Academy Rector

Academy Rector

Creature — Human Cleric

When Academy Rector is put into a graveyard from the battlefield, you may exile it. If you do, search your library for an enchantment card, put that card onto the battlefield, then shuffle your library.

Browse Alters View at Gatherer

Trade

Have (1) Azdranax
Want (3) Ralion , RogerTheDankTank , ctwolf

Printings View all

Set Rarity
Urza's Destiny (UDS) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Academy Rector occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Academy Rector Discussion

I_TappedWrong on Marath, Toke and Smoke

3 days ago

yeah same concept as using ashnod's... just one extra card for the combo. I prefer sac outlets especially with Academy Rector being in the deck. also, Woodfall Primus which is still in the deck for some reason...

dingusdingo on You Are Now a Member ...

1 week ago

Alright, in hypothetical Larryland where I am now in charge of making decisions, here is what I would do

First, establish criteria for the format

Shouldn't be too complicated, as there has already been lots of time spent discussing the format

  • Bans should serve to stop certain combos or deckbuilding approaches from swallowing the meta.
  • Bans should be justified off of power level for winning, not how fun or unfun the combo or style of deck is to play or play against
  • General rules changes about the format should serve to open deckbuilding and allow for more interesting approaches to the meta and winning.

Rules Changes

I think a couple rules changes should take place to open deckbuilding and allow more options, and allow cards to work as intended with the commander specific ruleset

  • Commanders should hit the graveyard before returning to the command zone. This allows commanders like Child of Alara or other death triggers to actually function as intended while maintaining the command zone. Commanders should have the option of returning to the CZ at will from exile, the graveyard, the library, or a player's hand as an ability that doesn't use the stack, similar to mana abilities.
  • Hybrid mana symbols should be perfectly legal as long as the hybrid symbols fulfill a color identity of your commander. For example, Boros Recruit should be legal in a mono-red deck. If a hybrid mana card has a mana symbol in the text box that it outside the color identity, it should still be excluded. For example, if Boros Recruit had a firebreathing ability for in the text box, it would no longer be legal in a mono-white deck.
  • Restriction of the command zone to a single card. Partner commanders are still legal, but not legal to run them as partners in the command zone. Having a mix and match color identity and having guaranteed access to two cards at all times over one card is too strong. Bigger color identity means wider pool of cards to pull from, and the partner players are effectively starting with a 9 card hand as opposed to non-partner commanders starting with an 8 card hand.

Bans and Unbans

First, I would unban cards that the RC has banned because they are "unfun" or don't fit the spirit of the format

  • Coalition Victory - If you can pull this off and cast the cost, go ahead and win
  • Emrakul, the Aeons Torn - This costs 15 mana and channel is banned, this isn't going to break decks at all and most likely will only see play as an Ulamog alternate in Gitrog decks
  • Erayo, Soratami Ascendant - This can be countered or removed or smart opponents can avoid triggering it. Once it has flipped, it is still removable although somewhat toxic. It definitely gets good mileage in EDH but people can play around this if they have even half a brain, which is what I would expect from competitive.
  • Iona, Shield of Emeria - This is only banned now because Painter's Servant was unbanned. Certainly reanimator Iona strategies can cause problems, but hitting a 2 card combo for a soft lock isn't game shattering unless you are on a mono-colored deck, at which point it just becomes one of the things you must worry about. If Back to Basics and Blood Moon are totally fine for shitting on 3-5 color mana bases, I'm 100% fine with Iona for shitting on mono color decks.
  • Library of Alexandria - I have no idea why this is banned in the first place. Most competitive decks are so tight on their land base and won't have a slot for this. Also most competitive decks wish to play spells on turn 1 and 2, which makes it harder to get the 7 in hand for the Library draw.
  • Panoptic Mirror - If someone can assemble the ultra fragile Mirror + Free turn spell, and then gets an ENTIRE ROTATION of no one destroying it, I'm 100% fine with them taking infinite turns. Also consider that this combo basically costs to start, 5 for cast and 5 for the free turn. This card is banned because casuals absolutely loathe combos. Its unbanning could make Pox decks somewhat viable in competitive, and would be a boon to stax decks as well
  • Primeval Titan - This card is a double tutor on ETB or attack, but its a double tutor for lands. If someone really wants to set up Urborg, Tomb of Yawgmoth + Cabal Coffers + Deserted Temple + Inventors' Fair (which fetches Rings of Brighthearth) then more power to them, as it requires either a blink effect or an entire rotation to THEN get the second set of tutors from attacking. Its big value, but honestly no reason for this card to be banned. It costs to cast
  • Paradox Engine - the banning of this card made the format worse, as it knocked out tons of viable decks simply because "Too many casuals put down rocks and PE and oops into an infinite". The unbanning of this card opens up the format significantly, and allows weird decks like Hannah, Ship's Navigator or Dralnu, Lich Lord to be viable commanders, although definitely not tier 0 picks.
  • Recurring Nightmare - Banned because of griefing almost 100%. Nobody likes being hit by some ETB creature that involves saccing or losing permanents, but it isn't fast enough to warrant a ban. It requires mana, AND a creature on the field, AND a creature in the GY.
  • Rofellos, Llanowar Emissary - Selvala is basically a more powerful version of this because of the cantrips and you can play non-basic lands. This would probably become a tier 1 deck by basically copying the Selvala list, but I think the meta would be enriched from adding this as an alternate, similar to how Marwen has added instead of detracted from the meta.
  • Sundering Titan - Banned because attacking a player's resources is seen as an unfun way to win. Its expensive to cast and not exactly game shattering when it enters.
  • Sway of the Stars - This costs to cast for a weird Timetwister that sets life totals to 7. Sure there is potential for abuse with Suspend cards, but this costs 10 mana. Nobody is going to play this if it gets unbanned.
  • Sylvan Primordial - Another board state changer that isn't really going to do as much as it looks when it lands. Sure, -3 permanents on board for opponents and +3 lands is neat, but it costs . Decks would rather win than assemble some blink or recursion loop for this card.
  • Upheaval - This is banned almost entirely from a casual and time perspective. It makes games take longer. In competitive though, this card would be used with excess floating mana to THEN rip your combo. Almost definitely wouldn't see competitive play though, and the banning seems silly to me.
  • Worldfire - If you can run a wacky suspend deck that abuses this to win, you have my blessing. It also costs to cast so someone will probably just win before you
  • Yawgmoth's Bargain - This is a Necropotence that costs with the benefit of no-delay on the draws. If necro is legal, this should be legal.

Bans

My biggest reasoning for bans is that some combos are so strong and so hard to interact with that they become the go-to builds for certain color identities. When the optimal way to build 30 different commanders in the same color pairing is Flash Hulk, you have run into a problem.

  • Flash - Arguably the worse part of Flash Hulk. Potential for abuse in a post-Hulk world with Academy Rector. This card has the potential for abuse with every single new creature printed. I don't think this card makes the meta more interesting, and I think it pigeonholes deckbuilding into "well why don't you run Flash Hulk, or Flash _". Flash combos are also difficult for other decks to interact with outside of Counterspell, which means when you're building for playing in a competitive meta, you are almost expected to play Blue due to how strong and warping this card is.
  • Protean Hulk - Even with a flash banning I still wand this turd of a card gone. Finding hulk, reanimating hulk, and sacrificing hulk isn't interesting. There isn't very much skill there. The decks aren't interesting. There is a combo in practically every color combination for winning immediately after you get a Hulk trigger. It can be viewed as a 6-card into-play tutor, or a 5-card into-play tutor, etc. etc. I don't think the meta is more interesting or better for having this card be legal.
  • Demonic Consultation and Tainted Pact - More boring and tired combo archetypes. Once again, tutoring for 2 cards and ripping the Consultation + Oracle combo doesn't really require much pilot skill, and it doesn't make decks more interesting to build. These cards are simply too efficient at what they do, and they are hard for non-blue decks to interact with meaningfully. The presence of this combo and Flash Hulk has basically relegated all stax decks to being tier 2 builds, as they have such an impossible time locking down these combos. The banning of these two cards and Flash Hulk would bust the competitive meta wide open. Also, between these cards or the Laboratory Maniac + variants in the combo, these are the cards that are way way way more degenerate than the other part of the combo.
  • Rhystic Study and Mystic Remora - These are annoying and burdensome mono-blue staples that slow gameplay, and are auto-includes in practically any deck that includes blue. They function much better than intended due to the multiplayer nature of the format, and deckbuilding is less interesting and diverse because these cards are legal. They can singlehandedly run away with games when you have a single player in the pod who ignores them, and having your combo shut down because someone draw a Force of Will after getting 6 free draws is frustrating and extremely obnoxious. They also prop up extremely mediocre mono blue decks like Urza, Lord High Artificer and Baral, Chief of Compliance. Once again, I don't really think there is any skill in playing or building around this card, and the power level of "auto-include for any deck with blue" stifles deck building. Blue really doesn't need any help being good in EDH, let alone cEDH.
  • Nature's Will and Druids' Repository - Targeted bans for Najeela, the other obnoxious tier 0 commander deck in the current meta. I'm not a huge fan of 1 card combos with commanders, because you always have one of the cards available at all stages of the game, and tutoring + playing a single card once again doesn't really speak to high skill or interesting deck building. The banning of these cards will peripherally splash and hit other decks, such as Edric, Spymaster of Trest, but I'm fine with that. Najeela and Edric will still have other options for executing these combos, such as Sword of Feast and Famine or Bear Umbra, but these are more mana intensive or more fragile combos with lower utility outside the combo.
  • Tymna the Weaver - I have already advocated for removing partners from the command zone, but this card is so dummy strong as to be included in the 99 of other decks with some frequency. You can get the draws even if Tymna didn't attack (i.e. it just came in). You can get 3 draws a turn for the same mana cost as Phyrexian Arena, except that if done correctly you'll get the draws before you would get the Arena draws. This card is meta warping, this and Najeela are a big part of the reason the meta is so creature heavy right now. Decks either run this card, or they run ways to handle this card because a Tymna sitting on the board for 1-3 rotations gives such a fat advantage the pilot runs away with the game.
  • Timetwister - A card that sees play because you save slot efficiency by spamming TT to create a loop of infinitely recasting spells, plus its a wheel effect for 3 mana that shits on decks assembling combos through the GY with cards. I'm totally hunky dory with high efficiency combos, but losing to a timetwister loop is boring, cumbersome, and takes the pilot 30 years to demonstrate and explain the loop to those who haven't seen it. Combined with the ridiculous price of the card, and the ridiculous powerlevel even outside the combo, this card should go. This is also another card that makes fast mana extremely degenerate, as someone going first and sticking Mana Crypt into Sol Ring into Chrome Mox into Timetwister feels extremely bad, and opponents don't even have the benefit of recurring their starting hand from the GY later on.
  • Sylvan Library - The green Rhystic Study. Doesn't make decks more interesting. Doesn't make games more interesting. Its just cheap ways to get cards that becomes more ridiculous in the context of a format where you have double the starting life of the format this was printed for. The auto-include nature of this card means decks open up more when this card is removed.
  • Lion's Eye Diamond - No, Razakats is not an interesting combo. No, bomberman is not an interesting combo. These are both degenerate and more shoe-horn "oh I need a combo to win" style combos. Bomberman is extremely degenerate as LED can be recovered in the face of targeted GY removal by simply stacking the Salvager trigger on top of the removal if you have extra floating mana, and pretty much the only way to really stop it is a replacement effect like Rest in Peace. Seeing someone play a bomberman combo then dump mana into their outlet from the CZ (whether it be Thrasios, Triton Hero or Breya, Etherium Shaper) isn't interesting, although I will admit it is fast. This card is much lower on my list of requested bans, but it is still there for how annoying Bomberman and razakats are, plus how easy this makes Doomsday piles.
  • Hermit Druid - I want this gone for the same reason Consultation and Pact should go. Boring deckbuilding that becomes "UGx deck can run Hermit and Oracle to win", and thus you end up with twenty different UGx decks that look the same. Once you have seen this combo once, there isn't much merit to seeing it again. This card isn't as bad as Consult or Pact in my opinion, and once again it is a much lower priority for banning than those cards, as it requires a haste enabler to make it truly degenerate, or a way to flash it in at EOT before your untap step.

Cards I would avoid banning

As the title reads, things I think aren't a problem but usually draw comments for bans.

  • Cheap tutors like Vampiric Tutor and Imperial Seal - Every single 1 CMC tutor goes to top of deck (besides Gamble and Steelshaper's Gift), which means you're -1 card advantage for casting them. Having the ability to assemble combos or seek a problem solving card doesn't blow the format out of proportion. Having players be able to assemble threats in a timely manner makes the format faster and more interactive. If you see an opponent tutoring, you know to hold up interaction or try to race them. I'm more interested in removing hyper degenerate combos that are hard to interact with or are resilient enough to win through interaction.
  • Fast mana like Mana Crypt or Mox Diamond - If fast mana is banned, all decks will require Green for speed purposes from the high amount of turn 1 dorks (read: accelerators) available. Stax would become 100% dead as an archetype with these bans outside of Hatebear builds that include Green.
  • Free counterspells like FoW or Pact of Negation - Keeps combo decks in check. Similar to how Force of Will keeps Legacy from being overrun by super speed combos, these cards also keep Commander in check.

Nodrog666 on Numot Stax

1 week ago

Hey man! Good first draft! I like some of the ideas in here. I have some constructive criticism for you, so, as brutally honest as I will be with my suggestions, keep in mind I’m just offering my best advice on how to improve this list. I tested this deck a bit and here’s some thoughts I have:

More Tutor / Draw: You’re running very little card advantage, which I noticed when I was testing this deck. There isn’t enough dig or deck manipulation going on here. Basically every time I found myself durdling. Here are some suggestions:

More spot removal: Your deck doesn’t have a lot of ways of dealing out targeted removal. Mass Land D and other sweeper spells are great and all, but you also need ways of handling individual problems as they arrive. Here are some suggestions I have:

More Persistent harassment: You’re running MLD, Tax, but you aren’t running a whole lot of effects to consistently torment the opponent. Smokestack, Pendrell Mists, Kataki, War's Wage, Manabarbs keep pressure on your opponents. Even just running more stuff to slow things down (Winter Orb, Tangle Wire, Kismet, Rule of Law, Stranglehold etc.) would be useful here.

Consider less creatures, more enchantments: Hatebears are cool, but consider the fact that they are easier to kill than their enchantment counterparts. Magus of the Moon dies much easier than Blood Moon and you want these effects to have a good return on investment. This one is more food for thought than actual criticism.

Suggestions for cuts: Hall of Heliod's Generosity (?): It’s a great card, but right now you aren’t running enough Enchantments to justify it. Most of the time it’s going to just tap for colorless. If you run more Enchantments, it’s a keeper! (I think I’m going to try and find a slot for my own deck)

Jhoira, Weatherlight Captain: This is pretty vestigial. It’s not really pulling much weight. Cut it.

Karn, Silver Golem: See above.

Remorseful Cleric: This is too squishy. Run Tormod's Crypt instead. Just as easy to recur (moreso, in fact, cause Academy Ruins sees it) and it lowers your curve.

Tomik, Distinguished Advokist: I get what you’re going with here, but you’re blowing up your lands anyway, making them untargetable is kind of moot. There’s a bunch of hatebears I’d rather run in this slot.

Burning of Xinye / Wildfire: These are weak, you can do way better for MLD in your colors. Add Sunder (Cheaper at Instant speed!).

Saltblast: This card is kind of bad. Costs waaay too much for targeted removal. Also, is completely dead against decks that run white. I’d honestly remove this and replace it with Wrath of God instead.

Karn, the Great Creator: Not doing enough. I see the combo with Mycosynth Lattice, but Hellkite Tyrant is a much better combo.

Elspeth, Sun's Nemesis: This card isn't great. If you want Elspeth, put in Elspeth, Knight-Errant or Elspeth, Sun's Champion instead. Both make tokens as a +1 ability.

Empowered Autogenerator: Too slow, too expensive. It’s not as good as it looks. Ideally, rocks should slot into the 0-3 CC range. If you desperately wanted something in the 4 slot, why not just run Thran Dynamo instead? It’s more consistent.

Firemind Vessel – See above.

Slimo106 on Tuvasa Enchantress

2 weeks ago

I have considered both of those cards. Wheel of Sun and Moon is probably not going in since this deck uses more traditional ways of recursion and little tutors, i.e enchantments are more useful in my graveyard than they are in my deck. I could use it as way to shut down decks like Meren of Clan Nel Toth or Chainer, Dementia Master, but that seems a bit narrow. I'll think about it more though.

Archon of Sun's Grace is absolutely going in, as soon as I can get a copy of it.

The problem with planeswalkers in enchantress decks is that the creature count can be low, and enchantments like Propaganda don´t help you protect them. Estrid, the Masked is an exception since her +2 can untap an enchanted Tuvasa to protect herself. Also, since I have an Academy Rector I can cheat Omniscience into play as well.

dingusdingo on Fish, Kess, and Consultation [Competitive]

2 weeks ago

Insightful comments!

GhostChieftain I would agree that being able to win at instant speed is superior to being able to win at sorcery speed. Do you think the difference is large enough to make a noticeable power level difference between decks? The largest benefit of being able to win at instant speed is to win in response to someone else's win attempt, or when the blue players fully tap out on someone else's turn. While Kess can't win at instant speed, it can still capitalize on these opportunities with big flashy instant speed draw spells, either to shut a win attempt or set up your own. Specifically, I'm looking at Tainted Pact Demonic Consultation Ad Nauseam and Plunge into Darkness and Intuition, all of which allow blow-out plays against Flash Hulk nerds or allow you to set up for your own combo.

ToffMcSoft I would agree that power levels are rather subjective. If anything, draws and match ups are the biggest indicators of success after you've reached "competitive" level commanders and deck builds in my opinion. The popularity of TnT Flash Hulk and also Layered Najeela were rather annoying before the release of Thassa's Oracle, but the lists definitely gained in strength after its release. Calling them "Tier 0" builds is more thinking of them as decks you WILL play against, or decks you MUST consider when building and slotting your flex spots.

I also agree that the meta has stagnated, but honestly I think the largest problem was the unbanning of Protean Hulk. Flash into Academy Rector into Omniscience certainly saw play, and would see play again if Hulk were banned, but a very large amount of decks exist either to assemble the Flash Hulk or to pitch + reanimate + sac the Hulk. I think it is uninspiring deck building, and once you've seen one Hulk deck you have truly seen them all. Flash is a reasonable ban, but I would prefer the Protean Hulk ban, if not a ban on both cards. Arguably the forbidden tutors should be banned as well, seeing how well they work inside Labman builds and also Food Chain decks. Forbidden tutors are very good, but I also think they create uninspiring deck building situations, it is just so much more efficient to slot them over other combos. Both of these combos being so prevalent in the format has basically relegated Stax builds to tier 2 as well, since they don't really interact very well on the combos and are usually detrimental to the table being able to stop these combos.

Moriaatti on Ghired's animal therapy

3 weeks ago

NV_1980

Hey, thanks for the feedback and the +1!

I have been considering adding all of those tutors you mentioned, but the have been a bit too expensive for me to get. Especially Academy Rector. I've been really happy about the reprint of Idyllic Tutor though. I'll add it to the deck when I can get my hands on one. Same goes with the lantern, I currently don't possess any spares.

Dryad of the Ilysian Grove seems like a cool addition too. I'm a fan of chump blocking with the elder and then saccing it for the land, but the dryad seems like it could offer more value in the long run.

Planar Portal might be a bit too slow for the deck, but I'll have to try it out.

Last week my friend piloted this deck for a couple of games and was able to generate quite an army of big horror tokens in a single turn. That makes me think more haste enablers/tutor for Samut might be good. Our group is very casual though and things like that rarely get to happen in a more experienced table.

NV_1980 on Ghired's animal therapy

3 weeks ago

Hi,

Great deck; +1 from us!

In any three-colour-deck, we would definitely recommend the addition of Chromatic Lantern (we would replace Darksteel Ingot with this) or the new and very impressive Dryad of the Ilysian Grove (instead of Sakura-Tribe Elder. Both will fix your mana very nicely.

White has a number of spells that would be able to help you tutor for enchantments. They are relatively expensive to procure though. We are talking Enlightened Tutor, Idyllic Tutor and Academy Rector. In terms of artifact tutoring, that can really only be done by blue (and maybe a few artifacts like Planar Portal).

Haste-enablers would be nice, but we are unsure whether you would really need them as Ghired already provides haste to all tokens he creates. It then becomes a question of how much your deck would benefit from all other creatures that you use to have haste as well.

Hope we have provided some food for thought. Have fun with this brew!

Regards,

Mrs. and Mr. NV_1980

P.s.: we would greatly appreciate your review of one of our decks as well.

dingusdingo on Fish Hulk might be a ...

1 month ago

Megalomania The reason you're getting staxed out is because of greedy mana base and card choices in your hulk list.

  1. Weak card quality from running sac outlets AND running narcomoeba + titan AND running Body Snatcher
  2. Natural Order Academy Rector and Pattern of Rebirth are all pretty damn expensive at 4 CMC
  3. No infinite mana combo for Thrasios as an outlet to win
  4. Missing efficient draw pieces like Dark Confidant or Rhystic Study or Runic Armasaur
  5. Lol at Neoform inclusion

You're getting hosed on your mana base from Blood Moon because you run 8 outs for making non-red mana if you don't already have it (4 basics, 3 artifacts, 1 ESG). I understand that traditionally the list doesn't run heavy artifact mana base but not having diversified mana base allows a Blood Moon + Pyroclasm to end your game. I've always believed that to be a weakness of the OG breakfast hulk list and its evident here as well. This is also why I suspect you basically ripped the breakfast hulk list. You're running Tainted Pact mana base and losing to Blood Moon without even running Tainted Pact ahahahahahahahahaha

Tbh I don't suspect you're angle shooting anymore, just that you're bad. Which is better and worse in a few ways. Regardless, its a laugh you think we are too focused on flash hulk in a thread about flash hulk. I'm sorry the brain dead deck you play is the thread topic, but don't shift the conversation to "but the other fast combo does x y and z". After deflecting, you went for "Oh come on bro just play the archetype that shuts it down", then advocated for people to play the wrong style of deck to shut it down.

There aren't good options for attacking or interacting with the flash hulk package, besides aggressive mulligans for specific pieces. There isn't an archetype that shuts it down, just a handful of various quality cards without enough density for regular and consistent interruption. On top of the problem already existing, and the clowns who run the banlist not giving a shit, new printings are exacerbating the problem by allowing for winning hulk lines that hold priority until all the winning elements are stacked.

To answer your question about how much I lose, I lose all the time bud. In a format that is 1v1v1v1 you're not going to get a 50% winrate. The difference between you and me is that if I get absolutely BTFO'd by Blood Moon in my 29 land deck, I make edits to my deck to better play under Blood Moon effects. The problem with Flash Hulk is that if I get BTFO'd by the Hulk, I have to switch my deck colors to include blue to handle it reliably. Do you see the difference? That's why Hulk needs the ban.

StopShot humbled indeed. Thank you for correcting me.

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