Flagstones of Trokair


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Time Spiral (TSP) Rare

Combos Browse all

Flagstones of Trokair

Legendary Land

Tap: Add (White) to your mana pool.

When Flagstones of Trokair is put into a graveyard from play, you may search your library for a Plains card and put it into play tapped. If you do, shuffle your library.

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Flagstones of Trokair Discussion

frostdragon on White Knights Unite

1 day ago

Nice deck, I like it. I have a similar Ally deck I'm posting soon. One thing, your Legend Rule idea where you tap a Flagstones of Trokair for mana and then play another to sac it for a tapped Plains, doesn't seem to give you any mana advantage. Although it does thin your deck, allowing you to play two cards instead of one - but the sacrifice of a card and a new card coming in tapped fails to show me any mana advantage.

ElPared on White Knights Unite

5 days ago

A deck called White Knights Unite without White Knight In it?

jokes aside, I would agree that Ghost Quarter is better for dealing with nonbasics because it is free to activate, and your deck seems to want to be playing spells on turns when you'd end up using Field of Ruin. Also, note that you can target your own lands with it, meaning you can pop Flagstones of Trokair with it without needing to legend bomb.

If you weren't using Flagstones I'd agree Fields are better, especially if you weren't playing an aggressive weenie deck, but in this deck I think Ghost Quarter offers you more.

sperrone1224 on Knight Lights

6 days ago

I would definitely put in 4x Cavern of Souls if you can afford it. People love counter spells and this combined with Aether Vial will give you a natural defense to control decks. Id also take out another 4 plains and replace with Flagstones of Trokair this will allow you to mini ramp as well as thin out your deck whenever you have enough land cards on the field. These land changes are extremely pricey so if you cant afford it, I get it.

Moving on, if youre going to use Aether Vial Id generally run 24 creatures and 22 at the least to get the most out of vial. 20 creatures isnt terrible but I feel like vial wont shine as much as it should.

Benalish Marshal is interesting. Let me know how that works out. I personally like Mirran Crusader and Fiendslayer Paladin because its extra damage and lifelink on the board. Not just that but their natural abilities make them hard to remove and they can generally stick around until Knight Exemplar hits. Also Fiendslayer will put burn decks at a natural disadvantage .

The Nykthos, Shrine to Nyx seems like it would work to get out Light from Within quickly. Not a bad idea.

If youre wanting permanent removal I would splash blue (unless youre determined on mono white) and add Detention Sphere instead of Oblivion Ring and I would simply remove Journey to Nowhere since you have Path to Exile Of course Id say keep your paths mainboarded and only bring in the other Removal as a sideboard. Mainboard more creatures so vial shines. The goal of the tribal deck is to overwhelm them in numbers and tribal buffs. Non-creature Permanent removal isnt generally a huge threat on game 1.

I essentially look at Knight of the White Orchid as land cards since they help you if youre getting mana screwed. So Id probably put my land base to 20 if youre going to run 4. Its worked consistently for me.

All in all not bad, but could use some tweaking.

Jimmy_Chinchila on Aggro humans

1 week ago

If nothing else you gotta drop Bonds. Paying 2 to get +2 on a creature without hexproof is just too slow and begs to get 2-for-1d with a Fatal Push. Gryff's Boon is way better. Elite Inquisitor is also just too narrow too be of much use. Similarly Doomed Traveler really just gets a Spirit token and is super weak to draw later in game.

Go up to 4 Champion of Parish for sure. Its the best card in this type of deck and is your best turn 1 play. Thalia, Guardian of Thraben is a terrific human to play and hurts a ton of decks.

Metallic Mimic really solid, and its kind of a different route but Serra Ascendant and Martyr of Sands can be ridiculously potent together. Dont run Elite Vanguard, Soldier of the Pantheon or the new Dauntless Bodyguard are strictly better.

For lands, you gotta spice it up a bit. Depends on your budget of course but Cavern of Souls makes all your stuff uncounterable. Field of Ruin helps with Tron. Flagstones of Trokair for Ponza perhaps. Nykthos, Shrine to Nyx can get you a huge Mikaeus. Knight of the White Orchid good for low land counts.

Lastly, Path to Exile should be 4-of maindeck. You can deal with creatures easier than Fiend Hunter, or can be cast in response to one of your guys getting targeted to help get lands in play. Its the best removal in the format.

Looks fun, just needs a few tweaks to be competitive. +1

Sakana on Oh, you want to play Magic? That's cute

1 week ago

Eiganjo Castle: if it works keep it, but I wouldn't spend $10 on it

Flagstones of Trokair: if you have it play it, bur don't spend $20 on it

Minamo, School at Water's Edge: this card is amazing, but doesn't combo well with any creatures you have in the deck.

Oboro, Palace in the Clouds: I like this card, but it doesn't seem to combo with anything in your deck

Baral, Chief of Compliance: this card seems very good whenever someone else plays with it, and it works with the 36 instants and sorceries you have

Consecrated Sphinx: this card is AMAZING, very very powerful

Docent of Perfection  Flip: seems good.

Inkwell Leviathan: I would replace it with Grand Abolisher, Inkwell doesn't seem very good

Isperia, Supreme Judge: Seems okay. But just okay

Solemn Simulacrum: Is always good, here is no different

Instants look good. But I might add Absorb over negate, but otherwise seems good.I would recommend adding:

Tithe: It is a good way to get lands

Orim's Chant: Gives you one extra turn if you cast it during someone's upkeep, stopping all the spells on their turn, and the attack.

Arcane Denial: This card is really good, you can counter your own spell to draw 3, three, card. That seems good to me.

Forbid: Buyback counterspells, always good.

Gush: draw lots of cards for returning two lands, can be very good late game. Note: it is an instant

Capsize: Returning a permanent and buyback? Sign me up!

I would recommend removing:

Disdainful Stroke: There are just better cards

Negate: Limited. Might be good, but I doubt I would play it.

I would like to commend your inclusion of Render Silent.

As for artifacts:

Look at Mind's Eye, it works very very well.


ADD Bribery. Just do. The card is AMAZING, and typically is hilarious.

Blatant Thievery is also fun

Possibly a Rout for instant speed wraths


Luminarch Ascension: Very good finisher

Rhystic Study: Very good card draw. Sometimes. People may just always pay the mana to spite you. Look at Mystic Remora, can also be good card draw.

Look into:

Future Sight: Always one more card in your hand.

Now, Narset Transcendent. You, my friend, are a trap. You NEVER will never be able to get a card off it, it is always a land. Other than that, she can be good.

Overall:I don't know how many wincons you have besides Expropriate, Luminarch Ascension or Inkwell Leviathan. That might be trouble. A Steel of the Godhead might help, but I don't know how much. Eldrazi Conscription can be good too, but that's better one on one. One idea: AEtherling, that card is amazing and is incredibly hard to kill. Or just use an Eldrazi Titan. OR, wait for it, Azor's Elocutors and Eternal Dominion. Lots of fun. If you copy Eternal Dominion, each copy gets an epic trigger, so you get a copy every turn for every copy you originally had.


SynergyBuild on White Knights Unite

1 week ago

This deck has a medium mana curve, and without any ramp to support it, that is fine, but spending two more mana to use Field of Ruin when you could have just used Ghost Quarter for free against your opponent is silly.

Also, I want you to read over how Flagstones of Trokair and Ghost Quarter interact for serious deck thinning. No, Field of Ruin cannot do that. One says "target nonbasic land an opponent controls", the other say "target land". One is much more restrictive than the other.

Big Green Ramp decks using Utopia Sprawl on their Forest and untapping it with Arbor Elfs, Ghost Quarter is useful, Field of Ruin is not. Do you understand? Tron, Flagstones Thinning, Big Green, Underworld Connections, etc.

Ghost Quarter is the tried and true Field of Ruin, the use of Field of Ruin is in control, this is a midrange deck, not control.


2 weeks ago

Battlefield Forge is not mono-white legal. What is legal that you should consider is Flagstones of Trokair.


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