Passwall Adept


Format Legality
Pre-release Legal
Tiny Leaders Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Oathbreaker Legal
Modern Legal
Arena Legal
Penny Dreadful Legal
Standard Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Guilds of Ravnica (GRN) Common

Combos Browse all

Passwall Adept

Creature — Human Wizard

: Target creature can't be blocked this turn.

Browse Alters

Passwall Adept Discussion

frosthammer_eden on First Deck

6 months ago

Firstly think about what does your deck in general want to accomplish and how does it accomplish that. Then for each card think "What does it accomplish for my deck?" then "Does that fit my deck's goal?" and/or "does it help my deck play better?". This is a simple way to decide on cards. Of course you always have to think about how good a card is in general, since not anything that successfully passes those questions is worth it but knowledge of card strength just comes with time.

In personal view for example I feel like Passwall Adept doesn't fit well. Firstly a lot of your big creatures are going to be flying which already makes them hard to block. Secondly your deck would much rather use your burn spells to get rid of a dangerous enemy creature than ignore it. Also Fearless Halberdier is a creature for the sake of being a creature. Something your deck gains nothing out of as you are not in dire need of creatures and you don't have much creature buffing either so it does kind of nothing for you. Maximize Altitude is a card that is meant to get a big attack through to your opponents face. But every creature in your deck that has 3 power or more has either trample or flying already. So it doesn't do much.

There are some other cards that I personally think should be replaced but I want you to try to think through it yourself. Since learning how to make a good deck is ,in my opinion, more important than making this deck the best deck ever.

I hope it helped.

Jaecen on Animar, Sec

8 months ago

Card Categorization

I've categorized the cards in your deck here:

The following analysis is based on that categorization. Several cards are in more than one category, so I've categorized them based on their primary or common case. E.g. Ancient Animus is both "Removal" and "+1/+1 Counter Interaction", but you're going to cast it to kill something -- the +1/+1 counter is a nice bonus.


There's no explicit or stated goals of the deck, so I can't evaluate the cards against that. If you have a goal, let me know.

The core effect of Animar is to play creatures, which grows Animar. As Animar grows, he helps you play more (and more expensive) creatures. Some notable limitations:

  • Animar only decreases colorless costs
  • Animar only cares about creatures
  • Animar only cares about casting creatures

Animar is cheap to cast and protects himself from most removal (due to his protection from Black and White). Because of this, we can assume that we will get him out early and keep him out long enough for him to provide benefit. We'll build the deck assuming Animar is on the battlefield at all times.

Since Animar reduces the colorless component of creature costs, we'll get the biggest benefit from colorless creatures. As with any unlimited cost reduction effect, we should look for ways to break the free case. The obvious one here is to bounce and recast colorless creatures for free.

Since we're playing all of these (hopefully free) creatures, Animar will grow quickly. Giving Animar good evasion will give us to win on commander damage quickly.

To best abuse Animar, we want:

  • Many creatures across a range of mid to high colorless costs
  • As many of those creatures in our hand as possible
  • An many +1/+1 counters on Animar as soon as possible
  • A means to make Animar unblockable

The easiest way to break Animar is to create an engine that casts colorless creatures and bounces them to your hand as many times as possible during a turn. We'll want ETB/LTB effects on those creatures and cards that care about creatures entering and leaving the battlefield. Additionally, we'll want cards that care about +1/+1 counters on a creature.

Favor creatures over non-creatures, as you get a discount on creatures. Try to keep colored costs to a minimum - avoid double or more colors in a cost.

Abusable Colorless Creatures:

Repeatable Bounce:


Unblockable Enablers:

We'll want to get as many creatures down as quickly as we can. Card draw and other card advantage effects are valuable.

Draw/Card Advantage:

Changes to the Existing Cards

I would consider cutting way down on the amount of ramp. Mana dorks get the deck running early, but they don't have any synergy with the core effects. I suspect that's what was leaving you feeling like you had a dead hand.

Cards that seem particularly problematic:

  • Wild Cantor . Requires a sac for effect. Doesn't get cost reduction. A dork that taps for mana would be better.
  • Tinder Wall . Same as Wild Cantor sans the cost reduction bit.
  • Vivid Creek and Vivid Crag . These both ETB tapped, don't have basic land types, and only provide off-color mana twice. If would strongly consider running Amonkhet cycling duals over these.
  • Ancient Ziggurat . Be careful, as this mana can only be used for casting creature spells. I don't like this land in most decks.
  • Bond Beetle . I have no idea why this is in here. It works once and has very little synergy with the deck. Verdurous Gearhulk would be better, but still not great.
  • Green Sun's Zenith . I think a cheaper card that tutored to hand and then let you cast the card would be better, as you'd get the cost reduction effect and other synergies. No cards come to mind, but there are lots that look at the top X cards and tutor to hand ( Gift of the Gargantuan , etc.).

Caerwyn on Guilds of Ravnica: Spoilers and ...

1 year ago

Prerelease was an absolute blast--perhaps the most fun I've had at a prerelease ever. There were lots of different decks being run, so I never had the same exact matchup twice.

I was playing Dimir, and was incredibly lucky with my packs. I only had eleven worthwhile creatures, but three of those were Muse Drake, two Watcher in the Mist, and a number of other assorted flying creatures. With three copies of Artful Takedown to help protect me and three copies of Notion Rain to dig for my very few creatures, I could easily locate and play my myriad fliers, going over top of my opponents. Ended up going 3-1-0, with the draw against Golgari Control--I was low on creatures and had almost milled myself, so I think I would have lost that match had there been another 4 or so turns.

Fun as surveil shenanigans were to play, I think most of my success was based on luck--I was the only Dimir player that seemed to be having any success.

The few people playing Izzet seemed to all be disappointed in their decks. I've found spellslinging decks to be pretty mediocre in prerelease, and that seemed to be the case here as well.

Selesnya did not seem as good as I expected it to be--there's a lot of removal floating about in this set, and large creatures did not work well with it. My girlfriend played this guild, and had a pretty decent selection of cards, but nothing overly exciting. I think it is a very "safe" guild to pick--there's lots of decent cards, so you're pretty much guaranteed to have something playable. I played against one person who splashed into Abzan for removal, and that worked pretty well for them.

Golgari had some really fun cards, but not enough of them. Ochran Assassin was a powerhouse at many tables, removing a creature and helping punch through damage. The one time an opponent used it against me, I had Passwall Adept in play--they were pretty upset that I kept making their creature unblockable so I could freely stop their other creatures.

At least two people were running Underrealm Lich to great effect. I had one game where someone pulled it, allowed them to mill their library while controlling with blocks/removal, and then hit their Lich with -2/-4 so they lost to mill on their draw. That was pretty fun, and checked "win via mill at prerelease" off my bucket list.

Boros with mentor was scary to play against. Besides being fast, there were enough inexpensive combat tricks that even blocking smaller creatures was dangerous if mana was open.

I think the lockets were way overvalued. Lots of people were using them just for card draw, and seven mana for two cards, even if spread over two turns, did not seem to work out well for anyone.

Overall, it was extremely fun--exactly what I was hoping for when they first announced another return to Ravnica. Can't wait for the next set. Orzhov and Azorius, here I come!

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