|Commander / EDH||Legal|
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|Urza's Destiny (UDS)||Rare|
Combos Browse all
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.
|Have (3)||CampbellStev , , Big-Foot|
|Want (8)||AngryDrosophila , olivo426 , DanAbzan , sinfolife , coolhandluke305 , LeoBlaze21 , sonnet666 , Abzkaban|
Academy Rector Discussion
2 days ago
I would probably cut Good-Fortune Unicorn and add in Squirrel Nest . I run it, and it's a combo win that you don't need Ghave for. Sets pressure to the table, and it can feed altars for more mana or Gaea's Cradle . A buddy of mine plays Ghave also, and runs both Academy Rector and Recruiter of the Guard . Sets up insane hulk lines and quite resilient. As far as Ad Nauseam goes, it's one of my favorite cards in Magic, but if you're doing a hulk pile in the deck, it could potentially hurt. So if you were doing hulk, I'd cut Ad Nauseam for Revilliark. Probably cut out Geralf's Messenger and Yisan, the Wanderer Bard too. Only because I've found Yisan is a tad too slow, and Geralfs is sometimes hard to cast. Although, that's a double standard because Messenger is just so good in Ghave and every day I consider adding it back. But idk. So maybe Yisan for Rector, Messenger for Animate Dead , and instead of Runic, (he's great, just imo he's too slow and situational)) I'd cut maybe Natural Order for Tymna the Weaver . She's just too powerful both early and mid game to get in swings and draw usually 3 cards a turn. No one will block if Ghave is out with open mana, most people won't trade their mana dorks. They just let stuff through.
I'm at work, and only glanced over your list for cuts and considered what I find to be too slow. I like the addition of Choke though. Seeing this list made me wanna buy one and add it to mine. Urza is getting out of hand in my meta lok
3 days ago
Sorry for the late responses, guys. Life got me busy.
Those could be possibilities. Also good ways to recover should a creature combo piece wind up in the graveyard. Finale of Devastation serves that purpose as well, though those would be more mana efficient if we're pulling from the grave. We also have Eternal Witness and Noxious Revival , both of which require us to cast the card again. Then there's Yawgmoth's Will which allows us to pull whatever we want as long as we have the mana. Still both of your suggestions pull a creature straight to the battlefield which I like.
Thanks! This is all theory crafting, and I haven't gotten a chance to test it, really. I know I'll never actually own this list in paper unless I do some major proxy-ing. Lol I'll have to see if I can try it out online if I get the chance. Unfortunately that means I can't answer your question. My hope is that turn two wins can be possible with this list, though I'll be willing to bet turn 3 win threats will be a consistency. I'm trying to keep the curve as low as I can, but Academy Rector would be another quick path to Hulk. As it is Hulk and Karmic artificially raise the average cmc since they're both necessary for a Hulk path win, but they'll almost never be cast. The could be potential hazards for Ad Nauseam , though. I feel like Rector would almost pose the same problem, but it would be worth adding to the list.
The biggest problem is finding cuts since optimizing makes a deck so tightly sealed so to speak. I also want to add in Runic Armasaur , but I'm struggling to find a cut for it. I don't know if I'd find room for Animate Dead , but it might be worth finding a slot for Reanimate as well as Academy Rector . What would be your thoughts on cuts for these if I were to include them?
3 days ago
Hey have you thought about using the custom categories?
Sorting the deck via the purpose of the card and not just its default type makes improving the deck so much easier, When you can see exactly what numbers you have you know straight away if there's an area that needs work or what not.
even if right now you know exactly everything in the deck that will change over time, and being able to see why you put a card in a deck will make life easier, But especially if your asking people to look at it, Its a lot easier for someone who is unfamiliar with the deck to learn it and be able to offer insight..
I just had a look and it seems as if you you use them on your primer so I'd strongly recommend doing it here as well..
I'm not a life drain/gain player so I'm not sure on that front but Academy Rector is always a good option..youre running sac outlets and have some strong enchantments..
how come youre running such low ramp? Orzhov Signet Talisman of Hierarchy Fellwar Stone should be auto includes, there's also Marble Diamond Charcoal Diamond but theyre only 1 color, and come in tapped so a bit more niche..
and I cant tell but are you not running that much draw are you?
1 week ago
Hey. Like your ideas on Ghave cedh. Similiar to mine, a lot more like a friend of mine. Have you play tested this list? If so, how reliably can you go off and what turn? Also, why play Hulk without Academy Rector ? Seeing this list makes me wanna kind of try using Hulk again. Just curious on your reasoning and ideas.
1 week ago
Food Chain plus Misthollow Griffin or Eternal Scourge plus Aetherflux Reservoir or Walking Ballista is a consistent turn 3-4 combo. Mana is zero issue with this deck, as I can achieve infinite mana by T3, typically T4. So, I'd have the 3 card Food Chain package online as quickly as I would a Thrasios, Triton Hero plus Power Artifact or Mana Reflection plus Grim Monolith or Basalt Monolith 3 card Scry/draw, though Thrasios requires a 4th card to win. And so the FC combo is cheaper and more efficient. The other win cons are there to make drawing a win con with the Thrasios route more consistent should someone counter/exile one or two. Thrasios himself doesn't win the game, he needs something into which to dump that mana, he simply gets you to that something.
The rest of the deck is built around the slow game should I encounter a 4 man pod with lots of control, or if they know what's up and all gang up to hate on me haha. Though there are cards on my list to replace, such as Academy Rector plus Omniscience . Its just not consistent enough of a route to pursue. More Counter magic or creature removal could replace it, or a couple more big hitting creatures for when I go for the Dovescape long game.
2 weeks ago
Most of my decks run Reito Lantern as graveyard disruption. Not as mana efficient, but it A) lets me recoup my own losses, B) disrupts reanimation strategies, C) lets me play politics (what is it worth to you to get card X back into your deck?), and D) doesn't invoke as much ill-will as exile. less useful in this instance, still worth mentioning.
If you're already planning to (and carring about) exile cards, some odd options are available to you:
Academy Rector for enchantment digging.
Ugin's Nexus plus a sac engine lets you time walk outside of blue.
Grim Lavamancer as another instant exile source / disruptor.
2 weeks ago
I'm not a 100% sure I understand and like the changes. Yes I understand that you want to go back to the more aikido way, but I really have the feeling you tuned down the powerlevel of the deck. I'm looking a bit at my list as well and I am making some changes too.
I did remove the Helm of Obedience combo as well, for me it was unfun and a lot of people experience it in the same way in my meta. Yes it is a finisher, but I don't think it's in the way of the deck. That kinda brings me to my next point, by removing so many wincons Dark Depths for example, also thing's like Insurrection seems like a wincon as well. In my opinion there is no problem with stalling the game and extending it (that's what this deck does) but we do need ways to close it, especially by using our opponents power. Right now I have the feeling this build will just stall and then stall some more.
Also maybe a Academy Rector ? Makes you go for your important enchantments and people are reluctant to attack you most of the time.
If it is worth anything, this is how I run it now. It's not in the most aikido way possible, but I try to keep the spirit alive. I kinda fell in love with playing a deck and calling it Mardu Control. Especially newer players go "wow, can red do that?" when I play a red counterspell or a copy spell.
I am really glad that you are updating the deck a bit more often. Please don't take my feedback in the wrong way. Your previous decklist resulted for me in one of the most fun decks I've played in my entire magic career (since legion). It took some while before I got used to it how to play it, but it is so awesome because it is so different. Maybe that's also the reason why I really want to give you this feedback and hopefully help improving (even if it is a little bit) your decklist.
So thank you for updating again and hopefully you have a bit more spare time in your personal life that you give us a bit more often a update of how the deck is being played :)
Commander / EDH
SCORE: 3 | 168 VIEWS | IN 1 FOLDER
1 month ago
Thanks a lot for your input. I was quite busy those last weeks so I couldn't really pay attention to what was happening there, excuse the late answer.
Since I made it up with this first testing version - smthg like 3/4 months ago - the deck has faced several changes...
You are right about the curve; it was just too high, slow and inconsistent for the format. On the beginning, I wanted to stay on a midrange / tribal approach with a creature-heavy decklist that used Varina as an engine to put pressure on the opponent by creating dozens of zombies, adding a loot effect to ensure better late game options, but I must admit that it felt really casual. Some cards like Anointed Procession or Endless Ranks of the Dead that didn't bring on any kind of direct impact on the game when you cast them for such an high-cost proved to act like horribly weak tools against competitive DC lists I had the chance to confront to.
The idea of building up a control archetype revolving around Varina's ability to create an army in the late game you're suggesting seems neat, I may consider some changes in the upcoming week in order to see if it could be more viable than the actual list I'm running (both come quite close to each other, in terms of deckbuilding... the hardest part of it will be to find room for considering more lands).
I completely abandoned the previous statement of the decklist: every creature that didn't immediately synergize with Varina and every slower card have been cut. However, I think this tribal strategy could work nicely in an EDH (not competitive though) pod.
As you can see atm, even if it's still not great, I focused my objectives on a Cycling strategy. Transmute Artifact searches mostly for Fluctuator , but could be used to get any other needed artifact. I also tried Reshape and Fabricate for more consistency, but I felt like I didn't need all those pieces, as they relatively slowed me down when I preferred less specific tutors.
The main issue that's restaining the list is that even if you're able to cycle between 10/20 cards really quick, there's no valuable point at doing so. Varina's ability (token creation) is slow without great mana generators. And I didn't find something anything interesting as a combo/interaction that synergized with the initial idea of looting and that would provide me access to a large amount of mana.
Rooftop Storm is becoming clunky now, but it still got its powerplays. The obvious combo with Gravecrawler , Wayward Servant and Phyrexian Altar (I may reconsider Ashnod's Altar and Plague Belcher to fluidize its potential, if I manage to find them places).
Hollow One and Archfiend of Ifnir impressed me so far. You have less control on the board with this iteration than before, and they help greatly against aggressive decks. If they are too slow or not useful, you can just cycle them away. Archfiend of Ifnir is a bit overcosted though, if I discover cards that oils same kind of synergies at the lowest cost, I could replace it.
I tried the ''Decree Circle'' but none was good enough. Decree of Pain was slow and clunky, bad in most cases. Decree of Justice has nothing to do there, and wasn't worth the few times I was able to cast it. Decree of Silence is obviously the best Decree I can play in those colors. It was a blast against Control / Combo archetypes and a poor card when you face an aggressive / midrange deck. However, I liked its potential with Academy Rector and I want to give more playtest time (I could even consider Solemnity ).
Some cards underperform and are cuttable but I want to test them a bit more as I don't know what to replace them for. In this category >
Rebuild > I like when the cycling cards are playable on their own. This one is poor as we play a lot of artifacts. I never got in a situation where this was helpful. Could be nice with cards like Mycosynth Lattice , but I sincerely doubt about it being a convincing argument.
Vizier of Tumbling Sands > not a bad card on its own, but I got through situations where as good as the other cycling cards.
I certainly forget some factors, I will try to keep editing the list more seriously this weekend.
Academy Rector occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%