Academy Elite

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Penny Dreadful Legal
MTGO Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2016 (C16) Rare
Vintage Masters (VMA) Rare
Conspiracy (CNS) Rare

Combos Browse all

Academy Elite

Creature — Human Wizard

Academy Elite enters the battlefield with X +1/+1 counters on it, where X is the number of instant and sorcery cards in all graveyards.

, Remove a +1/+1 counter from Academy Elite: Draw a card, then discard a card.

Price & Acquistion Set Price Alerts

C16

CNS

Ebay

Academy Elite Discussion

passascats on RoonHelwyrm

5 days ago

Your welcome for the comment, I love talking commander so it's super fun for me.
To answer your question, I think you will find Mystic Snake, Stalking Leonin, Academy Elite, and Knight of the Reliquary underperformers in the deck. IMHO: Mystic Snake doesn't interact with Roon well. Stalking Leonin is very situational. Academy Elite is slow, mana heavy, and there are better ETB card draw options (i.e. Prime Speaker Zegana). Knight is a very good card, but not incredibly synergistic for this deck.
In addition to my earlier suggestions, if you don't mind being hated, Lavinia of the Tenth is a great way to lock up your opponents while your building up your board state (be ready for the hate though).

jolli20 on Wizardy draw with some fish

1 week ago

Let's get you some wincons, and fix that landbase.

First: Landbase. Basic stuff, manarocks, and better land cards, and a touch of fetchlands to get us rocking and rolling. Then, guess what, you're playing green. Congrats, you get the luxury of a vast array of tasty morsels called ramp spells, so we'll take advantage of that.

-3x Island, +Simic Growth Chamber, +Yavimaya Coast, +Bant Panorama

-2 Forest, +Myriad Landscape, +Command Tower

-Beneath the Sands + Traverse the Outlands (great way to filter land out of the deck if you get a big hand size power/toughness creature)

-Zndrsplt's Judgment +Thran Dynamo

-Blink of an Eye + Gilded Lotus

-Evacuation +Simic Signet

-Displace +Cultivate

-Mystic Confluence, + Kodama's Reach

-Time of Ice, + Nissa's Pilgrimage

-Entrancing Melody + Explosive Vegetation

Next, let's look at capitalizing on your commander's strengths: Card draw. We'll add in card draw, and some hand size manipulation to help manage it, along with some ways to make use of all that mana you gain and cards you draw.

-Watertrap Weaver, + Minds Aglow

-Oviya Pashiri, Sage Lifecrafter + Mind Spring

-Academy Journeymage + Braingeyser

-Academy Elite + Pull from Tomorrow

-True-Name Nemesis + Venser's Journal

-Genesis Hydra + Thought Vessel

- Storm Sculptor + Tishana, Voice of Thunder

-Riddleform +Spellbook

-Divination +Harmonize

-Fleet Swallower +Awakening

Now for some wincons:

-Devastation Tide +Goblin Cannon (with your upcoming infinite mana/card draw combos, draw into this, then ping everyone for infinite damage and win, the ability stacks as many times as you pay the mana for it, before sacrificing itself).

-Saheeli's Artistry +Empyrial Plate (slap that on your commander, give it flying with caller of gales, free commander damage kill)

-Grunn, the Lonely King, + Laboratory Maniac

-Index + Time Warp

-Broken Bond, + Beacon of Tomorrows

-Opt +Psychosis Crawler

-Jace's Ingenuity +Sturmgeist

-Spelltwine. - River's Rebuke

+Isochron Scepter, +Dramatic Reversal (infinite mana combo with some mana rocks)

-Fumble +Illusionist's Bracers

-Ghostly Flicker +Aphetto Alchemist (equip bracers to alphetto, tap to untap it and target manarock or kydele for aother infinite mana combo, once you have infinite combos going, you can take multiple turns, draw out your whole deck with psychosis or lab maniac or tishana, or empyrial plate, etc)

Other infinite combos you can look for are Sword of the Paruns or Umbral Mantle equipped to kydele if she's drawn enough cards. The possibilities are vast, just a matter of finding yourself a bit of room for those cards, which shouldn't be too hard. However I'm also aware of budgets, I know I've suggested a LOT of changes, many that you might need to purchase, and while the individual cards aren't too pricey, collectively it's a lot once you look at all the changes. But if you're personally looking to take your deck to the next level, I'll add some more blingy suggestions at the end of this comment.

Last couple of swaps to make:

-Overwhelming Denial +Counterspell (cheaper, better counterspell)

-AEtherspouts +Swan Song

The bling: Staff of Domination (more kydele comboing)

Patron Wizard

Seedborn Muse

Minamo, School at Water's Edge

Boseiju, Who Shelters All

Cyclonic Rift

Palinchron

Vorinclex, Voice of Hunger

Tooth and Nail

other cards to consider would be a touch more cantrips and counterspells? Depends on local meta, how often you need to stop people from preventing your comboing off: Pact of Negation Muddle the Mixtures Brainstorm Mystical Tutor

TMBRLZ on Solemnity question v2

1 year ago

Examples of the aforementioned situation would be cards like:

There's also cards to consider like Afiya Grove who enter with counters and then can move those counters.

That is not by definitive wording "putting" them anywhere... so what say you all?

JararoNatsu on Startled Awake by a Guttersnipe

1 year ago

I'll start with the obvious: You're not at 60 cards, which leaves you plenty of room to throw in more instants and sorceries. You can use Red for burn, obviously, with cards like Lightning Bolt and use Blue to hold off creatures and other threats (Icy Blast is one that I tend to be fond of).

You have two different things going on here: Straight up burn, and mill. Both are viable means of winning a game, but you would benefit from focusing on one or the other. Looking at the deck now, it's more heavily focused on burn, with only one card focusing on mill and in the time it would take you to sufficiently mill someone down with it you can have burned them down by other means.

Keep in mind that Wizards tend to focus heavily on the use of instants and sorceries, oftentimes including the use of those already in your graveyard. Wizards like Academy Elite, Augur of Bolas, Battlefield Thaumaturge, Delver of Secrets  Flip, and Disciple of the Ring are all prime examples of this. Simply put, you can create a deck that burns the opponent and then utilizes to use instants/sorceries from the graveyard. Using creatures that lower CMC would also allow you to throw in heavier-hitting burn like Banefire, Lava Axe, and Devil's Play, for example. You already have some creatures that reduce CMC for instants/sorceries, so take advantage of this.

I hope this helps!

Daedalus19876 on Riku, the Clone Commander

1 year ago

Here are some cards that I might immediately cut:

Academy Elite, Aeon Chronicler, Bloodbraid Elf, Bogardan Hellkite, Breaker of Armies, Dragon Mage, Flameblast Dragon, Hamletback Goliath, Hermit of the Natterknolls  Flip, Horizon Chimera, Hypersonic Dragon, Inkwell Leviathan, Jin-Gitaxias, Core Augur, Keranos, God of Storms, Kruphix, God of Horizons, Lorescale Coatl, Magus of the Future, Melek, Izzet Paragon, Memnarch, Mindwrack Liege, Murkfiend Liege, Niv-Mizzet, the Firemind, Nylea, God of the Hunt, Psychosis Crawler, Purphoros, God of the Forge, Quicksilver Gargantuan, Rishkar, Peema Renegade, Scute Mob, Servant of the Conduit, Shipbreaker Kraken, Simic Sky Swallower, Somberwald Stag, Spellbreaker Behemoth, Spellheart Chimera, Surrak Dragonclaw, Talrand, Sky Summoner, Thassa, God of the Sea, Thromok the Insatiable, Tireless Tracker, Verdant Force, Vexing Shusher, Wall of Blossoms, Whisperwood Elemental, Wistful Selkie, Xenagos, God of Revels, Clan Defiance, Crater's Claws, Devastation Tide, Minds Aglow, Mizzix's Mastery, Reforge the Soul, Release the Gremlins, Seismic Stomp, Shamanic Revelation, Sylvan Scrying, Traverse the Ulvenwald, Unexpected Results, Urban Evolution, Volcanic Vision, Wheel of Fate, Arcane Denial, Clip Wings, Counterflux, Counterspell, Cyclonic Rift, Desertion, Disallow, Disdainful Stroke, Evacuation, Heroic Intervention, Insidious Will, Krosan Grip, Naturalize, Negate, Plasm Capture, Sulfurous Blast, Trap Essence, Turn Aside, Unsubstantiate, Visions of Beyond, Void Shatter, Voidslime, and TBH there are simply too many things to cut to list them all because my fingers are getting tired. I'd cut most of your planeswalkers, most of your non-ramp artifacts, and most of your enchantments.

My primary piece of advice here is that 1) You really should choose to prioritize abusing creatures OR spells, not both, because there are simply too few slots, and 2) you want your spells/creatures to do things in multiples. You don't need too much draw here because your mana is tied up doubling splashy spells, but you need a heck of a lot of mana ramp to keep up.

I don't mean to sound curt, sorry :( Hope this was at least a bit helpful! I agree with Lilbrudder that it's simply too many cards to reasonably cut down, and that you should take a little time and find a focus for the deck.

felletje on Yidris unchained

1 year ago

WADUP HERE COME DAT BOI

Tijd voor een advanced deckbuilding analysis en writeup! (ja ik verveelde me so what)

Eerst je doel! Wat wil je bouwen en waarom. Ik geloof dat je dit deck bouwt om lekker casual met je vrienden te spelen, zonder teveel geld uit te geven aan onzinnig dure includes. Ook zie ik een superheavy discard/graveyard/draw thema going on here met een interactive game en het leuke van random cascades!

Lets get to it

Een deck bestaat ook uit statistics (boooring). Je kan basically elke mana symbool bij elkaar optellen en the most efficient land base eruit halen. Je kan ook je curve optimaliseren zodat je elke beurt wat leuks kan spelen (ookbelangrijk).

Maar wat ik het belangrijkst is, is je average converted mana cost. Deze is nu 4.18. Dat is redelijk aan de hoge kant (ik ga altijd 3.50 en nooit naar de 4.x). Je deck heeft dus on average kaarten die in totaal tussen de 4 en de 5 kosten en elke beurt streef je dus om dit minimum te behalen.

Therefore, kansberekenen! (ok listen ik do dit vanuit the top of my head take this with a grain of salt)

Je deck heeft 39 land + rond de 8 sources van fix / mana making 47 sources

Imagine drawing 7 cards. De eerste kaart die je trekt heeft een 47% (als we vanuit gaan van 100 kaarten) kans om een mana source te zijn. De tweede dus ook rond die kans (hoger of lager, ligt eraan of je je landje trekt) maar als we een average nemen van 12 kaarten (7 + 5 beurten) trek je 5,64 (dus 5 met een 64% kans) land kaarten / mana sources. stel je mana base zal 33 land zijn + 2 sources van fix. dan trek je in 5 beurten 4 sources van mana. is dit sufficient? up to you.

Basically als je meestal 6 mana hebt in 13 beurten, kan je deck dan on curve uit de bocht komen. in dit geval echt wel. dus laten we gaan kijken naar de rest. Wooooo kaartjes

Ik bereken altijd de waarde van de kaart zelf ook weer op bepaalde dingetjes

  • wat hij doet voor zijn cost
  • samenhang (geen x spells in een cascade deck! delve kaarten in een cascade deck! suspend kaarten zonder cmc in een cascade deck!)
  • flavor (niet zeer belangrijk, besides ik moedig juist flavor aan. Niet een kaart exluden voor het tegenovergestelde)

Dus mogelijke excludes gebaseerd op deze 3 puntjes;

includes: to be determined.

Errast on Wheelin' and Dealin' (New Hands)

1 year ago

Removals (15):

So Academy Elite, Consuming Aberration, Blood Tyrant, and Guiltfeeder all fit into the category of huge creatures that don't really do anything except paint a big target on your back, seems like they could be easily replaced by more wheel effects, or by creatures who can abuse wheel effects, like Fate Unraveler.

Horizon Chimera, Wall of Blossoms, Spine of Ish Sah, All Suns' Dawn, and Peregrine Drake are all cards with very small effects. With no real way to abuse these effects through blink or the like, these cards end up in a more one and done role, of being used once and then being chump blockers for the rest of the game.

Army of the Damned, Ghastly Conscription, Worm Harvest, Selvala's Stampede, and Treacherous Terrain all seem to want different things from your deck (Tokens, Ramp, Landfall), and are likely diluting your focus on Wheelin' and Dealin'.

Chain of Vapor is just a pretty bad removal spell in general, and is more likely to hurt you than anything else.

Additions (10):

Teferi's Puzzle Box, Arjun, the Shifting Flame, Mindmoil, Jace's Archivist, and Wheel and Deal are all more wheels for the deck, and should probably be pretty high on your priorities list if that's what you're going for.

Lightning Greaves, and Swiftfoot Boots are good ways to protect your general in case of pesky removal spells, and make it so that he can attack immediately upon entering the battlefield.

Cyclonic Rift is simply a better Chain of Vapor, as there's no downside to throwing it out, whether for 2 mana, or 7.

Finally, Thought Vessel, because you've already got Reliquary Tower.

So that took a bit, sorry for taking up so much time and space. Hope you at least consider these changes, and I wish you the best with your deck.

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