Ivory Tower


Format Legality
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Vintage Masters Mythic Rare
From the Vault: Relics Mythic Rare
Masters Edition Rare
Fourth Edition Rare
Revised Edition Rare
Antiquities Uncommon

Combos Browse all

Ivory Tower


At the beginning of your upkeep, you gain X life, where X is the number of cards in your hand minus four.

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Price & Acquistion Set Price Alerts

Cardhoarder (MTGO)

0.01 TIX $0.01 Foil

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$0.5 Paper

Card Kingdom



Ivory Tower Discussion

Grind on Name A Card, Any Card

2 weeks ago

saw your deck on commander thread, cool deck! looks fun to pilot. really unusual to see someone go for lantern/control in the 100 card singleton format. here are some quick comments;

i used to play Telepathy but i just realized politically it made me enemy number one.
most people apply a disproportionate amount of hate/removal towards cards that give other players control of their cards (relative to the impact that it can have on their own boards).
because of this you might want the ability to flash in your general at an end step, so you're most likely to get an upkeep trigger. cards like Flash, Vedalken Orrery, Leyline of Anticipation, Winding Canyons will allow you to do this.

another thought about Zur's Weirding - this card can be a powerful lock if you have the best boardstate and enough life. consider some sort of Necropotence/Venser's Journal/Ivory Tower situation to have enough life/power to lock out a table of four with zur's weirding. otherwise, if you play it while someone else is ahead you might throw them the game.

finally if you want to go in on mill, some mill cards that come to mind are Keening Stone and Ulamog, the Ceaseless Hunger. and you might want to consider packing some graveyard hate because some people have enough graveyard recursion/value that mill helps them out - Bojuka Bog and Relic of Progenitus are decent.

LazavDimirDrahtzieher on Oloro - Commander - 1st Deck

1 month ago

Since you have a pretty high mana curve you should add a bit more ramp. Try to find a place for all 3 Signets (Azorius Signet, Dimir Signet, Orzhov Signet).

Some things you could cut:Chalice of Life  Flip it hits only one opponent and 5 damge isn't taht much if you have to deal 120 in total.Ivory Tower it just gains you maybe(!) another 3 Life a turn and nothing more.Isperia, Supreme Judge I'm not sure if it's a meta call but if you want the just the card draw try Rhystic Study and/or Mystic Remora.Crawlspace If it's a meta call fine otherwise it's just not good.Dimir Cluestone maybe witch it for a Thran Dynamo if you're on a tight budget otherwise try to include all the fast mana you can. ;)Also try to finde a home for Vizkopa Guildmage

Landbase:I really dont like the cyclelands if you dont run crusible you should cut them and just play basics also you will rarly activate Windbrisk Heights so the exiled card will 99% of the games be a dead card.

Halt92 on Losing Your Mind

3 months ago

Looking at it again Sangromancer is rather redundant in the deck as you should get more than enough life off of Venser's Journal, Crypt Incursion and Ivory Tower with Alhammarret's Archive as gravy.

Bloodgift Demon isn't that powerful and could be taken out. Keranos, God of Storms doesn't really fit the theme that much.

Guard Gomazoa can help stall the game out with Fog Bank, Viseling fits the theme and Nightscape Familiar to help with mana problems.

pshawver on The Paper Migraine

4 months ago
Sacred Mesa doesnt do enough and you have to keep investing mana just to keep it around.

Khalni Gem you can find a better rock i think. plus this doesnt ramp you. it leaves you at parity. id only play this if you were playing a landfall deck. besides 4 is a little late to be ramping.

Spiny Starfish? i love the flavor but not sure what its doing here.

Thassa, God of the Sea shes awsome but one scry a turn isnt really worth the slot and you dont have the devotion to make her a creature. plus you dont have anything worth making unblockable.

Mana Breach can be kind of a nonbo with the rest of the deck. if you are staxing their lands down, this lets them always have one to replay untapped.

Lim-Dul's Vault is meh. it lets you stack your deck but at the cost of life and you dont actually draw the card.

Words of Waste you dont really have enough draw to make this worth it.

Ivory Tower same as above.

Venser's Journal i dont know if this is good enough. its 5 mana and by the time you can cast it you are going to need to be casting wraths, maintaining stax or trying to combo off. plus the life gain doesnt happen immediately. and again, ou dont have enough draw

Felidar Sovereign too easy to destroy. you have no ways of flashing it in.

Sunder will bounce all your opponents lands

Frozen AEther dont let stuff be untapped ever

Reliquary Tower

you need more draw. the draw you have is explosive but you need to find it.

euananddalesaccount on BACK TO BLACK

5 months ago

Mind Twist isn't restricted, or at least anymore, and neither is Ivory Tower

JerichoDarkstar on Oloro Healthcare

5 months ago

So, if you want some lifegain, I have a "few" suggestions :)

*Martyr of Sands - Definitely good for a quick boost of life. Especially since multi-colored cards count, you could be gaining upwards of 12 life off of this card.

*Congregate - In Commander where at least one person has a swarm of tokens, this could be very useful. Say you're in a 4 player game and everybody has at least 2 monsters. This card would get you 16 life of off that.

Now suppose that someone has pulled off an amazing 30 creature combo. From them alone you would get 60. I would definitely recommend this card.

*Swords to Plowshares - Removal? And lifegain? At instant speed? Need I say more.

*Beacon of Immortality - In Commander, this is already stupid. With your deck and the massive amount of life you can maintain for long periods, it's even stupider. It's even better if you have cards to search it (example: Mystical Tutor)

*Zuran Orb - This card is really good if you are Flooded. May not necessarily be useful for you because you wouldn't have a lot of synergy with dead lands.

*Words of Worship - If you are sitting on everything you need, you can easily exchange that card draw for 5 more life. Also, this works well with Oloro's ability as well. You can still draw while gaining even more life. Or use Words of Worship again to gain 5 life instead of drawing one with Oloro. Lots of use with this one.

*Tendrils of Agony - If you can cast a lot of spells before hand, this one can be interesting. Don't forget that laying down Zuran Orb counts as casting, so you can use this to gain a few life while getting rid of some of your opponent's. This one really depends on how often you can cast things, though. If you like casting one or two bigger things more often than lot of little things, this may not be the card for you.

*Soul Warden - This is a lot like Congregate except it takes advantage of cards as they come, not after they've already got there. It's great because you gain life when your opponents play creatures, too.

*Contemplation - Whether you cast a lot of spells each turn or a few, this card definitely helps as you go.

*Ivory Tower - With all of the card draw potential you have, you can also have life gain potential with this card. It's definitely doesn't hurt, and it can constantly give you life with no extra cost after you throw it down.

*Faith's Fetters - Suppression on an enemy creature while gaining life. Nice.

*Kokusho, the Evening Star - Nice big creature with some life gaining benefits. Either they deal with a 5/5 flyer, or the other players take an instant hit while you gain life. Once again, in a multiplayer game with 4+ people, you can be gaining 15+ life when it dies.

*Exsanguinate - If you are sitting on a decent amount of mana, this can be a hefty hit to your opponents. And, it's even better for you. This is like Kokusho in a sorcery, but it has the potential to deal more.

*Diamond Valley - Not instant gratification for life, but very nice if you aching for another hit. This is really good if you are blocking with a creature that's going to die anyway.

*Luminous Wake - If you enchant a creature your opponent controls with 4 or less attack, it pretty much renders it useless (barring other effects like double strike). If you enchant a creature you control that can't be destroyed in battle for whatever reason, you get 4 life for blocking. You could also use this to your advantage with attacking, but this deck isn't really about dishing out combat damage.

*Invincible Hymn - This card is stupid if you draw it early. In Commander, it's evens stupider. You could draw this on turn 15 and still have the potential to make your life total 84. Now, the downside is that by turn 15 your life is probably in the hundreds. I don't really recommend this card, but I thought it deserved a mention.

*Survival Cache - Life gain and card draw. Plus, you get it again next turn for no extra charge. Right up your alley.

*Honor the Fallen - Not only does this hurt Commanders like Meren of Clan Nel Toth, but you get life out of the deal.

*Venser's Journal - A much, much better version of Ivory Tower, in my opinion. Basically life gain every turn guaranteed.

*Ajani Goldmane - Life gain everywhere. And, he makes a Serra Avatar by the 3rd turn he's out.

*Celestial Mantle - This card can be very broken in Commander. By turn 6, it may be very hard to actually hit a player with an attack. But the payoff is amazing. If the creature also happens to have double strike, you get 4x your life total with a single swipe.

*Sculpting Steel - While not a life gain card itself, it can become one. Imagine this as a copy of Venser's Journal. Then you gain 2 life for each card in your hand.

Whew. I know that was a lot of life gain recommendations, but I thought you would like to see as many as possible to mix into your deck in whatever playstyle suits you best.

Enral on The Power of Friendship Conquers All

5 months ago

GoldenDiggle: Thanks for your feedback and suggestions! Ivory Tower is a great card for this deck and I will actually make room for it. You hit it right on the nail regarding my ramp theme...I basically want my opponents to create as crazy as a boardstate as possible so I can proceed to pit them against each other after getting my pillowfort up. Unfortunately Ghirapur Orrery won't do enough for this deck other than the extra land drop as I often found myself flooded with cards rather than being hellbent to make it worthwhile.

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