Realmwright

Legality

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

Printings View all

Set Rarity
Gatecrash Rare

Combos Browse all

Realmwright

Creature — Vedalken Wizard

As Realmwright enters the battlefield, choose a basic land type.Lands you control are the chosen type in addition to their other types.

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Realmwright Discussion

Shayviehman on Splicing Insanity

1 month ago

I've been testing this deck, i swapped Doomed Traveler for Realmwright and i'm really liking the change, makes it flow a little better if you're not drawing the land type you need. If you have the money i'd recommend putting Noble Hierarch in the deck in place of Avacyn's Pilgrim

legomackley on EDH - Kynaios and Tiro Landfall Combo

2 months ago

You might want to run Valakut, the Molten Pinnacle for another win condition. If you have trouble getting enough mountains to activate it, you can run Realmwright and/or Prismatic Omen

Human_Wizard on Competitive Azami EDH

5 months ago

Before I begin I want you to ask yourself if you want to build this deck more control focused or extra turn focused. Each has their own upside, but in my opinion the control focused build is a lot more competitive and consistent. As a person who has been running Azami, Lady of Scrolls almost exclusively for about 2 years now and has piloted both Temporal Azami and Control Azami, I think I can say I know what I'm talking about. From the looks of this list currently, it looks like you're leaning more towards extra turns. Whatever you do, don't try to make your list into a hard control / extra turn hybrid because it won't work well.

Definite cuts you should make:

Arcanis the Omnipotent

Brine Elemental

Memnarch

Fatestitcher

Ertai, Wizard Adept

Tidespout Tyrant

Vesuvan Shapeshifter

Spelljack

Boseiju, Who Shelters All

Acquire

Bribery

Leyline of Anticipation

Treachery

Logic Knot

Grip of Amnesia

Spelltwine

Cards you may want to consider cutting once you make this list more competitive:

Kira, Great Glass-Spinner

Docent of Perfection  Flip

Teferi, Mage of Zhalfir

Sower of Temptation

Patron Wizard

Realmwright

Time Stretch

Voidmage Prodigy

Crucible of Worlds

Gilded Lotus

Ghost Quarter

Academy Ruins

Riptide Laboratory

Seat of the Synod

Tectonic Edge

Wasteland

Strip Mine

Reliquary Tower

Venser, Shaper Savant(cut this if you decide to go control focused)

Glen Elendra Archmage(cut this if you decide to go control focused)

Your Planeswalkers

Cards mentioned in the comments you should NOT run:

Temple Bell

Gauntlet of Power

Caged Sun

Expropriate

Blue Sun's Zenith (Only run this if you REALLY need an alternative wincon)

Stroke of Genius

Cards mentioned in the comments that you should run.

Jace, the Mind Sculptor (Only if you are going with a hard control build, not extra turn build)

Mental Misstep

Muddle the Mixture

Mana Crypt

Swan Song

Arcane Denial

Dispel (Flusterstorm is better, but still not bad)

Dig Through Time(For control focused list)

Fact or Fiction(For control focused list)

Cards that I think are good that you should run:

Flusterstorm

Dramatic reversal / Isochron Scepter combo

Jace, Vryn's Prodigy  Flip (More of a control based wizard)

Sensei's Divining Top

Scroll Rack

Sage of Epityr

Martyr of Frost

Cursecatcher

These are my suggestions for now, if you have any questions I'll be happy to explain.

andymaul123 on To Wander and Explore

8 months ago

I'd start with thinning out the 34 counts of creatures; it's feeling a little too Gruul stompy. I'd cut Rubblehulk and Baloth Woodcrasher at the least. All three retreats don't carry their weight (the only I'd even consider keeping is coralhelm for the scry). I'd cut all three, which also helps equalize your three-drop curve.

Cut a couple of the Sakura-Tribe Scout effects; cards like Burgeoning and Exploration and worth way more.

If you have other fetchlands, I'd highly recommend running the full nine omitting Marsh Flats. Since you're running Valakut, I'd also recommend adding in Vesuva, Thespian's Stage, Prismatic Omen, and possibly Realmwright.

As a personal opinion, I'd cut Horn of Greed. Half of your additional lands effects are not going to count for it (e.g. Burgeoning, Walking Atlas, etc.) and letting your opponents get extra cards isn't worth it. In a four-player game HoG gives your opposition three cards a round, so you'd need to be playing four lands a turn just to hit parity of advantage. If anything, play it and keep an eye out on what I've mentioned there.

I'd cut Dreamscape Artist. It's a neat effect in blue, but easily outclassed with red and green in your deck.

Lastly I'd like to suggest a fun little combo that was a blast to pull off in my Intet lands deck: Mana Severance and Goblin Charbelcher. You shouldn't have any problem hitting a critical mass of lands on the board that you can bounce to and fro, so removing extras from your library (except a mountain!) and nuking someone with charbelcher is hilarious and worthwhile. What's even better is that once you kill the first player, the mountain goes to the bottom so the other players have a one-turn clock and get pretty frantic!

Anyway, hope this helps. From one lands player to another, have fun :D

Michniu on

9 months ago

As far as mana ramp is concerned I would suggest:

Artifacts: Sword of the Animist, Izzet Signet and maybe Chromatic Lantern for mana fixing.

Lands: Urborg, Tomb of Yawgmoth + Cabal Coffers and Thespian's Stage

Creatures: Crypt Ghast and Realmwright

And to give honor when honor is due Sword of Feast and Famine (if your budget can survive the price).

PlattBonnay on Child's Eternal Garden

10 months ago

PookandPie - Good call on Realmwright, it was there as a backup, but that backup really isnt essential. Cutting it gave me the space to finally test Knight of the Reliquary (which, coincidentally becomes better with Prismatic Omen). In regards to Sacred Ground and Terra Eternal, I'm not opposed to adding them to the list, I'm just not sure where to fit them. Theyre a weird card to test, because people simply dont play their Armageddons into them, making them feel like they didnt do anything. To answer your question about Bazaar of Baghdad, its not necessary, but it is very good. Its card draw on a land. Its card draw that Child doesnt touch. And while yes, I'm not trying to loop Child in and out of the yard to keep the board completely empty, the consideration of land vs nonland sources of card advantage is a real one. I think if I was to add some kind of top deck manipulation card it would be Sensei's Divining Top because I can pick it up before the baby goes boom.

Colgate - Derp. I have no idea how I missed Linvala, Keeper of Silence. Thanks for that. And would it be better to cut Spoils of Victory or Farseek for Three Visits? The etb tapped part of Farseek feels relevant sometimes.

Colgate on Child's Eternal Garden

10 months ago

I agree with PookandPie Realmwright being unnecessary. If you replace Bazaar of Baghdad with another draw engine, Sylvan Library is fine. I don't recommend play Phyrexian Arena, because of double black. Dark Tutelage is essentailly same thing, but with less devotion. You already have there Null Rod, so I would replace Damping Matrix with Linvala, Keeper of Silence, because that hits mana abilities. Also Three Visits over Spoils of Victory it does the same thing, but costs 1 less.

PookandPie on Child's Eternal Garden

10 months ago

Not a fan of Realmwright. Prismatic Omen, which you're already running and can easily tutor for if you really need it, is much superior. No need to run a more inferior version of that card when you have plenty of tutors that can get Omen to get Valakut online (and if you need to tutor, there's no practical reason to get the creature over Omen), and running 2:1 of the less important piece seems strange considering that deck slot could be used for more interaction, such as Smokestack, as the latter is going to be more helpful without support than Realmwright is without Valakut. Or, more protection cards like Sacred Ground and Terra Eternal, because a good Voltron Commander deck is going to windmill slam their Commander, and then cast something like Armageddon, Cataclysm, etc.. While I have no doubt you'd recover from it well enough if given time, I don't think you'd be able to do so in the one or two turns said Commander deck would take to deal lethal to you. Just a thought.

Is Bazaar really necessary here? I don't know if it's because I'm used to playing the card in Vintage or what, but when playtesting your deck, I was extremely underwhelmed by it. I'm sure it's powerful with Sun Titan, Loam, Crucible compensating for the card disadvantage, but without those the card is absolutely blank (because it's not like tapping it once is going to enable you to flood the board with zombies and then attack with haste by Dread Returning a Flamekin Zealot). I am not big on draw engines that are inefficient or ineffective without other cards- it's why I run draw spells to begin with lol. I feel like Sylvan Library or Phyrexian Arena would just perform much better in that slot. I'd prefer to say Necropotence, but with Oppression and the current state of your mana base, I don't think 'potence is actually wise. So probably Library or Mirri's Guile, then, for draw/topdeck manipulation/filter, because it looks like you need a little of that.

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