Memorial to Genius

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Brawl Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dominaria (DOM) Uncommon

Combos Browse all

Memorial to Genius

Land

Memorial to Genius enters the battlefield tapped.

: Add .

, , Sacrifice Memorial to Genius: Draw two cards.

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Memorial to Genius Discussion

stfl500 on Approach of the Friendless

2 weeks ago

So this is where it can be difficult to give recommendations because I don't know your resources but what is probably the best card draw in standard right now is Glimmer of Genius followed by Hieroglyphic Illumination. You have Opts in your deck which are good for card filtering but don't refill your hand since you are spending 1 card to get 1 card rather a 1 for 2. Going all in on Approach of the Second Sun isn't a bad idea but if you're going to do that you may want to increase it to 3 copies just so you can find them more reliably.

You have the good cycle lands in your deck already but if you have the budget Glacial Fortress is also a very good dual land. If you have Ipnu Rivulet or Memorial to Genius I'd consider adding those too since both can help you get to your Approach faster after you've cast it and the memorial is decent late game card draw when you have nothing else to spend your mana on.

Let me know if you have any other questions. You can also look at my blue/white control deck for ideas but, since I've put some money into that deck, it may not be what you're looking for.

Rusty_Shackleford on A Beginner Take On Control

3 weeks ago

The fundamental principle behind a control deck is what is known as "inevitability"--that is, the longer the game goes on the more inevitable it becomes that you will win, either because your opponent exhausts themselves, because you're playing more powerful cards in the late game, or both.

Therefore, your main focus needs to be surviving the early turns with efficient hard removal and counterspells--think 1-3 mana, and preferably at instant speed--followed up by cantrips / card advantage to see more of your deck and get ahead with more answers.

Your secondary focus should be having a viable and efficient win condition to quickly close out the game once you've taken control.

To that end, here's where I'd immediately make cuts: Mass Calcify (too slow), Rite of Replication (ditto), Tragic Arrogance (better options), Magus of the Tabernacle, Rhystic Study (only really good in multiplayer), Ghostly Prison (situational; pillow fort-y; sideboard card at best), and a couple of the Wall of Omens (you don't always want them but at least they replace themselves.) You can also cut a couple of lands by adding non-basics (discussed further below.)

Here are some potential adds (I'm assuming you want to stay budget, so all of these are relatively cheap:

Counters:

Counterspell, Mana Leak, Disallow, Miscalculation.

Removal:

Oblivion Ring, Swords to Plowshares, Detention Sphere, Path to Exile.

Card Advantage:

Ponder, Preordain, Glimmer of Genius, Sphinx's Revelation.

Other sweepers:

Wrath of God, Supreme Verdict, Rout.

The lands:

25-26 lands is typical for a control deck, depending on how high your mana curve is. Based on the above 25 is probably fine. You want stuff like Glacial Fortress that produce both colors. Temple of Enlightenment and Tranquil Cove are good budget options. Running these lands that produce multiple types of mana allow you to run a few lands that produce only one or no color but have a spell-like effect attached: i.e. Memorial to Genius or Tectonic Edge. This, in turn, gives you something to do if you draw basically nothing but land (colloquially known as "flooding out.")

Randomguy006 on Standard Scapeshift

1 month ago

If you're running ways to tutor nonbasic lands then you should have a "toolbox" land package instead of just 4x of two useful lands. You definitely need a copy of Scavenger Grounds at least. Some other considerations are Dunes of the Dead, Hostile Desert, Memorial to Unity and Memorial to Genius.

You should also probably run a split of Wayward Swordtooth and Ramunap Excavator, instead of just 4x swordtooth. They combo well together, and the swordtooth doesn't really do anything after you've played out all your lands from hand / don't have ascend yet.

Barrett69 on U/W Midrange

1 month ago

I run a Blue-White flash deck and started testing with a Cataclysmic Gearhulk in the main and am thinking of adding more to the board. Being able to flash one in with Raff at your end step to clean up your opponents board and be able to attack next turn with it is really nice. So far it has worked really well for me. Would also suggest 1 or 2 Memorial to Genius for some late game card draw.

Khunjund on Bant control

1 month ago

My mistake, Memorial to Glory in the list is supposed to be Memorial to Genius.

Khunjund on Bant control

1 month ago

Your mana base seems a bit light on white sources considering you want to cast Gideon and Settle. I recommend you try something like this:

1 Aether Hub

1 Forest

4 Glacial Fortress

4 Hinterland Harbor

4 Irrigated Farmland

2 Island

2 Meandering River

1 Memorial to Glory

2 Plains

1 Scattered Groves

4 Sunpetal Grove

Since your curve is pretty high, you could consider adding in a second Aether Hub or Memorial to Genius and going up to 27 lands.

Halfswing on U/W Superfriends Historic

2 months ago

Hexaflexagon yeah! After testing I realised I need some bounce removal and felt a little heavy on lands. Updated. -1 Field of Ruin, -1 Memorial to Genius +2 Blink of an Eye +1 Raff Capashen, Ship's Mage +1 Shalai, Voice of Plenty -2 Censor

Kingleil on INFINITY WAR

2 months ago

Tyoccial Bone to Ash is not standard legal; I'm assuming its a joke of some sort that's above my head, lol.

Adamram1985 There are multiple wincons in the deck, but while Board the Weatherlight is a great card for combo seeking, it just isn't worth slotting over control. The meta consists of a bevy of decks that leave little to zero openings for free casting of spells. Even the four card combo in this deck is a sacrifice many would consider outrageous or even outright bad. To boot, its not an instant, so I'm doing this during my main phase. We want card draw and card digging to happen at instant speed for a spell. I just can't run that risk of needing the mana during my main phase. When you should cast draw spells: End of opponent's turn. You can cycle Irrigated Farmland in this deck for card draw, and you can also do that with Memorial to Genius.

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