Monastery Loremaster

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Monastery Loremaster

Creature — Djinn Wizard

Megamorph 5U (You may cast this card face-down as a 2/2 creature for 3. Turn it face up at any time for its megamorph cost and put a +1/+1 counter on it.)

When Monastery Loremaster is turned face up, return target noncreature, nonland card from your graveyard to your hand.

supa_tim on Talrand of the free and home of the brave

4 years ago

I would drop:

  • Clairvoyance
  • Fleeting Distraction
  • Grip of the Roil
  • Obsessive Search
  • Radical Idea
  • Reach Through Depths
  • Spell Syphon
  • Twisted Image
  • Slip Through Space
  • Apprentice Wizard
  • Deranged Assistant
  • Hedron Crawler
  • Manakin
  • Sea Scryer
  • Prismatic Lens

One reason is that you have a lot of cards that do nothing but draw one card. Which is usually fine in 60 card 1v1 as they function as almost running fewer cards. This lets you draw into your business spells with more consistency. However, in EDH multiplayer, I feel like you want cards with more impact. I kept in cards that let you scry or let you decide card quality because those have more impact.

The other reason is that you really aren't accelerating into anything big, so why do you need a bunch of mana ramp cards? You definitely want to hit all your land drops, but your 2-for-1 and 3-for-1 draw spells should keep filling your hand with lands. You want more business spells that keep you in the game long enough to get Talrand into play and start beating down.

I know Talrand tempts you to play a bunch of cantrip spells to have a sort of combo finish. However, in my experience it is better to have a more solid lock down of the game and win with inevitability than just trying for an alpha strike. A few 2/2 flyers can go a long way.

I would go up to 36-38 lands to make sure you keep getting those land drops.

Then I would add a few more counters:

Then some more bounce (although you have most of the good ones in there already):

Then maybe a couple more recursion spells:

Just to give you some card advantage in other ways or to get back powerful spells that you were forced to use early.

Blue shenanigans can be hard to play. Sometimes you want to be aggressive with your countermagic and bounce to stall your opponents. Other times you want to hold back and wait until the more opportune time.

Hope this helps.

neuroesoterica on The Great Creator Lock

4 years ago

I did some digging and white does currently have several cards that can return planeswalkers: Emeria Shepherd Obzedat's Aid (also black) Faith's Reward Profound Journey

Blue has gotten a form of planeswalker retrieval in the form of Monastery Loremaster

MagnusMagicus on School of the Dragon

6 years ago

Thanks for looking at my deck! I thought I'd return the favor :)

I think Anticipate is too small an effect. Sure, with rebound it's nice, but it takes up a card slot where you could something cool.

I chose to not play so much counterspells because you can't rebound them usefully, but I understand why they're in :). I do love Supreme Will, because you can rebound that one.

Dragonlord's Prerogative is nice, but in Ixalan you can draw 7 cards for just one more mana (even though it's a sorcery). Might be worth looking into Overflowing Insight . What a rebound card! :D

I think primal amulet is an awesome Jace's Sanctum replacement and I think you really should try Metallurgic Summonings, that card is great!

Monastery Loremaster seems a bit low powered...I think Vexing Scuttler or Mnemonic Wall are better.

Have fun with Taigam!

DimirDenialDeck on Dimir Diciples of Phenax, Deception & Duplication

7 years ago

After further analysis:Removed Tempt with Reflections and Whelming Wave in favor of Codex Shredder and Monastery Loremaster to allow for some recursion that will effect Bloodchief Ascension and my Removal/Board wipe cards.

I also removed Sire of Stagnation and Liliana Vess for political reasons, and subbed the Frost and Grave Titans per Runeroads' recommendation.

dmpinheiro on

8 years ago

Why not be more aura based with Reduce in Stature or Tightening Coils? Maybe one of them as sideboard instead of Natural State.

Benthic Infiltrator could be a better blocker than Mist Intruder. But Mist Intruder is faster to attack. The standard pauper meta use lots of flying creatures. Not sure if it fits well.

I like the idea to use Monastery Loremaster as recursion engine with Pulse of Murasa.

The deck sound interesting, but it seems have some flaws on it. Thoughts?

keflavich on Mono-blue hedron alignment

8 years ago

Added some Taigam's Scheming, which is much more efficient grave filling & fuel for Treasure Cruise, Dig Through Time than Ugin's Insight. It can also get rid of excess lands, which were trouble for me in some games. I added fetches for the same reason. The off-color lands are to support Warden of the Eye, which is a better option than Monastery Loremaster with CMC 5 instead of (effectively) 9 to retrieve a lost Hedron. Maybe the classic Den Protector is better, though, as long as we're splashing...

Added a Temporal Trespass as a way to guarantee the win when the opponent has enchantment removal (e.g., Ugin, the Spirit Dragon) on the board.

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