#tolarian academy
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Hi Mark! Does Strixhaven and the Tolarian Academies have any exchange programs nowadays?
Maybe. : )
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Flavor Text Highlights - Core Sets (4th-10th Edition)
<- Previous Set | Next Set ->
This entry will be the largest one yet, with 4 cards for each category. All new flavor texts of pre-M10 core sets will be taked into account.
Cool - Truce (5th Edition)
Not all victories require defeat. —Onean idiom
Phyrexian Hulk (7th Edition)
It doesn’t think. It doesn’t feel. It doesn’t laugh or cry. All it does from dusk till dawn Is make the soldiers die. —Onean children’s rhyme
Regeneration (7th Edition)
“Why should death always have the last word?” —Llanowar druid
Llanowar Elves (5th Edition)
One bone broken for every twig snapped underfoot. —Llanowar penalty for trespassing
Funny -
Might of Oaks (7th Edition)
“Guess where I’m gonna plant this!”
Sizzle (8th Edition)
“Of course you should fight fire with fire. You should fight everything with fire.” —Jaya Ballard, task mage
Temporal Adept (9th Edition)
“If yesterday was two days ago tomorrow, will the day after tomorrow be today or yesterday?” —Temporal Manipulation 101 final exam, Tolarian Academy
Manabarbs (10th Edition)
“I don’t know why people say a double-edged sword is bad. It’s a sword. With two edges.” —Kamahl, pit fighter
Worldbuilding -
Ornithopter (6th Edition)
“It has been my honor to improve on the Thran’s original design. Perhaps history will remember me in some small part for my work.” —Urza, in his apprenticeship
Wrath of Marit Lage (8th Edition)
“Marit Lage lies frozen in a glacier’s heart. Still her dreams take form in our world, stealing the heat from our souls.” —Halvor Arenson, Kjeldoran priest
Ascendant Evincar (10th Edition)
His soul snared by an angel’s curse, Crovax twisted heroism into its purest shadow.
Blackmail (9th Edition)
In addition to killing peasants, punishing subordinates, and raising an army of nightmares, Braids somehow found time for her favorite hobby: petty extortion
Emotional -
Pacifism
Without warriors there can be no war.
Agonizing Memories
“I think little of the foes I’ve slain. But I’m haunted by the friends I’ve sent to die.” —The Southern Paladin
Icatian Scout
“In these, our final days, I offer this. Though we could not save Icatia, we gave our children time to grow, and love, before it fell.” —Ailis Connaut, diary
Grafted Skullcap
“Every day, I fight for my life and win. Every night, I fight to remember my name and lose.”
<- Previous Set | Next Set ->
#magic the gathering#flavor text highlights#4th edition#5th edition#6th edition#7th edition#8th edition#9th edition#10th edition
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“Look! In front of the portal!”
A woman stumbled forwards, too dazed to respond the guards’ demands to stop. She fell to her knees before the soldiers, only to have one of them help her back to her feet.
“Relax. Can’t you see she’s human?”
“But the sleeper agents-” another guard began, only for the first to silence him by pointing at the massive wormhole in space.
“I think they’re past the point of subtlety now. Come on. Let’s get her inside the college. Miss, can you walk?”
The woman nodded, and muttered to herself as the soldiers led her towards the Tolarian Academy in the distance.
“I was about to be…compleated. Reconditioned. Then…something happened…spiders?”
—
“Send the other to Jin-Gitaxias for reconditioning.”
The Phyrexians complied, and hauled her through the doorway. As soon as the portal closed behind them, however, they were accosted by a sea of black skittering spiders.
—
One of the guards shuddered. “Don’t worry, miss. No spiders here. Not this far from Llanowar, anyways. You’re lucky to have escaped, from the sound of it. Come on, we’re almost there.”
Soon the group was seated in a former mess hall, now converted into a combination of a sickbay and a workshop. A Phyrexian obliterator sat disassembled in the corner as the guards tended to the woman’s injuries.
“Don’t mind that,” a soldier laughed, about the obliterator, once he noticed the woman staring at it. “It’s not coming back.”
“It’s not that…” groaned the woman. “It’s…there was something I wanted to…Ah. I remember.”
The woman eagerly approached the Phyrexian wreck, much to the guards’ concern.
—
“I wish I had had my walker. I could’ve gotten to you faster.”
With the guards thoroughly dissolved, the spiders coalesced into a naga-like form. The woman collapsed into the figure’s outstretched arms just as they formed from the insects.
“Sheoldred,” she gasped to the monster.
“Do you remember what I told you about Elesh Norn?” the praetor asked softly. “She has made her move. I can get you out of here, but first-”
“Whatever it is,” the woman nodded solemnly, “I’ll do it.”
Sheoldred smirked. “Oh, it’s nothing bad. In fact…I’d say it’s a long time coming. What do you say we ply some of your surgical techniques on you, before we send you back?”
The woman’s eyes sparkled. “You mean…?”
Sheoldred made a motion with her helmeted head that seemed to suggest she was rolling her eyes. “Yes, Rona. Let us compleat you. And, yes, I will install the rider functionality, too. I’m usually loathe to share my secrets, but considering your dutiful service, I’d say it’s the least I can do. Shall we?”
Rona nodded but said nothing, remaining silently in awe of her praetor.
—
“Hey, let me through,” ordered the soldier, as he approached the other troops. “I want to check on that woman I had the others tend to. She seemed out of sorts when we brought her in.”
The vanguard manning the makeshift barricade of cafeteria tables and duct tape instantly began shouting for the man to back away.
“You can’t go in there! She’s in there!”
The man rolled his eyes and began to push past the guards. “For the last time, the Phyrexians are done with sleeper agents. They’re only using…”
The guard trailed off as he finally glimpsed past the barricade, just in time to watch Rona disembowel the last of the detachment that had been assigned to the infirmary/workshop. Her torso was eclipsed by the maw of the scrapped obliterator, and now the compleated artificer was held up by it, as she performed her gruesome work.
“…her…”
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Cornwall's Random Card of the Day #938: Phyrexian Tower
Phyrexian Tower is a rare from Urza's Saga.
This is part of a loose cycle of lands, one for each colour, the most famous of which are Tolarian Academy and Gaea's Cradle, which make mana scaling with your artifacts and creatures respectively. But some of the cycle worked differently, like the tower here: it lets you sac a creature for two black. Is this gonna be worth it? Sometimes, yeah, especially in the right deck. It's the sort of effect which would absolutely not be on a land nowadays, since the land would ping-pong between being useless and broken, depending on how available cheap recurrable/expendable creatures are.
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Back to (Non)Basics
Alright, I'm gonna be honest. After running enough contests, you start going bigger and badder, more complex and more intriguing, because you've seen the basic stuff and you want to push your contestants, you want to see what they can do when you give them something weird. And not to worry, I still have some weird prompts coming down the pipeline. But for now, why don't we take a step back, and keep things simple?
This week's prompt: Design a land.
Wait, really? That's it? No twists, no additional qualifications? Sure is. Just a card that has land in the typeline! (And isn't a basic land, for those of you who love twisting the letter of the contest. You know that's not a valid submission). This is your chance to show me some really solid design chops.
See, lands exist in a very odd space of being fundamental to the game, but as a support resource. You can't make them too flashy, otherwise players would just toss 60 lands into a pile and call it a day. There needs to be some balance.
For this week, you can do whatever you heart desires. Weird mana-fixing dual land design? Check. Absurdly-expensive-and-equally-powerful utility land? Why not. Some weird niche tribal effect? Go nuts! It's all up to you.
One aspect I would suggest paying attention to this week is the dual (heh) nature of lands. I'm looking for something that could be usable in Limited without breaking it, as well as something that would appeal to the right subset of Constructed players. That means I'm not really looking for Blossoming Sands, but nor am I looking for Tolarian Academy. There's a sweet spot in here, and I want you to find it.
That's about it- hopefully you don't have any questions about this prompt, but if you do you can reach me on Tumblr or Discord! Don't overthink this one!
~judge @naban-dean-of-irritation
Basically, Submit Here. Our Discord has all the Basic Necessities!
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So what are your oc’s up to right before the big March of the Machine hits? 👀
Thanks again @thetabbybadger @leafdrake-haven for all this asks I'm had so much fun finally getting to them.
okay lets see...
Marcel had been on Dominaria researching the Segiri bloodline, when he first encountered Phyrexia sleeper agents. Marcel innate abilities to feel the lifeforce of those around him made him shockingly good at rooting out Sheoldred agents. He left for a bit to warn those he cares about such as his friend Mathias @conquering-king and his beloved Theren @thetalesofthereneverwood of the impending threat.
Afterwards he returned to Dominaria where he was assisting the tolarian academy in their research into the prosses of completion in hopes of finding a cure.
Segara has recently had to flee the plane of New Capenna where he had recently settled. The shadow tiger that stalking his every step have finally sniffed him out once more, threating the lives of everyone even remotely near him. He had found his way to Kylem, something about the gladiatorial combat stirred something in the shattered pieces o his past. He was enjoying a match in Valor's Reach when the invasion started.
Molycap had been causing quite the ruckus on tin Street having stolen and entire cart of bread and was being chased by Krenko himself, as there was more then just baked goods in that cart.
Serrabeth was on Segovia where she was taking bets on the races in the hippodrome.
Dillan had been lead to Amonkhet by mother moon as the scares of what Nicol Bolas had done there still ran deep, and even a plane of eternal day deserved a night of peaceful sleep.
Nivel having heard threw the grapevine of the Phyrexian plans he returned to his homeplane of Hyverta to rally it defenses.
Angelique the seers of the Luminous Church had long predicted the day New Phyrexia would invade so she had returned to it defense. She returned to the abbey that she had been sent to as a child by her uncle, preparing the defenses of the secluded temple so she could better protect the pacifist nuns inside.
Valentino was on Eldraine having heard of the miraculous properties of the Cauldron of Eternity he had been hunting for it in the wilds.
Ozmander was home on Ravnica, it was his great granddaughters very first birthday so the family had gathered in his home.
Anise was at her monthly bookclub at the time of the invasion.
#thank you for the ask#mtg#mtg asks#mtg oc#Marcel#Segara#Molycap#Serrabeth#Dillan#Nivel#Angelique#Valentino#Ozmander#Anise
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okay wait no now i'm just thinking about what magic decks umineko characters would play
Rika plays hard control. you don't get to play the game and you certainly won't have fun and she's going to be smiling the entire time
Lamba plays a deck with a lot of heavy removal but also aggressive. something Rakdos. also CEDH
Beatrice plays a heavily political deck. something with a commander like Mathas
Battler plays boros lifegain. and somehow still wins sometimes
Ange, being the only one actually live while magic the gathering was actually real, plays a contemporary 1998 deck. that is to say, something like a Tolarian Academy or Yawgmoth's Will
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How to build Commander EDH in 2010
It's summer of 2010 and you're looking for a Magic format to play besides Standard and Extended, so you, like Magic players everywhere, are building your first Elder Dragon Highlander deck. The EDH Rules Committee has recently banned Channel, Staff of Domination and Tolarian Academy—Rofellos too, but only as a general.
Choosing your Commander General
While you *can* use a mono-color legendary creature as a general, most people build around a multicolored legendary creature so they can have access to a greater range of effects. For instance, Kiki-Jiki, Mirror Breaker looks like a cool creature to build around, but your friend plays a Zur the Enchanter deck and always gets Solitary Confinement out—Gambling for Capricious Efreet seems like a really unreliable way to deal with that enchantment. Instead, you'll probably choose one of the 3-color dragons from Planar Chaos, or a 3-color legendary creature from the Shards of Alara block as your general. There are some 5-color options, but most of them care about specific creature types (3 Sliver legends!) and while there aren't any 4-color legends, some people are okay with letting people use one of the five Nephilims as a general.
Building around your general is important, but make sure that your deck can also function without it! People like to play "tuck" effects that will put your general on the bottom of your library or shuffle it in: Oblation, Proteus Staff, and Hinder are all popular cards in the format.
How Many Lands? Curve Considerations?
Most EDH playgroups use the Partial Paris mulligan: that means you can keep some of the cards in your initial hand and put the others on the bottom, then draw back up to seven. You can repeat that as many times as you need to, but every time after the first you draw one fewer card. The Partial Paris mulligan means you can regularly get starting hands with 4–5 mana sources while only having around 30 lands in the deck in total. As far as the mana curve is concerned—most 60-card decks have a curve that, depending on the format, center on two or three mana. But in EDH, games go long and players have a LOT of life, so decks are jammed full of 6, 7 and 8-mana cards that have big effects; expect to see haymakers like Insurrection, Tooth and Nail, and Titanic Ultimatum. Consequently, most EDH decks have mana curves that center on 3 or 4 mana.
Color Fixing
If you're a long-time Magic player, you might have some original dual lands gathering dust in your closet somewhere—unless you play Legacy or Vintage you probably haven't had any use for them—grab those! If you don't have them, don't worry about it too much—in a 40-life format the shocklands are basically equivalent, and those only range from $10–30 whereas the original duals range approximately $30–80 each for their cheapest printings (there's no good reason to spend $80 on a white-bordered Volcanic Island when you can get a Steam Vents for $25). What's important is that you have at least some lands with multiple basic land types so that you can grab exactly what you need with fetchlands. The painlands also benefit from the higher life total (as does City of Brass). The Shadowmoor/Eventide filterlands are a great option and a little cheaper now that they've rotated out of Standard (same for Reflecting Pool). The original filterlands from Odyssey are slightly worse, but still worth playing. At the moment there are only the allied color pairs—but WoTC might finish the cycle sometime in the next few years (no way they'd wait 14 years to do that).
And in a multiplayer game with all these multicolored generals being played, Exotic Orchard is likely to be able to tap for all of your colors. (Keep in mind that since it's 2010 you won't be able to produce colors outside your general's color identity—so if you're playing a Lord Tresserhorn deck and you Clone your opponent's Jenara, Asura of War, for example, you still won't be able to make white mana with Exotic Orchard to activate the ability.) All that said, if you can't afford to spend $150 or more on your mana base, there are some budget options. The Ravnican bouncelands (aka Karoo lands) are great in EDH—they help fix your colors and essentially put an extra land in your hand. Terramorphic Expanse and its new sister Evolving Wilds can be used to find whichever basic land you need. For 3-color "shard" decks, there's the uncommon land cycle from Shards of Alara; the vivid lands from Lorwyn can also be used in a pinch, as can the refuge lands from Zendikar. If you're on a tight budget, you might find it easier to build a shard color combination than a wedge, since there are more allied-color lands than enemy-color lands.
Ramp
When it comes to ramping your mana, if your general has green in its color identity, you're on easy street. Cards that destroy lands en-masse like Armageddon are considered taboo by most EDH playgroups, so cards that get extra lands into play are pretty surefire ways to ramp. Kodama's Reach (and its new non-arcane counterpart Cultivate), Explosive Vegetation and Skyshroud Claim are all gold-standard ramp cards. Land auras like Wild Growth, Fertile Ground and Overgrowth can be effective too, but they leave you vulnerable to Strip Mine and Avalanche Riders. If you don't have access to green, you're going to have to rely on mana rocks for ramp effects. Sol Ring is definitely the best option here; you can pick up a white-bordered one for around $5-10 (frankly, you should get ones for your green decks too). Its cousin Mana Crypt, on the other hand, is in the vicinity of $100 a pop—firmly outside most players' budgets. In between those extremes, we've got Grim Monolith, Mana Vault, and Gilded Lotus. Thran Dynamo, Worn Powerstone and Basalt Monolith are uncommons and each under $5.
Mana rocks can also help fix your colors. Coalition Relic is an all-star in decks with a lot of colors. The Signets, the Talismans (allied colors only), and Fellwar Stone can help shore up your mana base.
Not a mana rock—but still a form of colorless ramp—is Solemn Simulacrum (aka Sad Robot); an excellent early game play, the robot gets you an extra land when it enters and draws a card when it inevitably dies.
Card Draw
Drawing more than the standard one-card-per-turn is really important in EDH. Multiplayer games are battles of attrition, and you're going to want to make sure you always have gas in the tank. As you may know, some colors are better at this than others: blue is a natural at drawing cards, and black is no slouch either. Green has some ways to draw cards, but they (mostly) depend on having either a lot of creatures, one large creature, or having lots of large creatures.
White and red, however, have... not much to speak of. Mesa Enchantress and... Kor Spiritdancer, I guess, in white. Red's got... Browbeat? (Don't play Browbeat.) Card draw's just not in that part of the color pie; if your general doesn't have access to blue, black or green, you'll again have to turn to artifacts to fill in the cracks. Mind's Eye is a good way to draw a lot of cards, if you have the mana to spend. If your deck can make a lot of X/1 creatures, Skullclamp is there to turn them into new cards. If your creatures have flying, unblockable or double strike, Mask of Memory and Sword of Fire and Ice will help. If your deck gains lots of life, try Well of Lost Dreams.
In truth, those artifacts aren't enough to fill the gaps. Unless you're looking for a real uphill deckbuilding challenge, it's best to avoid generals that don't have any blue, black or green in their color identity.
Removal and Board Wipes
Make sure to include a handful of removal spells and board wipes to keep your opponents in check. The goal is to have some response to their most powerful move—Nature's Claim their Beastmaster Ascension before they attack with 10 creatures—Swords to Plowshares their Rafiq that's attacking for 22—Counterspell their Time Stretch, etc.
Be on the lookout for removal spells that remove two or more things (artifacts and enchantments especially) at once: Return to Dust, Hull Breach, Decimate, Aura Shards, etc. Since most board wipes only destroy creatures, it's crucial to make sure opposing Rhystic Studies and Doubling Seasons don't stick around for the whole game. (Speaking of Rhystic Study—if you or your LGS have got any old boxes of Prophecy bulk, check for copies of this 3 CMC common. It might look underwhelming, but you'll be shocked at how many cards this can draw you in a four or five-person game!)
Speaking of board wipes—EDH games are long and full of ups and downs, and if you want a chance to make a comeback when you've fallen behind, you'll want a board wipe to even the playing field.
White, of course, has the greatest variety of board wipes: Wrath of God and Day of Judgment are clean and efficient; Hour of Reckoning, Mass Calcify, and Soulscour can be near-one-sided board wipes in the right decks; and Martial Coup can leave behind a batch of tokens. Austere Command is probably the strongest due to its modality, but don't overlook Rout either—casting a wrath at instant speed is likely to catch other players off-guard. Black is the next best color at wiping the board. Damnation costs a pretty penny right now, but is the most mana-efficient. Living Death sees a lot of play, and is a good reason to play graveyard-hate cards like Tormod's Crypt. Decree of Pain is an all-star; in addition to clearing the board you'll typically draw at least 10 cards off this one.
Red's mostly got board wipes that clear off small to mid-sized creatures. If you want to kill something big like an Inkwell Leviathan, you're gonna have to invest a ton of mana into an Earthquake or Starstorm. Although we did just get Chain Reaction in Rise of the Eldrazi, which I have high hopes for. Keep an eye out for that one!
The closest Blue's got to board wipes are mass-bounce cards like Evacuation, Inundate and Kederekt Leviathan. Expect to see more of these played at instant speed now that blue decks have a second Vedalken Orrery with the newly-printed Leyline of Anticipation. Green doesn't really have board wipes. It's got some Windstorm effects for clearing away flying creatures, but that's it. How many removal spells and board wipes should you have in a deck? Well, that can vary depending on your strategy, but I'd say that on average decks are playing 4 of each.
Threats and Win-Conditions
So far we've covered color-fixing, ramp, card draw, removal and board wipes: all things needed to get your deck off the ground and preventing your opponents from getting too far ahead. But now we need some haymakers to actually win the game! You have a lot of flexibility here; go raid your trade binder and pull out some big splashy creatures! Kaervek the Merciless, Hamletback Goliath, Stormtide Leviathan, Godsire! Keep an eye out especially for large creatures that have some effect when they enter the battlefield or die; the new Titan cycle from M11, for example, or something like Magister Sphinx. They get you value even if one of your opponents wipes the board the turn after you cast them. Likewise, giving your creatures haste is a big plus—Lightning Greaves is a must-have card for EDH.
Large creatures are great, but you'll want a big sorcery or two to really bring the hammer down and finish the game. I've mentioned some of these already: Time Stretch, Insurrection, Tooth and Nail, etc. That, or have some sort of infinite combo that you can assemble that wins you the game. Kiki-Jiki + Pestermite is an obvious example, but there are lots of others that are too inefficient to see play in Extended or Legacy that you can use in EDH.
Thanks for reading
That's all from me! I hope this helps you have a fun time playing Elder Dragon Highlander! The difference in scale can take some getting used to, but once you do, you can get a ton of mileage out of your deck; since EDH is non-rotating and only a handful of cards from each new set get played in the format, you can comfortably go a year without making any upgrades to a deck and still have it be in fighting shape. The format moves very slowly. Hopefully this means that the advice in this guide, from 2010, will be applicable years and years from now! [DISCLAIMER: most of it isn't]
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Commander Bans Should Not Be By Power Level
The format is warped primarily by its additional rules. Cards like Fastbond, Channel, Griselbrand, and Yawgmoth's Bargain are warped by having 40 life over 20. Prophet of Kruphix, Trade Secrets, Hullbreacher, Leovold, Balance, Erayo, and Dockside are warped by the number of opponents. Karakas, Iona, and Lutri are warped by deckbuilding rules.
The format is also warped by its perception as casual. Sway of the Stars, Sundering Titan, Limited Resources, and Braids are punishing cards that break or bend the resources of opponents. The power 9, Tolarian Academy, Rofellos, Mana Crypt, Golos, Library of Alexandria, and Jeweled Lotus are all banned for producing too many resources. Nadu, Panoptic Mirror, Paradox Engine, Flash, Time Vault, Tinker, Upheaval, Coalition Victory, and Biorhythm are banned for being combo pieces.
The difference between these two categories is that the second batch is completely arbitrary. If the format is casual, what does it matter that there are strong cards? Yes, some cards are stronger than others, and some people want to step off the beaten path. But who said that power is a problem for non-tournament play? How can we assume that non-tournament players exclusively enjoy low power and hate fast games?
In the same vein, are we unable to name dozens more cards that are incredibly powerful? Why isn't Dark Confidant banned, given the higher life total? Why isn't Felidar Sovereign banned? Mana Vault? Ancient Tomb? Doomsday? Is Time Vault the only infinite turn combo out there? Really?
For this reason, the ban list should not be filled with power level bans, it should be focused against cards that are problems in Commander games. Not by virtue of being too fast or too popular for someone's opinion, but by virtue of directly attacking the format's weaknesses as a multiplayer and high life total environment. Nadu causes problems. Iona causes problems. Erayo causes problems. Trade Secrets causes problems. Karakas causes problems. Drannith Magistrate causes problems. Divine Intervention causes problems.
For other cards that poke at opinions, make recommendations. As a very simple idea, it's not impossible to take a snapshot of powerful, popular, or abuse-able cards and codify them into power levels, many people write articles doing exactly that all the time. Ancestral Recall? Top tier. Horobi? Watch out. Thraximundar? Relaxed. Directly communicate how speedy or powerfully players can choose to play in the same way that tournament oriented formats expect playing to win.
This won't solve the problem of some jerk flat out lying about their deck in an LGS, but neither will banning even a few dozen cards each year. The problem is social, so the challenge is catching the lie, or even just a miscommunication, and cutting off a bad game before it starts. That takes real policy and real effort beyond the banal skill of naming infamous cards.
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Proxy Decklists
MERFOLK:
1 Mana Crypt 1 Sol Ring 1 Mox Jet 1 Mox Pearl 1 Mox Emerald 1 Black Lotus 1 Mental Misstep 1 Grafdigger's Cage 1 Mox Sapphire 1 Time Walk 1 Ancestral Recall 1 Mox Ruby 2 Lorien Revealed 3 Vexing Bauble 4 Force of Will 1 True-Name Nemesis 3 Vodalian Hexcatcher 4 Tishana's Tidebinder 4 Thieving Skydiver 4 Tide Shaper 4 Hullbreacher 1 Strip Mine 2 Otawara, Soaring City 4 Urza's Saga 4 Cavern of Souls 4 Island 4 Wasteland Sideboard 2 Null Rod 1 Pithing Needle 1 Karakas 2 Dismember 3 The Tabernacle at Pendrell Vale 3 Grafdigger's Cage 3 True-Name Nemesis
DIMIR CONTROL
2 Orcish Bowmasters 4 Psychic Frog 1 Time Vault 1 Manifold Key 1 Mox Emerald 1 Mox Ruby 1 Black Lotus 1 Mox Jet 1 Mox Sapphire 1 Mox Pearl 1 Vexing Bauble 1 Sol Ring 4 Force of Will 3 Force of Negation 1 Ancestral Recall 1 Flusterstorm 1 Sink into Stupor 1 Mental Misstep 2 Spell Pierce 1 Dig Through Time 1 Vampiric Tutor 1 Repeal 1 Brainstorm 4 Lorien Revealed 1 Timetwister 1 Merchant Scroll 1 Time Walk 1 Gitaxian Probe 1 Treasure Cruise 1 Demonic Tutor 4 Urza's Saga 1 Dress Down 4 Wasteland 1 Strip Mine 4 Underground Sea 2 Polluted Delta 1 Island Sideboard 2 Flusterstorm 1 Lurrus of the Dream-Den 1 The Tabernacle at Pendrell Vale 1 Soul-Guide Lantern 1 Pithing Needle 2 Soul Rend 1 Fatal Push 1 Annul 1 Grafdigger's Cage 1 Null Rod 2 Steel Sabotage 1 Hurkyl's Recall
MUD:
4 Sphere of Resistance 1 Black Lotus 1 Chalice of the Void 2 Crucible of Worlds 1 Mana Crypt 4 Mishra's Workshop 1 Mox Emerald 1 Mox Jet 1 Mox Pearl 1 Mox Ruby 1 Mox Sapphire 4 Nettlecyst 2 Null Rod 4 Patchwork Automaton 3 Phyrexian Metamorph 4 Phyrexian Revoker 1 Pithing Needle 4 Stonecoil Serpent 1 Strip Mine 1 Thorn of Amethyst 1 Tolarian Academy 1 Trinisphere 4 Urza's Saga 3 Vexing Bauble 1 Sol Ring 4 Wasteland 4 Ancient Tomb Sideboard 2 Null Rod 2 Dismember 3 Grafdigger's Cage 3 Mindbreak Trap 1 The Tabernacle at Pendrell Vale 4 Leyline of the Void
HATEBEAR:
1 Black Lotus 1 Mox Ruby 1 Mox Sapphire 1 Mox Emerald 1 Mox Pearl 1 Mox Jet 1 Sol Ring 1 Mana Crypt 1 Trinisphere 1 Chalice of the Void 1 March of Otherworldly Light 1 Lotus Petal 3 Chrome Mox 1 Solitude 1 Thalia, Guardian of Thraben 2 Anointed Peacekeeper 2 Boromir, Warden of the Tower 3 Dauntless Dismantler 4 White Plume Adventurer 4 Seasoned Dungeoneer 4 Witch Enchanter 4 Chancellor of the Annex 4 Archon of Emeria 1 Strip Mine 1 Karakas 2 Plains 4 Cavern of Souls 4 Wasteland 4 Ancient Tomb Sideboard 1 Kataki, War's Wage 4 Containment Priest 4 Null Rod 2 Mindbreak Trap 3 Swords to Plowshares 1 March of Otherworldly Light
OATH:
4 Atraxa, Grand Unifier 1 Black Lotus 1 Bolas's Citadel 1 Mana Crypt 1 Mox Emerald 1 Mox Jet 1 Mox Pearl 1 Mox Ruby 1 Mox Sapphire 1 Null Rod 1 Sensei's Divining Top 1 Ancestral Recall 1 Brainstorm 1 Flash 1 Spell Pierce 1 Force of Negation 4 Force of Will 1 Mental Misstep 1 Mystical Tutor 1 Vampiric Tutor 1 Demonic Tutor 1 Gitaxian Probe 4 Show and Tell 2 Thoughtseize 1 Time Walk 1 Tinker 4 Oath of Druids 2 Oko, Thief of Crowns 1 Bayou 2 Boseiju, Who Endures 4 Forbidden Orchard 1 Island 3 Misty Rainforest 2 Polluted Delta 1 Strip Mine 2 Tropical Island 2 Underground Sea Sideboard 1 Null Rod 1 Force of Negation 1 Oko, Thief of Crowns 2 Abrupt Decay 1 Force of Vigor 1 Long Goodbye 1 Mindbreak Trap 1 Nature's Claim 1 Portal to Phyrexia 2 Serra's Emissary 1 Sphinx of the Steel Wind 1 Steel Sabotage 1 The Tabernacle at Pendrell Vale
DOOMSDAY:
1 Ancestral Recall 1 Black Lotus 1 Vampiric Tutor 1 Demonic Consultation 1 Mystical Tutor 4 Force of Will 4 Doomsday 2 Flooded Strand 2 Polluted Delta 1 Dig Through Time 1 Gitaxian Probe 1 Gush 1 Mental Misstep 2 Misty Rainforest 1 Mox Jet 1 Mox Sapphire 1 Demonic Tutor 1 Necropotence 4 Street Wraith 4 Preordain 4 Dark Ritual 1 Island 2 Thassa's Oracle 1 Time Walk 1 Treasure Cruise 1 Undercity Sewers 4 Underground Sea 1 Brainstorm 4 Ponder 1 Force of Negation 3 Flusterstorm 2 Scalding Tarn Sideboard 2 Force of Negation 3 Leyline of the Void 2 Mindbreak Trap 1 The Tabernacle at Pendrell Vale 2 Psychic Frog 3 Steel Sabotage 2 Fatal Push
BESEECH THE STORM
1 Sheoldred, the Apocalypse 1 Mana Crypt 1 Mox Jet 1 Mox Pearl 1 Black Lotus 1 Mox Sapphire 1 Mox Ruby 1 Mox Emerald 1 Sol Ring 1 Manifold Key 1 The One Ring 1 Lotus Petal 1 Bolas's Citadel 1 Sensei's Divining Top 1 Time Vault 1 Mental Misstep 1 Ancestral Recall 4 Force of Will 1 Chain of Vapor 1 Mystical Tutor 1 Vampiric Tutor 1 Brainstorm 2 Flusterstorm 4 Dark Ritual 1 Time Walk 4 Lorien Revealed 1 Tinker 1 Timetwister 1 Gitaxian Probe 1 Tendrils of Agony 1 Yawgmoth's Will 1 Demonic Tutor 4 Beseech the Mirror 4 Urza's Saga 1 Dress Down 1 Necropotence 1 Marsh Flats 1 Verdant Catacombs 1 Swamp 4 Underground Sea 1 Tolarian Academy Sideboard 1 Flusterstorm 1 Pithing Needle 1 Dismember 2 Grafdigger's Cage 2 Cut Down 2 Force of Negation 1 The Tabernacle at Pendrell Vale 1 Portal to Phyrexia 1 Opposition Agent 2 Hurkyl's Recall 1 Long Goodbye
PARADOXICAL OUTCOME:
4 Phyrexian Metamorph 1 Black Lotus 4 Coveted Jewel 3 Grim Monolith 1 Mana Crypt 1 Mana Vault 1 Manifold Key 1 Mox Emerald 1 Mox Jet 1 Mox Opal 1 Mox Pearl 1 Mox Ruby 1 Mox Sapphire 1 Mystic Forge 1 Sol Ring 4 The One Ring 1 Time Vault 1 Trinisphere 3 Vexing Bauble 1 Ancestral Recall 4 Force of Will 4 Paradoxical Outcome 2 Sink into Stupor 1 Time Walk 1 Tinker 4 Urza's Saga 1 Karn, the Great Creator 4 Ancient Tomb 1 Island 4 Mishra's Workshop 1 Tolarian Academy Sideboard 4 Argentum Masticore 2 Dismember 2 Force of Negation 1 Grafdigger's Cage 1 Mindbreak Trap 1 Mycosynth Lattice 1 Pithing Needle 3 Wurmcoil Engine
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sometimes playing to your outs means asking yourself "would things be better if i had tolarian academy mana" and "can i get tolarian academy mana"
if the answer to either of those questions is yes then you've already won. otherwise concede immediately and switch to martyr proc
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just discovered Canadian Highlander...
gonna build something around my Gaea's Cradle and my Tolarian Academy
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forget a taiga, real belch bros fetch a Tolarian Academy
mtg players are so funny and for what
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Top 10 Overpowered MTG Cards That Warped Formats
Introduction: The Power of MTG Cards Key Takeaways: Overpowered MTG Cards - Black Lotus epitomizes the concept of an **overpowered magic card** with its game-altering mana boost. - Ancestral Recall's card draw power significantly impacted game strategy and deck building. - Time Walk's extra turn ability provided a strategic depth and psychological edge in gameplay. - The Moxen series, especially Mox Sapphire, showcased the power of fast mana in decks. - Yawgmoth's Will redefined resource utilization, turning graveyards into a strategic advantage. - Tolarian Academy's ability to generate massive mana reshaped the importance of lands. - Mind's Desire's Storm mechanic introduced a new level of combo play and deck strategies. - Oko, Thief of Crowns and Uro, Titan of Nature's Wrath, highlighted the challenges in balancing multi-ability planeswalker and creature cards. Read the full article
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Why the FUCK is Tolarian Academy banned in commander but not Gaia's Cradle? Who the fuck thought that was okay?
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Magic the slathering
-Teferi drowning his mashed potatoes in gravy at the annual Tolarian Academy remembrance Thanksgiving
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