Last Stand

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Tokens

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Last Stand

Sorcery

Target opponent loses 2 life for each Swamp you control. Last Stand deals damage equal to the number of Mountains you control to target creature. Put a 1/1 green Saproling creature token into play for each Forest you control. You gain 2 life for each Plains you control. Draw a card for each Island you control, then discard that many cards.

Drcfan on 5 color scion

2 months ago

Last Stand

zelian12 on Golos Lands

3 years ago

I've been playing various 5 color lands decks for years now and love this deck in particular. I love how solid the mana base feels even without the usual command tower/mana confluence. I've made some small changes after playing a few games so if you wanted feedback, here you go:

I think Rites of Flourishing is way worse than Exploration. I suspect this is a budget issue which is unfortunate because t1 exploration in this type of deck is almost always better than t1 sol ring.

I've swapped out Swiftfoot Boots for Sylvan Safekeeper. They have about a similar impact on the board but safekeeper costs less and gives you outs to go off with Titania or sac and replay lands.

Reliquary Tower feels weak given that discarded lands are easy to get back and a lot of your card advantage comes from exiling cards with golos. I'm not sure how you're drawing enough cards to make it worth it, unless you're scapeshifting with Tatyova out. Is it a meta choice to counter Jin-Gitaxias, Core Augur?

Here are some other cards I'm considering in this list: Krosan Verge, Witch's Cottage, Burgeoning, Heroic Intervention, Rings of Brighthearth, Last Stand, Bolas's Citadel, Mythos of Illuna, and maybe one more big piece of recursion and one extra turn spell, probably, Muldrotha, the Gravetide, and Nexus of Fate

DemonDragonJ on God EDH

4 years ago

I think that this deck has an interesting idea, but 29 lands is simply nowhere near sufficient to reliably cast all of your spells, so I recommend that you add more lands.

Also, _Chromatic Lantern is strictly better than the two obelisks that you deck currently contains, so I strongly recommend that you add it to this deck.

Also, I recommend that you add either Prismatic Omen or Dryad of the Ilysian Grove to this deck, to ensure that you receive the greatest possible effect from Last Stand.

Icbrgr on Dryad of the Ilysian Grove …

4 years ago

I honestly was a bit disappointed when I went onto Gatherer looking for Modern relevant domain/lands matter spells.... I had a glimmer of hope with Last Stand with potential for flashback shenanigans but apparently it's too old :/

gb on Radhical Dudette [Radha Budget Aggro]

5 years ago

In my first comment, I meant Last Chance not Last Stand

gb on Radhical Dudette [Radha Budget Aggro]

5 years ago

You already have most of the budget staples but a simple, game winning combo is a traditional kiki-jiki infinite loop with either conscripts or celebrant to get either infinite combats or 3/3s. As of now the components for this combo are at around 30 dollars total.

Zealous Conscripts, Combat Celebrant, Kiki-Jiki, Mirror Breaker and a tutor in Tooth and Nail.

If you think Tooth is too expensive, substitute Samut, the Tested.

Any amount of creature tutors you include in your deck will substantially increase the competitiveness. They are usually expensive.

Other effects like Dolmen Gate has gone down in price significantly recently. Hellkite Charger can be Aggravated Assault redundancy.

Effects such as Final Fortune, Glorious End, Last Stand, Warrior's Oath are risky, but budget and can get you across the finish line.

Finally, since radha can generate resources for you in combat, employing land destruction and resource denial can be a solid strategy as well. With a Vigor spells like Wildfire and Destructive Force become advantageous mass pump spells. Boom / Bust or cycling Decree of Annihilation can strip opponents of their only mana sources leaving you with a usually insurmountable advantage.

Wild_Camilleon on MtG Party Mode: The Tower

5 years ago

Hey there! I have alot to cover but bare with me here, I think you might like this post idea. A while ago I was sitting around organizing my cards, given I am little over a year into the game, I had plenty to build with... but nothing “game changing.” Ixalan had released and Tribal was killing my two person play group, so we taught a few of our friends... or well we tried. Yet it was clear tribal was a mechanic that took a deeper understanding of the rules to truly play effectively. I wanted to be done with tribal for a bit, even if my Modern Merfolk was doing great. I wanted to teach the others the key basics of gameplay, threat assessment, and color combos. Well I had ALOT of white border old cards... and it hit me. A new idea, that probably has already had versions posted before I bet, and I called it “The Tower” I spent all night working on it and the next day during Study Hall.. four of us gathered around a table and I brought out two deck boxes stuffed with cards. The others looked confused given my recent wins with my Merfolk, but the confusion deepened when I told them I didn’t have a 60 card deck. I had 120 cards in one box, and 120 lands in the other. The game had begun, and suddenly we were having a blast. A land every turm, a new spell every turn, and quirky old cards that were simple and fun at heart. Well since then the tower has changed... it has become something... truly complex at heart. Not in how it is played, but how intense each match is. With a Modern set of 360 cards, and 160 lands... Tower is a game like no other. Any number of players, crazy combos, no game is ever the same, and over all just a fantastic game of Magic. Cards like Last Stand are the exact kinda crazy this game mode wants!! Even better is the game allows friends who cant afford a deck to play, all players have the same shot to win, and at no point can anyone pull off a turn 1 win. Oh did I mention the number 360 spells was chosen so a tower could also be a cube if you wanna draft? :)

What You’ll Need:

-360 Spells

—60 Red

—60 Blue

—60 Black

—60 White

—60 Green

—30 Colorless (Artifacts or Eldrazi)

—30 Multi-colored

-160 Lands

—30 Mountains

—30 Islands

—30 Swamps

—30 Plains

—30 Forests

—10 Searchlands (Like Terramorphic Expanse

-A few people, 2 - 8 players ideally but I’ve done 10.

-Storage Container (A Bundle Box container is perfect size un-sleeved! Sleeved is a monster of a whole other kind)

How to Play: -Each Player starts the game with 30 life.

-Separate the Spells from the Lands, stack them in center. (You will probably need two “stacks” for the spells, and again the Land stack should be separate)

-Determine who goes first. -Shuffle up

-Draw in a clock wise fashion starting with Player 1.

-Each Player draws 3 lands and 4 spells to start.

-NOBODY DRAWS ON THEIR FIRST TURN. This ensures everyturn you end with two in hand assuming you played a land. This helps us make sure you have the right number of cards in hand!

-Play Magic!!

Additional Rules We Have Added: -Before the game begins each player has 2 Perfect Mulligans for the spell stack, and 2 Perfect Mulligans for the land stack.

-During the game each player has 3 Perfect Mulligans for the spell stack, and 3 Perfect Mulligans for the land stack.

-When a player runs out of spells in hand, they draw 4 spell cards from the spell stack. This happens everytime.

-If a player is asked to discard a card from hand, they may NOT choose a land card. This is an easy choice, and messes with two lands in hand at end step. Ergo a player MUST discard a spell. The only time this is negated is if the card requires or ALLOWS the player to discard a land card. In which case, the player should have 1 land in hand at end step for the rest of the game. Or 0 of the end up discarding both land cards in hand.

-Max hand size is still 7, however your lands in hand do not count. In other words 2 lands and 6 spells is okay, but 2 lands and 8 spells is not.

-Everyone shares a graveyard, but if there is an aftermath or from yhe grave play, only the player who had summoned it may use that.

Cards to Avoid:

-Mass amounts of life gain, this keeps the game from ending practically.

-Blaze #turn21nuke

-Crappy commons.

-Tibalt.

Cards to Include:

-Massive mana drop spells.

-Crazy powerful spells.

-Legendary Creatures, Eldrazi Titans, and Planeswalkers.

-Five-color-non-sense

-Unset cards like Earl of Squirrel

-Classic commons like Cancel, Lightning Strike, or Raise Dead.

Well... that sums up everything I had to share with yins all!! I hope you try Tower out sometime!!

SlavicGhaespar on Ramos, Mana Bomb

6 years ago

You have 2 Atraxas and 2 Hardened Scales. Since you are playing Door to Nothingness, maybe Academy Ruins would help you recur it from your grave. Also, since you have Prismatic Omen, Last Stand works great with it. Here is my spellslinger version, check it out, maybe you get some ideas Ramos, Spellslinger Engine

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