Academy Ruins

Academy Ruins

Legendary Land

: Add to your mana pool.

, : Put target artifact card in your graveyard on top of your library.

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Have (1) Azdranax
Want (4) octagone , hk403 , Vector_Logic , Tsal

Printings View all

Set Rarity
Modern Masters (MMA) Rare
Time Spiral (TSP) Rare

Combos Browse all


Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Academy Ruins occurrence in decks from the last year


All decks: 0.13%

Commander / EDH:

All decks: 0.05%

Blue: 0.58%

WUB (Esper): 0.4%

Academy Ruins Discussion

Optimator on Miracles Come to those who...Topdeck them

1 week ago

Seems like you're off to a great start--that's a lot of powerful cards! My most recent deck is Yennett and I adore it. Optimation Agency (Sphinx Tribal). I have a much lower budget/smaler collection and I'm doing something slightly gimmicky with the tribal aspect, but it's still very effective in my circles.

You're running 7.5 ramp pieces; I'd maybe recommend a bit more. Maybe one or two? Those who know know Yennett can be a huge threat so she may get removed a lot. The two boots and Gift of Immortality are pretty clutch, so those and the two counterspells may do you well enough... but it's not a ton of protection. Also, you have some excellent bombs in the Eldrazi and some of your sorceries but if they get stuck in your hand you might wish you had the extra ramp. It would also just help get Yennett out a turn faster and/or empty your hand once she's out. Wayfarer's Bauble, Mana Vault, or Gilded Lotus might be good fits, or any more 3 CMC ramp pieces. I went with all odd-CMC ramp in my deck as a bit of a gimmick but the 2-CMC stuff is really where it's at if you don't mind not flipping them on a Yennett hit. You have a lot of good topdeck manipulators and tutors so maybe running the Signets and Prismatic Lens would be good/better? Your call--it should all work. A turn 3 3-CMC ramper will still get Yennett out early.

You have some excellent cantrips and similar effects, but you don't have much in the way of actual hand refillers. I'd be eager to hear how the deck does without them--especially with all your good tutors and planeswalkers and powerful Yennett bombs. Were it me, though, I would maybe trim a bomb or two and maybe a cute card for some regular card draw. Normally things like Blue Sun's Zenith or Braingeyser or Finale of Revelation would be my suggestion for a non-instant deck with good ramp but it's nice to have draw that Yennett can flip. There are lots of good choices at odd CMCs though!. Phyrexian Arena, Windfall, Rhystic Study, Tidings (underrated card for decks that don't need instants! X cards for X+1 mana is about as good as it gets in the low to mid CMC ranges). Overflowing Insight is a cute one. Read the Bones is on-theme and pretty great for the mana too. Not as much of a "refiller" though, so it's probably closer to the "cantrip" family.

You have a lot of excellent topdeck manipulators, but one last one I'd recommend is Aminatou, the Fateshifter. The ability to put a card from hand on top of the library is fantastic with Yennett. You have pretty much all the good ones that do that though, but if you feel you need more there she is. I'm extremely fond of Soothsaying in Yennett but you have some very powerful cards in the same category so it may not be better than what you have.

If they're in budget, Hall of Heliod's Generosity and Academy Ruins can be good.

In my deck I went heavy on low-CMC removal to fill out the curve and give me something to do on turns before Yennett is out. Personally, I feel you're running a little too little removal. You have lots of board wipes, which I like, but you could use more for artifacts and enchantments in particular. Some of your removal is bounce and some is only good if Miracle'd, so it may be a bit inconsistent. Definitely curious to see how it works for you though!

Is this a real deck you've built or just an exercise? I'd be eager to hear how the deck runs for you! With better cards I'd be curious to see if getting Yennett out and abusing extra turn spells and the like would make up for not having quite as much draw/removal. Could work! Could backfire though if you're on the wrong end of somebody's removal suite.

Anyway, looks great! Yennett is the shit. I hope it's fun!

Davinoth on Sisay and Jegantha's Wild Party [SuperFriends EDH]

1 week ago

     ShadowAblaze: I'm actually going to my LGS today to pick up a Primevals' Glorious Rebirth as well as another couple of fetch lands! I was thinking Academy Ruins and maybe Volrath's Stronghold would be good additions as well, though I might hold off until I can do a bit more playtesting.

ShadowAblaze on Sisay and Jegantha's Wild Party [SuperFriends EDH]

1 week ago

Have you considered Primevals' Glorious Rebirth? It is like Eerie Ultimatum but playable in this deck. Academy Ruins can be tutored and can get back your The Chain Veil or other powerful artifacts. Same can be said for Hall of Heliod's Generosity and one of your oaths. I know they are hard adds in a 5 color deck mana base but they are worth considering.

Anyways, this deck is very unique and looks fun! +1

Funkydiscogod on Windriddle Sphinx

1 month ago

I think abby315 misunderstands what I meant by saying "it's a one card lantern control." In this card's case, you're not trying to mill them out: you're trying to prevent them from drawing a removal spell or larger creature until they die. About 5 turns.

The way Lantern Control works, is it protects a single card. In the traditional case, it's Ensnaring Bridge because, functionally, being unable to die is the same as killing the opponent. There are variants of Lantern control that recur Pyrite Spellbomb with Academy Ruins to finish the game faster, but these are unpopular because it requires additional pieces.

In any case, the idea is always the same: a card that can kill the opponent if left unanswered, a card to see the top of their library, and a card that can change the top card of their library.

This card is all 3 in one.

If the opponent is allowed to untap with this creature on the battlefield, the game will end in their favor. It's not a high bar to pass: "the opponent doesn't have removal in hand, and doesn't have two consecutive removal spells in their top 6 cards."

SwiftDeath on cEDH Staples - Lands

1 month ago

I wouldn't use Dakmor Salvage as that is specific to one deck. If a land can fit into multiple decks running similar strategies then that is different. Like Academy Ruins, Hall of Heliod's Generosity, and Volrath's Stronghold. They aren't played as much anymore but they are still good cards.

Icbrgr on Fact or Fiction deck Idea ...

1 month ago

Intended for Modern/Casual FNM (not too competitive playgroup)

With Modern Horizons Legalizing Fact or Fiction I have been trying to build around it and Im having trouble.

Im currently brewing in Mono- Artifacts with Buried Ruin/Academy Ruins for accessing the graveyard.... mainly because I dont have any Snapcaster Mage.

Sword of the Meek with Myrs like Myr Retriever seem kinda neat with Thirst for Knowledge in the mix... also have been tinkering with Throne of Empires + Scepter of Empires + Crown of Empires.

Another direction ive looked into was with Skaab Ruinator/Misthollow Griffin with Laboratory Maniac.


Can anyone give me a decklist/shell and or other ideas for using FoF without Snapcaster Mage... I seem to be stuck.

zniwalla on Mishra's Jank Machine

2 months ago

I like it! How about Academy Ruins?


2 months ago

Lhurgyof: Hey great suggestions! Mindslaver with Braids is pretty gross since it's essentially 4 mana to control another person's turn. I might add Academy Ruins just to enable an engine. There is a code you can embed in your deck description that enables this. I'll post it on your page.

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