Endless Atlas

Endless Atlas


, : Draw a card. Activate this ability only if you you control three or more lands with the same name.

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Set Rarity
Double Masters (2XM) Rare
Commander 2018 (C18) Rare

Combos Browse all


Format Legality
Leviathan Legal
Legacy Legal
Casual Legal
Commander / EDH Legal
Vintage Legal
Canadian Highlander Legal
Oathbreaker Legal
Duel Commander Legal
1v1 Commander Legal
Limited Legal
2019-10-04 Legal
Tiny Leaders Legal
Highlander Legal

Latest Decks as Commander

Endless Atlas Discussion

jakeyuki12 on Zirda, the Dawnwaker

8 hours ago

I've got a few suggestions for your value engine Zirda.

First and foremost: your card draw. The first problem with it is that a lot of what you labeled card draw..... well isn't really card draw since while you are drawing cards it doesn't actually net you any cards (you lose a card to get a card, net zero cards that way). The cards that do net you cards are very, very, very inefficient. I can see you're trying to take advantage of Zirda's ability to draw cards, but you're taking bad cards and making them mediocre.

If you want to use Zirda to make drawing cards easier, I've got a few suggestions. First off, Endless Atlas is a much, much more efficient option that becomes even more efficient when Zirda is out. Besides that, the best options for drawing cards that Zirda makes more efficient are equipment. Mask of Memory, Sword of Fire and Ice, even Rogue's Gloves. After that, you'll have to look at other sources of card draw. Red has excellent options in both wheel effects (Wheel of Fortune, Reforge the Soul, Magus of the Wheel actually synergizes with Zirda!) and in impulsive draw (Light Up the Stage, Tectonic Giant, heck even Experimental Frenzy could be better since Zirda makes blowing itself up easier).

I do think your ramp package because of Zirda is much more solid and efficient. Additionally, I think you've got the right idea with running creatures that can pump out tokens for mana (which Zirda reduces). I recommend leaning into that. Heliod, God of the Sun is another excellent creature that does that.

Lastly I recommend improving your removal package. White has access to the best removal in EDH. Swords to Plowshares and Winds of Abandon I consider staple level in decks that have white (aka any deck with white should strongly consider them).

SynergyBuild on Fixing White in EDH

3 days ago

enpc And with newer colorless card draw becoming much better, modern playable Mazemind Tome, EDH specific Endless Atlas, and older Sensei's Divining Top/Scroll Rack always being powerful options!

Things that synergize with white's effects like counters with Mindless Automaton, lifegain with Well of Lost Dreams, and tokens or small dudes with Skullclamp, that or Sword of Fire and Ice for equipment strategies, Smuggler's Copter and Bonders' Enclave for other strategies.

And in white, after looking it up for Omniscience_is_life, here is my new, semi-educated package:

Land Tax, Mangara, the Diplomat, Alms Collector, Weathered Wayfarer, Mesa Enchantress, Kor Spiritdancer, Sram, Senior Edificer, Stonehewer Giant, Dawn of Hope, Puresteel Paladin, Mentor of the Meek, Bygone Bishop, Luminarch Ascension, Emeria, The Sky Ruin, Sun Titan, Sevinne's Reclamation, Ranger of Eos, and Castle Ardenvale

Not to mention tutors being Weathered Wayfarer/Ranger of Eos being tutors, alongside Steelshaper's Gift, Open the Armory, Recruiter of the Guard, Ranger-Captain of Eos, Academy Rector, Arena Rector, Call the Gatewatch, Idyllic Tutor, Enlightened Tutor, Heliod's Pilgrim, Quest for the Holy Relic, Three Dreams, Boonweaver Giant, Auratouched Mage, Djeru, With Eyes Open, Taj-Nar Swordsmith, Thalia's Lancers, Totem-Guide Hartebeest, Relic Seeker, Priest of the Wakening Sun, Forerunner of the Legion, Ignite the Beacon, Plea for Guidance, Kithkin Harbinger, etc.

Oh, and there is more, just look!

Profet93 on Norin, the Punchy

1 week ago


Endless Atlas - Almost as good as tome of legends

Hedron Archive - Ramp when you need it, card draw when you dont

Humble Defector - Politics, not needed but nice to have, especially in more casual builds

Ignite the Future - Works until next turn and flashback makes it even better

Mind's Eye - Repeatable card draw

Chandra, Torch of Defiance - Best chandra IMO. Ramp, removal, draw and wincon all in 1

Land Base

Myriad Landscape - Ramp

Shatterskull, the Hammer Pass - Utility

Valakut, the Molten Pinnacle - Damage

I got a lot of ideas for cuts, lmk if you're interested

Joe_Ken_ on Darien, it hurts so good!

2 weeks ago

You marked two Daxos for the deck. If you do have an open slot then maybe Endless Atlas could be put in for some extra card draw.

Profet93 on wary the norin

2 weeks ago

Fiery Emancipation > Other damage doubler. Costs more but non symmetrical and does a lot more damage.

Buried Ruin - Recur 1/5th of your deck

Inventors' Fair - Tutor, lifegain

Myriad Landscape - While a bit slow, ramp is needed in red, worth considering

Strip Mine - Interaction on cradle, coffers, field, etc...

Blast Zone - Interaction on enchantments and others

Confusion in the Ranks - Triggers on itself so it is enchantment removal, with norin you get a creature each turn, really fun with Dockside Extortionist

Curse of Opulence - Ramp and politics. Attack them with Norin, then Norin runs away and comes back with treasure :D

Ignite the Future/Light Up the Stage - "Draw" which you can use until your next turn, really good with Top as you can look at your top 3 or more importantly, use top to draw a card and then you know you can cast top easily.

Chandra, Torch of Defiance - Ramp, draw, removal and a wincon all in 1

Endless Atlas - Draw

Honor-Worn Shaku - Ramp with Norin, purphorous, chandra, etc...

Skullclamp - Draw

Lmk what you think of each suggestion and if you want ideas for cuts :)

Profet93 on One More Red Nightmare

2 weeks ago

Hedron Archive > Worn Powerstone. Costs 1 more, but the option for card draw is nice. Alternatively, Arcane Signet or Ruby Medallion can work as well.

Deflecting Swat - WAY too much utility and for free? Sign me up!

You're lacking some card draw there, you can't always rely on your commander. Endless Atlas, Mind's Eye, Skullclamp, even Solemn the sad robot is potentially worth an inclusion as it helps mitigate your weaknesses of lack of ramp and card draw

Command Beacon - For when your commander is too expensive

Blast Zone - Gets rid of enchantments that you can't interact with

I understand limiting your nonbasics is a priority given your 4 mana doublers, should you wish, you can remove myriad landscape, but personally, I think myriad is a great card and is not a target for LD. If they destroy your Myriad, then thats LD thats not gonna target your cavern of souls or any other relevant utility land.

Generator Servant - ?

Profet93 on Norin Guerilla Warfare

3 weeks ago

I like how you made the deck goblin tribal and very low to the ground. How exactly do you win though, just hoping you push damage through? Moreover, have you considered adding cards that help mitigate your weakness of dealing with enchantments and card draw.

Blast Zone - Fits in the landbase easily

Valakut, the Molten Pinnacle- Not sure if you should add because your deck is low to the ground but worth considering

The mass MLD cards don't seem to further your gameplan, what's the purpose? To maybe have a boardstate filled with weenies and cast the MLD? You run crucible but with no real means of tutoring for it, or a consistent draw engine, you're hoping that you cast it and it sticks for a couple turns since your ramp is mostly burst based through rituals and smaller rocks. If you're gonna run crucible, at least add some fetchlands to make it impactful. But it's really not worth it in this build at all. Your playgroup will realize you use MLD and destroy crucible on sight, hold mana open to counter your MLD and more. The deck isn't competitive enough despite it's low CMC to justify it's inclusion IMO. Really curious to hear your thoughts on this.

The free to play cards aren't that impactful, except deflecting swat because even though we will rarely cast it for free, it is still super useful.

Arch of Orazca - Fits in landbase

Endless Atlas - Cheap to buy cast and activate

Humble Defector - Not the best in this build but worth considering

Ignite the Future - Good in here since you have a low curve

Tome of Legends - Best card in Norin, hands down

Mind Stone > Fire Diamond - Doesn't tap for red, but you already have enough red sources and card draw is nice

Sword of the Animist - Repeatable rampant growth

Chandra, Torch of Defiance - Ramp, removal, draw and wincon all in 1. Might be a little high CMC for you, but the 2 mana it produces can help offset the tempo.

Myriad Landscape - Might be too slow, but worth considering

Purphoros, God of the Forge + Terror of the Peaks + Warstorm Surge - Are these too costly to run? They provide insane value.

Serabelle on Avacyn Worldslayer

1 month ago

Hey, nice to see someone else is trying to make Avacyn competitive! Here are some thoughts from my own Avacyn deck, I’m still in the process of building it as well. :)


Card Quality:

Protecting Avacyn:

  • Avacyn is a huge threat and most people will definitely try to stop you from using her by: countering her summoning, exiling her, -x/-x, sacrifice, copying or stealing her.

  • Teferi's Protection is complete board protection. Probably the best defense white has.

  • Effects like Otherworldly Journey or Long Road Home allow you to save her from exile board wipes, Cyclonic Rift and the like.

  • Arcane Lighthouse is useful in circumstances that someone copies or steals your Avacyn.

  • Whispersilk Cloak can also combo well with Worldslayer (just be sure to equip Worldslayer first).

Spot Removal:

  • Oblation (shuffles back into deck)

  • Condemn (puts attacking creature at the bottom of its owner’s library)

Counter Spells: (Not that there are many in white).


Potential Planeswalkers:

Good Luck! I hope the deck building goes well! :)

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