Alchemist's Refuge

Alchemist's Refuge


: Gain

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

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Have (2) jpv , gildan_bladeborn
Want (3) deman464 , cubedchristian , 1Username

Printings View all

Set Rarity
Mystery Booster: Store Edition (MYSTOR) Rare
Avacyn Restored (AVR) Rare

Combos Browse all


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

Alchemist's Refuge occurrence in decks from the last year

Commander / EDH:

All decks: 0.05%

GU (Simic): 1.21%

Alchemist's Refuge Discussion

AllenM8 on Kadena Morph and Draw

5 days ago

So my next cuts I'm thinking our as follows: Alchemist's Refuge for Myriad Landscape

Tomb of the Spirit Dragon for Ash Barrens

Mistfire Weaver for Beast Whisperer as protection for Seedborne TEferi and Kadena

Primordial Mist for Icefeather Aven

rdean14 on Card creation challenge

1 week ago

Vannifar, Factional Leader

Legendary Creature - Elf Ooze Wizard

Graft X

When Vannifar, Factional Leader enters the battlefield, choose one:

  • Create half X green 1/1 Frog Lizard creature tokens.

  • Draw Scry X, then Draw half X.

  • Until your next turn, you don't lose unspent mana as steps and phases end, and you may cast spells as though they had flash.


First is a classic green ability of token manufacture (Sylvan Offering, Slime Molding, Avenger of Zendikar, Saproling Migration, One Dozen Eyes.

Second is a classic blue ability (Opt, Foresee, Tamiyo's Epiphany, etc.)

Third is similar to the abilities of Kruphix, God of Horizons, Alchemist's Refuge, Prophet of Kruphix,

Continue the cycle.

AllenM8 on Kadena Morph and Draw

2 weeks ago

On the board I am definitely putting in Worldly Tutor, Heroic Intervention, All Is Dust, Wilderness Reclamation, and Haunted Cadaver, Breeding Pool, and Alchemist's Refuge. I’m just waiting for some trades to happen. Any suggestions on what to cut for these would be helpful

ToastedBagl on Infect

4 weeks ago

Alchemist's Refuge and Jwar Isle Refuge seem solid too.

Ziusdra on Card creation challenge

1 month ago

A quick note before we get Gremlin'd: You can still trigger each of Rashmi's abilities if you have all three of them on the battlefield. While the triggered ability of Rashmi, Eterninities Crafter is on the stack, you can cast an instant/flash spell (should be easy to do in Temur colors). Then, cascade goes on the stack. Before resolving it, cast your third spell at instant speed. Make your token and everything, but now is the time to cast your fourth instant-speed spell and that one you can counter to pull even a non-instant, non-flashy card from your sideboard to slam onto the battlefield at instant speed. It makes another 3/1 token (your second one at this point) and then you resolve all the rest. By the end of the triggers, you'll have four 3/1 tokens, another spell you got to play that was cascaded in, and seven more cards in hand, not to mention whatever you cheated in from the sideboard. You lose your Rashmis, so the combo is unrepeatable, but you should have won the game with this combo. (Paying mana costs as normal shouldn't be hard to pull off--Flash or Savage Summoning actually works really well here, since you'll need to cast spell after spell at instant speed, and this deck obviously has Alchemist's Refuge to make it all work when not every creature can have flash)

LeonSpires on Kruphix Lands Matter *Primer*

2 months ago

@ williamslade You should try Planar Portal. If I were you I would recommend running Genesis Wave Seedborn Muse, and Alchemist's Refuge / Leyline of Anticipation alongside it as well as a lot of interaction in the deck. Portal gives the option of interaction/flexibility where as Bridge costs less mana over all for big things. I personally prefer portal hands down.

I have considered Rhystic Study but I've found my meta is fairly responsible for paying for the . Also I have found the deck has a lot of other things it would rather be doing once I reach 3 mana. Don't get me wrong Rhystic Study is a powerful card. I've just not had good luck with it in this deck.

I used to run Green Sun's Zenith but it got cut for Finale of Devastation as finale can get blue creatures, recur creatures, pump creatures, and give haste. I'm not running enough creatures for Chord of Calling's upside of tapping creatures to be worth it in my opinion.

Thanks for taking a look at my deck and providing feedback!!!

Pray_for_Snow on Uro Commander

2 months ago

I'm going to sort my recommendations by type for now since the deck is still below 100 cards; once we get to a full deck list, I'll come back and suggest some upgrades if you still want some help.


The Great Henge is very easy to cast once you have Uro on the board, and continues to draw you cards/gain life for you as play more creatures.

Sol Ring is a classic card in every commander deck, unless your playgroup bans it.

Simic Signet is a cheap mana rock that helps you use any colorless lands you have to make some colored mana.

Arcane Signet gives you cheap mana in either of your colors.

Thought Vessel for the increased maximum hand size; you'll probably end up with more than seven cards in hand if you can use Uro more than once in a single turn.

Altar of Dementia for milling out yourself or your opponent. You can use the stack to sacrifice Uro if you cast him from the command zone.

Panharmonicon will double your Uro triggers when it enters the battlefield, plus a few of your other creatures or artifacts like Springbloom Druid.

Crystal Shard will let you re-use your enter-the-battlefield triggers on your creatures

Blackblade Reforged will help you deal lethal damage once you get your ramping done.

Lightning Greaves protects Uro or other creatures you want to keep around while also hasting them.


Sakura-Tribe Elder will ramp you and end up in your graveyard at the same time.

Arbor Elf will untap a land you need instead of adding {G}, which is better if you're playing with nonbasic Forest cards.

Wood Elves gets you a Forest from your library, and can even get a non-basic one. You can use it to chump-block someone later on as well to add another card to your graveyard.

Llanowar Elves and Elvish Mystic are the same card but still useful to help ramp.

Birds of Paradise is a classic commander card and can help you block flying creatures when you don't need it anymore.

Hedron Crab mills as you ramp, and you can choose to mill yourself if you're trying to win that way.

Satyr Wayfinder mills you while also grabbing a land card to put into your hand.

Eternal Witness brings back a card you want from your graveyard.

Golgari Grave-Troll will help mill you while also being a rather tough blocker/beater thanks to its regenerate ability.

World Shaper will mill you and also get back lands you milled when it dies.

Laboratory Maniac will secure you a win if you're milling yourself enough.

Misthollow Griffin can be cast from exile, allowing you to use it to cast Uro with escape repeatedly, and it will even block flying creatures for you.

Genesis helps you recycle creatures as long as it stays in the graveyard.

Tatyova, Benthic Druid makes your ramp spells (and Uro) better.

Rampaging Baloths gives you tokens for land drops, helpful for trying to close a game with combat damage.

Roil Elemental steals creatures as you play lands.

Reclamation Sage hits dangerous artifacts/enchantments you don't want around.


Bear Umbra protects a key creature while also untapping all your lands.

Song of the Dryads and Imprisoned in the Moon are both excellent at removing a dangerous threat.

Zendikar Resurgent is excellent for this deck for the extra mana and the card draw.

Elemental Bond will draw you cards for your big creatures.

Crop Sigil will mill you when you want to mill, and get back something important.

Retreat to Coralhelm helps you scry cards or tap/untap creatures for playing lands. If you have a way to mill exactly one card, you can mill your top card after scrying it if you want it in your graveyard.

Wilderness Reclamation untaps your lands for later use, especially useful if you want to leave mana untapped during your opponents' turns.

Instants and Sorceries

Cyclonic Rift is your best board wipe.

Beast Within is your best single-target removal.

Counterspell, Swan Song, and Negate are good counterspells to leave open.

Voidslime is great and is a very useful and board tool for stopping combos.

Life from the Loam gets back lands from your graveyard, and mills you with Dredge.

Windfall hopefully refills your hand and can disrupt your opponents.

Cultivate and Kodama's Reach ramp you. So does Circuitous Route.

Finale of Devastation is a win condition, tutor, and reanimation spell all in one.


Alchemist's Refuge gives you flash on all your spells.

Reliquary Tower fixes any issues you might have with drawing too many cards at once.

Field of the Dead gives you tokens to block with, and is extremely easy to activate in this deck.

Arch of Orazca draws you cards with extra mana.

Blighted Woodland ramps you up.

Command Tower is a staple for a reason. The reason is that it is good. Play it.

Breeding Pool helps fix your mana and is a Forest card for your ramp spells.

Simic Growth Chamber fixes your mana and bounces back a land for any Landfall triggers you might want to reuse.

Flooded Grove fixes your mana.

Waterlogged Grove fixes mana, draws you a card, and ends up in the graveyard when you don't need it anymore.

Simic Guildgate is a gate that can be fetched out with Circuitous Route.

I left out some big money cards, since those can be upgrades for later. I didn't check if these additions would put you over 100 cards, but you can throw in anything else afterwards and just try out whatever seems fun.

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