Alchemist's Refuge


Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Commander / EDH Legal

Printings View all

Set Rarity
Avacyn Restored Rare

Combos Browse all

Alchemist's Refuge


: Add to your mana pool.

, : Until end of turn, you may cast nonland cards as though they had flash.

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0.03 TIX $0.03 Foil


Alchemist's Refuge Discussion

Zerraphon on Kruphix and the Value Town Toolbox (Meta Shift)

2 weeks ago

Ah alright, looks like I'll be buying an oracle sometime soon then, I do have Leyline of Anticipation and also Alchemist's Refuge I think that'll be enough flash when I do put in Teferi, Mage of Zhalfir I also noticed with my deck that I may need an Akroma's Memorial in order to finish the game, one of my favorite cards The Great Aurora tends to net me atleast a 20 card hand (with the extra mana you have from kruphix) which is HILARIOUS you essentiall get a full turn when your opponents only have lands and maybe the instants they havent used already. Though other than Memorial, I dont know what other green/blue creature(s) give haste. And also does Desertion work for planeswalker spells aswell? (my B.F plays an atraxa deck thant turn 4'd ulted one of the kiroa's it was so bad having 3 8/8's but im really surprised how resilient Kruphix is.

Bababad on Kruphix and the Value Town Toolbox (Meta Shift)

2 weeks ago

Oracle of Mul Daya is amazing, tends to net me more ramp than Azusa, Lost but Seeking because of that extra deck peek and scry abuse. The thing is....them knowing you have an aggressive control spell or counter in hand doesn't really augment how you will play it if you know how to spot counter bait. Heck the table might make brief political alliances with you because of what they know is in your hand, which buys you time...time wins you the game. The reveal rarely hurts you because there's really not much they can do to stop it, plus the board tends to get wiped every 6 or so turns so its not like its an effect that lasts all game, even if you don't chump block with it after you've emptied your hand of lands.

Teferi, Mage of Zhalfir gives your creatures flash and makes everything you play uncounterable, which is indispensable against blue decks and comes in extreme handy more than you'd think. Him having flash built in lets you vomit your hand on their turn after flashing him in (oh how i miss the bygone days of yore with Prophet of Kruphix). Depending on your brew Leyline of Anticipation, Vedalken Orrery, or having both Alchemist's Refuge and Winding Canyons might serve you better. Having some flash tech with this commander is almost essential

Doran_The_ButtFighter on Completely Adequate: Surrak Dragonclaw

1 month ago

I like Balefire over the Stormbreath, but I am not sure about the Navigator. Maybe the Biomancer, because it doesn't seem to totally fit. Also, I suggest adding an Alchemist's Refuge especially if you find a spot for the navigator.

Sgtpopnfreash on Kruphix, God of the big and the dumb

1 month ago

If I had to pick cards other than land I think should go they would be Archetype of Imagination, Frost Titan, Hornet Queen&Hydra Broodmaster unless you added some token doublers like Doubling Season, Jin-Gitaxias, Core Augur and maybe Lorthos, the Tidemaker but I can see him working ok. Rishkar, Peema Renegade can just become a cheaper mana dork however if you keep him I like Avenger of Zendikar. I would also take out Worldspine Wurm you dont need multiple things that stop milling and you have Ulamog, the Infinite Gyre already. Leyline of Anticipation is cute but Alchemist's Refuge is better so if you want that affect more often change leyline into Crop Rotation. Sandwurm Convergence should go for the same reason as Hornet Queen&Hydra Broodmaster. Clash of Wills should be Spell Pierce dissalow is cool but with all the 1 and 2 drop counter spells just use those... Swan Song is another I forgot. Id also rather have a Pongify or Rapid Hybridization over Plummet every time.

Drain Power seems awesome... Until you realize that your opponents can just tap all their land in response and you get nothing.

Chandrian on Roon EDH

1 month ago

@Jpegwun The EDH legalities are not working properly on Tappedout. You can find the official banlist here.

If you're looking for a replacement to give flash to your spells, you could run Alchemist's Refuge or Vedalken Orrery. If you want to untap your creatures on your opponents turns, you could consider Murkfiend Liege.

Chandrian on Casting Spells

1 month ago

Coming back after having looked at the deck a bit more.

I think you can cut on the hate cards. You have a lot of counterspells, I'd cut the ones that aren't as good in EDH as in other formats. For example Clash of Wills, in EDH players usually tend to have more mana, so most of the time they'll be able to play that "x" cost without trouble.

Your manabase could use some help. I'd play some duals and utility lands. For example Thornwood Falls, Botanical Sanctum, Simic Guildgate, they'll help you to easier reach your requirements for double of the same manacost. Utilitylands like Rogue's Passage help your creatures get through or in the case of Arcane Lighthouse allow you to get around some protection on your opponent's creatures.

To really take advantage of Rashmi, Eternities Crafter without having to make the deck too much instant-based, I'd play Alchemist's Refuge, this will allow you to cast non-instants at instant speed.

You should run some more manaramp, for example Cultivate and Kodama's Reach place lands into play and in your hand, advancing you easily. This is the biggest problem I have with Attune with Aether in EDH as it puts the lamd in your hand and so doesn't ramp you. Most lists aslo play Sol Ring in EDH because it makes for a nice jump in available mana.

Containment Membrane isn't good in EDH as there are enough ways to untap or blink permanents and enchantment hate is out there too.

superman101 on Ezuri

2 months ago

I think you need some better duals. Botanical Sanctum, Yavimaya Coast, Hinterland Harbor, Flooded Grove, Command Tower. Alchemist's Refuge is also very good.

redskingm on

2 months ago

ELdrazi are fun and before they nerfed the Kruphix deck by banning the prophet I packed as many strong Eldrazi in my deck as well. Here are some thoughts to help tweak this deck.

I think you might want to find a place for Seedborn Muse, Sword of Feast and Famine and Seedguide Ash. The muse will untap your lands each during every untap step allowing you at every end step to tap all your lands and bank the mana. If the sword does damage you are untapping land again so you can tap out and bank the mana if you know you are going to hit with it. The Seedguide will be target for exile since it puts any three forests (not just basics) on your battlefield when it dies. 40 lands is a lot you might be able to cut a couple for these cards.

Instead of Prosperity I would use Blue Sun's Zenith because you can target one person (yourself prefered) and it shuffles back into your deck. Odds are you are not going to generate enough mana to deck your opponents and you might even deck yourself. It is far better to just draw 10+ cards and keep them than to let your opponent keep his best 7 that he drew to deal with your board. Also consider Interpret the Signs with your high mana curve you should be able to replenish your hand pretty well with one card.

Finally how about Terramorphic Expanse and Evolving Wilds to thin your deck of lands so you can draw your good stuff faster. Alchemist's Refuge would be an excellent addition to this deck. The ability to flash in an eldrazi during an opponents end phase and allowing you to attack with the annihilator ability is absolutely devastating. Scroll Rack would be an excellent use to take the extra lands you have in your hand and exchange them for better cards (plus with the search lands you can shuffle down the lands) or you can set up your card draw with Interprit the Signs or abuse it with Nissa to get your killer eldrazi out for free.

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