Akoum Refuge

Legality

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

Printings View all

Set Rarity
Commander 2018 (C18) Uncommon
Commander 2017 (C17) Uncommon
Commander Anthology (CM1) Uncommon
Duel Decks: Zendikar vs. Eldrazi (DDP) Uncommon
Commander 2013 (C13) Uncommon
Duel Decks: Sorin vs. Tibalt (DDK) Uncommon
MTG: Commander (CMD) Uncommon
Zendikar (ZEN) Uncommon

Combos Browse all

Akoum Refuge

Land

Akoum Refuge enters the battlefield tapped.

When Akoum Refuge enters the battlefield, you gain 1 life.

: Gain or .

Price & Acquistion Set Price Alerts

C18

C17

CM1

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Akoum Refuge Discussion

DrowZgam3r on Shaolin Form #2, Rakdos Burn Style Kung Fu

3 weeks ago

I actually made a deck pretty similar to this one. Her it is if you want to check it out: Mogis the hate god

what I found out through play testing is that creatures more or less suck for group slug strategies. There are plenty of really good creatures that fit this deck such as Zo-Zu the Punisher however I've found that if you relly too much on your creatures for incremental damage they are too susceptible to removal and board wipes.

In your case I believe you can safely get rid of any creature that produces mana. In most edh deck you only need about 10ish mana rocks and right now you have 11 as regular artifacts so I think your ramp will be fine.

Besides ramping creatures I believe that cutting these cards would also be advantageous:

With all those cards cut I'd then start putting in more group slug type enchantments. The reason I like these enchantments more is because unlike creatures, most board wipes dont hit them and most people dont have a ton of enchantment removal. There are tons of these group slug type cards so I'm not going to say which ones would be best for your deck because most of them would work. But I like these ones:

I would also just reconsider these cards, I haven't personally played them so I can't be certain of how strong they are, but they dont seem to quite fit the deck.

  • Cruel Reality It seems tempting but it only targets one opponent and is super expensive. I don't believe its worth its cost
  • Browbeat I would personally rather have guaranteed card draw, try Ancient Craving instead
  • Mana Geyser lots of mana, but what are you spending it on? if you had more X costing spells then it may be worth it but for now think of how bad of a top deck this would be with no cards in hand.

And of course I would strongly recommend running some dual lands to help smooth out your mana consistency. Here are some of the really budget ones:

You have a strong core here once again but I just feel that some of your card slots could be better spent. Hope all this helps

TypicalTimmy on Why do people think Griselbrand ...

1 month ago

I'd also like to point out that drawing 7 cards with him in a mill deck where you run things such as Sphinx's Tutelage is absolutely devastating.

Most Modern decks run 2 - 3 colors. Rare exceptions are things such as Elves and Burn which are mono-colors and 5C Humans. There are nearly no 4C Modern decks because the balancing is not worth the deck potential, though they can be made with enough effort. The real problem here isn't that 4C isn't powerful, it's that the manafixing is absurd. 5C Humans, I've seen go for literally $1,300 - well out of the budget for I'd say 90% of MTG players. My most expensive Modern deck is $340 and I bought damaged cards and foreign cards to help reduce the cost - and that thing took me two weeks of overtime to save up for with enough cushion set aside to ensure bills can still be paid on time.

As a quick example, I'm going to grab a Modern deck I have and do a casual playthrough on what would happen with just a Sphinx's Tutelage and Griselbrand.

Alright, let's give you the benefit of the doubt and say I am running my Rakdos Minotaur deck. This thing packs a serious punch and is all about dropping Instant-speed kill spells while building up a Minotaur Tribal wall of death before I swing in for 160+ damage with just 4 - 5 creatures.

I'm going to draw my hand, and skip on over to T4. This gives you time to get a Sphinx's Tutelage out without ramp, somehow have landed Griselbrand in your graveyard, and cast yourself a Goryo's Vengeance to bring him out on your 4th turn.

So I draw 7 cards, I'll go first, and draw three more as my turns come and go. This leaves 50 cards left in my library.

Let's see what happens when you draw 7 with Sphinx's Tutelage on the field.

Okay, so that wasn't so bad on my end. So suppose you pay 7 more life, draw 7 more cards, and put me through this 7 more times.

So you milled me for a total of 32 cards. You would have paid 14 life, but remember you could swing for 7 damage since he has Haste via Goryo's Vengeance and pay it AGAIN, so let's make me go through this one last time and see where I'm left off at. Remember, I had 10 cards accounted for between my opening hand and my three draw steps. So I only have 18 cards left in my library. So you pay 7 more life and we go through this whole sha-bang one more time.

You pass the turn and I lose.

T4 Mill. Set up right, you can do it T3.

fasmith718 on Nekusarcasm

2 months ago

This deck needed more basic lands; too many come-into-play tapped lands imo.

+2x Island, +2x Swamp, +1x Mountain
-Akoum Refuge
-Bloodfell Caves
-Dismal Backwater
-Jwar Isle Refuge
-Swiftwater Cliffs

TheBloopKing on

8 months ago

Additions; Gitaxian Probe, Preordain, Spell Pierce, Dispel, Swiftfoot Boots

Sea Gate Wreckage, Blighted Cataract, Akoum Refuge, Jwar Isle Refuge

Subtractions; Arcane Melee, Darksteel Ingot, Worn Powerstone, Underworld Connections, Insidious Will

Vivid Crag, Vivid Marsh, Vivid Creek, Opal Palace

I removed some of the ramp for some cheaper options. Kess, Dissident Mage needed some more protection so Swiftfoot Boots was necessary till I get the other boots. Land switches kinda water down the deck a little bit. (i need better land)

Catrotzuk on nicol bolas

9 months ago

I would also recommend going down the enchantments- if you ever get your dragons out, they will be enough. the enchantments just take up a bit of space.so if you want to win with dragons and nicol bolas, what you are going to have to do is stall the early game- easy ways to do this is kill their creatures, counter their threats, and since you have access to black, some budget discard ( Duress , Despise ) would actually be good for you, and still feel like a nicol bolas style play, haha.I would also trade out about half to two thirds of your basic lands for some of these: Akoum Refuge, Dismal Backwater, Swiftwater Cliffs, Jwar Isle Refuge, Bloodfell Caves.Reason being, you are three colors, and will have a hard time casting your spells in hand with whatever random lands you draw without fetches or mana fixing, these are budget options that will help, and have the wierd plus side of gaining you a little bit of life that might matter to get to the late game for dragons.

Young Pyromancer would be a great addition, only because its an early threat, that gives you value with your spells and will buy time to get to dragons and nicol bolas.I would say 6 discard spells, about 8 creature removal, 4 counterspells, both your board wipes, nicol bolas and about 15 creatures and 24 lands would be a fair deck if you balance the curve out.

BUTThis is your deck, have fun with it, build it play it and see what you need to do to alter it.

hfvalenz on Kaalia of the Vast Prototype

9 months ago

Hey, I've never piloted a Kaalia deck, I have only played against her and from my experience, she gets the attention on the table most of the times and for good reason. People really know Kaalia. So I think that playing her has some key elements that could be improved.

Get her out fast fast fast.

In order to do that I'd replace these with basics and boost your speed since you're playing all those fetchlands.

Protecting her.

Kaalia has been around long time so people know how dangerous she can be.

  • Darksteel Plate could be useful, specially against wraths but it doesn't do much against bouncing or exiling, which is why Whispersilk Cloak could be a better alternative, and can help you avoid combat damage as well.
  • Mother of Runes will give her protection in response to whatever spot removal targetting her.
  • Grand Abolisher helps you avoid getting Kaalia countered.

If Kaalia has died several times, what now.

As you probably know, she will get focused and sometimes you just can't protect her enough. You need alternatives when this happens.

Other things I noticed

  • You lack card drawing. It's essential to have angels / demons / dragons on your hand on each of your attack phases. Phyrexian Arena and Necropotence. Watch out for Emrakuls on your meta with the latter. Some wheels could prove useful refilling your hand, though Wheel of Fortune is expensive, Winds of Change, Magus of the Wheel, Wheel of Fate and Dragon Mage are good alternatives.
  • On the same issue as above, Sire Of Insanity and Malfegor aren't helping you with that.
  • You have access to the best colors for removal. Ditch Soul Snare and Angelic Edict for the more versatile ones Vindicate, Anguished Unmaking or Utter End. Even Chaos Warp is a better alternative than the two I mentioned. Instant speed removal is crucial.
  • Same as above with sweepers. Wrath of God, Day of Judgment, Damnation are much better than Armageddon, because as it let's you a great advantage and all it also puts a huge target on your head, because you basically stop them from having fun at all. And in my experience, people tend to remember those who broke their lands, it's just the way it is. You don't need more hate, Kaalia will draw enough herself. On the borderline of this are Cataclysm and Rakdos the Defiler. The other Rakdos, Rakdos, Lord of Riots is a way better alternative. Imagine swinging with Kaalia, on her trigger putting RTR Rakdos, then on your second main you'll be able to cast a creature with it's cost reduced.
  • You have 4 instants now (more coming in the future I hope) and 3 creatures with activated abilities requiring mana. Price of Glory punish your for using those. I know it will punish counterspells as well, but there are some alternatives for that that won't draw the hate on your head, as stated above.
  • Lastly, I know I insisted a lot on avoid drawin unnecesary hate on you, but Ob Nixilis, Unshackled is another one to give some thought. People really love their ramping and tutoring. Though in this case I'm not saying you should remove him, just re-evaluate his inclusion.

I hope some of this suggestions help in any way.

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