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Set Rarity
Battlebond (BBD) Rare

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Legality

Format Legality
Leviathan Legal
Limited Legal
2019-10-04 Legal
Commander / EDH Legal
Duel Commander Legal
1v1 Commander Legal
Oathbreaker Legal
Casual Legal
Vintage Legal
Highlander Legal
Tiny Leaders Legal
Canadian Highlander Legal
Legacy Legal

Latest Decks as Commander

Sentinel Tower Discussion

TheCatHerder on The Definition of Insanity

1 week ago

MagicMarc Thanks for the feedback! Glad you like the idea. I added in Sentinel Tower instead of Mystic Retrieval hopefully that will speed the deck up a little.

MagicMarc on The Definition of Insanity

1 week ago

I like the idea of taking advantage of the buyback mechanic to add power to Kess, Dissident Mage's ability. I really like buyback in general and Capsize specifically.

I also like your decklist but had a few suggestions in case you were looking for other good stuff; Sentinel Tower is another kind of Sphinx-Bone Wand. Bedlam Reveler can be a good way to put more gas in your hand and has prowess.

Hoobynobber7395 on Sevinne, the Underrated

1 month ago

Ral, Storm Conduit, Thousand-Year Storm, Aetherflux Reservoir, and Sentinel Tower maximize the usage of his ability to copy spells and push the flashback/copy theme over the top.

You also want to run creatures that reduce cost or give you combat advantage, like Baral, Chief of Compliance, Talrand, Sky Summoner, Kykar, Wind's Fury, and Taigam, Ojutai Master are just a few examples.

If you want to check out my decklist and look at the combo pieces here it is Sevinne, blast from the past

Ishio on Take it to the Kala-MAX

1 month ago

How about some Arcane Melee, The Mirari Conjecture, Sunbird's Invocation, Sphinx-Bone Wand, or Sentinel Tower.

This is my old Melek deck you played against a couple times until Storm became too overwhelming for me to muster and play

HybridPK on Channel the Tempest

6 months ago

Saw the link and request for budget suggestions. I haven't played Melek but I am currently playing Mizzix of the Izmagnus and used to play Keranos, God of Storms. I'm a fan or UR all-around. The suggestions below are fairly generic since I'm unsure of how you want to win. Suggestions are based around cards I've used before in 60-card formats or in EDH with the previously mentioned legendaries, and should be under $5 each.

Spell-cost Reduction

Token Generators

Pingers

Copy Effects

Miscellaneous

vampireblah on Feather not Father

6 months ago

jakeyuki12 Hello! Thank you for your feedback and suggestion.

Okay, for the number of lands. I once ran 35 lands, and I felt like I drew too many lands from the cantrips that targeted my creatures. I almost flooded all time and then I reduce it to 33, and still I drew too many lands. That's why I made it to 32. Yes this deck is a bit mana-hungry because you wanted to play your spells in each of opponent turn, but for now I feel okay with 32 because I always get at least a land from the extra draw I get from playing cantrips, and with the 2-mana rocks I can stabilize my board. I also put Wayfarer's Bauble in my deck so it feels okay for me. And before play, I always keep a minimum 3-land hand so at least I can cast my commander.

For mana rocks, of course I want to run at least 2 more like Arcane Signet and Coldsteel Heart but I don't have it yet, I'm waiting for the reprint of Arcane Signet (considering a lot of commander products this year).

My deck is basically killing people with commander damage, buffing it and keeping it alive. But sometimes, if I get lucky hand I could kill people with Aetherflux Reservoir storm, Aria of Flame storm, or Sentinel Tower storm, but it is a rare event. My deck is running pretty okay since the playgroup is not a cEDH and more casual, so I'm happy with this deck right now.

triproberts12 on Toshiro's Samurai Guide - Harikiri Those Instants!

8 months ago

While Toshi does give card advantage, powerful stand-alone card-draw spells are still important. I really like Skeletal Scrying and Moonlight Bargain for being instants, here. Also, I think some instant-based protection like Boon of Erebos , Abnormal Endurance , Butcher's Glee , or Dark Dabbling would be good. Finally, I'd recommend Victory Chimes , Isochron Scepter , Runechanter's Pike , Spellbinder , Sentinel Tower , Mirari , Haunting Hymn , and Aphotic Wisps as good synergy cards for a black instant deck.

TheMazter13 on Torburn RDW

10 months ago

Play more cards that are pingers! Even really small creatures like 0/1s or 1/1s because when you have an army of pingers, no one can attack you because you just ping the creatures and kill them before they can deal damage. "End step, deal 15 damage to all your creatures" is feasible in Torbran. Cards like Brimstone Trebuchet , Vulshok Sorcerer , Lobber Crew , Cinder Pyromancer , or Vithian Stinger . Usually all of these cards are 3 mana with upside which is perfect because once Torbran is on the field on turn 4 or 5, none of them will have summoning sickness and you can bolt away

And play fewer cards that aren't pingers! like wtf do you need The Immortal Sun for? 6 Mana Artifacts in red should be winning the game, not dragging it out longer. In red, I think, cards that aren't killing things aren't worth it. Stranglehold ? Why? It's so corner-case. It's not that cards like that are bad, but why play that when you could play another pinger or bolt? What does Caged Sun even do in the deck? Double your mana and buff your few creatures? A top of the curve artifact that lets you cast things you could already cast, lovely. Red Elemental Blast AND Pyroblast ? What does a burn deck think it's doing carrying around counterspells. And not just counterspells, but corner-case counterspells, and 2 of them?? Corner-case cards are just terrible in high variance formats. Like compare Demystify to Forsake the Worldly or Return to Dust . These cards are more versatile. Cards like Fiery Confluence , which you have, are flexible cards that can do either multiple things or can hit a variety of targets

Chaos Warp is an interesting card and most people use it on their own permanents to chance a better one. In this deck, it probably hits a land card or a non-permanent card. However, against an opponent, it's a removal spell at best (Target a permanent, shuffle, they flip and it's a non-permanent), but at worst your opponent gets a better permanent. for in Torbran, you can be dealing upwards of 5 or 6 damage, which pretty much kills most creatures. Chaos Warp does hit permanents, which red usually does have a hard time dealing with, but there are very few silver bullets. Off the top of my head, Leyline of Sanctity . But a card that gets around that (and that I think you should be playing in place of a mountain) is Detection Tower . However, more reliable permanent destruction could be Unstable Obelisk

Lands and permanents are hella good in Burn. Like sure, you can dump your hand and deal 31 damage, but that doesn't win the game. You've got at least 40 life to kill. You can use your lands! Valakut, the Molten Pinnacle , Dwarven Mine , or Spinerock Knoll , all great lands that can be used to keep getting hits in. Vance's Blasting Cannons  Flip is super easy to transform into Spitfire Bastion , especially with cantrips

Strictly Worse / Particularily Bad Cards-

Crush < Smelt (Should probably play Vandalblast if you're gonna play artifact removal)

Sentinel Tower -> Not red, no buff. 4 mana for something that probably does about 1 or 2 every turn

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