Tolaria West

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
From the Vault: Lore (V16) Mythic Rare
Future Sight (FUT) Uncommon

Combos Browse all

Related Questions

Tolaria West

Land

Tolaria West enters the battlefield tapped.

: Add to your mana pool.

Transmute (, Discard this card: Search your library for a card with converted mana cost 0, reveal it, and put it into your hand. Then shuffle your library. Transmute only as a sorcery.)

Tolaria West Discussion

KayneMarco on Star Spangled Slaughter

2 days ago

Fellin22: Good idea with the inventors fair. Gonna exchange another land for it. Also will be adding a Tolaria West as well for a tutor to find the fair if needed. Thanx again for that little shot of inspiration.

Liquidbeaver on Liquidbeaver's Liquimetal Landscaping Service

2 weeks ago

ToolmasterOfBrainerd: Amulet Titan requires at least 6 more lands than I do to feed Titans, extra Azusa, and some number of Explore . Since my payoff is different, it can run a lot leaner on lands. I won't ever need to grab 4 lands for a single Titan, more if I have to attack with it again, so already we are down to 22-24 lands removing that requirement. I also don't need multiple Tolaria West as I'm only grabbing specific lands, EE, or Ballista with it, not also a playset of Summoner's Pact and a Pact of Negation for the decks running it. I keep going back and forth between 21 and 22 lands, but any more than that and I am flooded most games and topdecking lands far too often.

In the update just below the decklist I mention that I just came off a Ponza ramp package. While it was more resilient to Blood Moon, it was slower, easier to disrupt, and more suited for out-valuing an opponent than it is for creating a huge amount of mana. That value generation is also why the BBE is so important, as well as the 6+ LD spells.

Amulet ramp leads to much more busted turns, makes it easier to T2 Karn, and Sakura-Tribe Scout works a lot better with Wrenn and Six and the Ghost Quarter s than the Ponza ramp did.

Ashen0ne on !!!Blatant Plagiarism!!!

1 month ago

The six I would choose to replace the walkers are Narset's Reversal , Duplicant , Muddle the Mixture , Blade of Selves , Mirror Image , Quasiduplicate

Could probably afford to drop 1 island for Tolaria West too. Being able to grab any utility land when necessary is worth it.

Daedalus19876 on Milkshake Stealing Sisters

1 month ago

Hey! Came here from Advertise Your Deck.

I'd highly suggest running the 3 Talismans over the 3 Signets (though you could always run both!). You're not running Vampiric Tutor , which may help you.

Your landbase seems... wonky. No offense to bushido_man96, but I'd suggest the exact opposite: your land count seems fine for a cEDH-esque deck (though I might go to 32), but you're running zero out-of-Esper fetches and I don't know why. I'd highly recommend running all nine playable fetches here (everything except for Wooded Foothills ), over the checklands and Tolaria West .

I would 100% cut Memnarch and Norn's Annex - high-CMC spells like him makes it impractical to play Ad Nauseam without the Angel's Grace as a hyper-draw spell. You don't seem to have much recursion outside of Yawg Will, and I'd work on that too. Finally, the lack of Toxic Deluge surprises me.

Ashen0ne on !!!Blatant Plagiarism!!!

1 month ago

Dance of Many

Quasiduplicate

Tolaria West

Think that’s all I mentioned before. Loving it so far!

BodhiQL on

1 month ago

First of all, this list has been retired for a few months. If I was still updating it, I would for sure take out Mox Amber , Copy Artifact , Snapcaster Mage and Daze , as well as most of the card draw stuff like Dig Through Time . However, there are cards I stand by that you listed to cut. The fetches don't matter, except I have them and I can flex. There may be no reason to run them but there's also no reason not to. Power Artifact is a backup plan with the monoliths and Walking Ballista , in case Arcum gets shut down. Strip Mine is actually fine, and Merchant's Dockhand is just a 1 mana sac target, one that just so happens to have an ability that isn't useless if it gets to that point. Guardian Idol is a rock that can be a creature of necessary, and Everflowing Chalice is just a rock, it doesn't need to be searched, and I don't see why it would ever need to be. Metalworker is very good, it can get a ton of mana to hardcast your combo pieces if they get stuck in your hand. I don't see why you say the creatures are slow, the main sac targets are 0 and 1 mana, which is what most decks usually play. I used to play Darksteel Forge and Mycosynth Lattice but I took them out because I found that it's useless to tutor for them. I would rather win then durdle around with indestructible. In most cases your stuff wouldn't be destroyed, rather countered which indestructible doesn't help with much. On the contrary, Delay and Flusterstorm are both must haves. A combo that wins on turn 1-4 90% of the time is useless if you can't protect it. I don't know if you've played in a real cEDH game, but if you haven't, I suggest watching a few videos on the YouTube channel Laboratory Maniacs. They play cEDH games. Most of these games don't end on turns 1-4, as everyone has some kind of response to the other's important spells. If you can't protect your stuff or take out your opponents key pieces, you lose.

Codex Shredder , Aetherflux Reservoir , Junk Diver , Tolaria West , Hall of the Bandit Lord would all be played though.

Z4k16 on

1 month ago

I play an Arcum Dagsson list that combos off between 1 and 4 in 90% of games. I would ditch the fetches, you don't need to thin the deck as you aren't topdecking you are searching so you don't need to thin out the lands you draw. I run Codex Shredder in mine as a way to A. Infinite mill when the deck goes infinite any way and it's a safeguard for Paradox Engine . Ditch some of your spells and focus more on combo as earlier as possible, I feel this is split between a control edh and combo edh and you want to focus it as much as possible, I would ditch Strip Mine because it's a dead draw if you topdeck and pretty dead in start hand, you want your land base mostly blue as most arty ramp is colourless, ditch Mox Amber as it's mostly useless to you, ditch Snapcaster Mage as it's not worth it, it holds up an opponent but will mainly hold up you more. Tolaria West is definitely worth running as is the land that gives a creature haste, Hall of the Bandit Lord or something (the name escapes me), Flusterstorm isn't worth running, Power Artifact isn't worth it - that's not the direction the deck is going, I'd ditch Daze , Metalworker , Merchant's Dockhand , Guardian Idol , Everflowing Chalice , Copy Artifact , Dig Through Time , and Delay . The creatures are too slow, Everflowing Chalice can't be searched for with Arcum Dagsson so is a waste, Copy Artifact is neat but too slow and uses your precious blue mana, Dig Through Time is slow and clunky, and you likely won't have enough stuff in the graveyard to cast it cheap. I run Mycosynth Lattice in mine, Arcum Dagsson can sac himself if desperate, you can remove all opponents critters, and sac any of yours, also stops blue mana being an issue, and Darksteel Forge protect all your stuff then. I run an Eldrazi titan in mine (ramp into it early most people will freak) and it's useful to shuffle your grave if stuff gets hard, surprised not to see Junk Diver as a backup combo piece, and Aetherflux Reservoir is your biggest asset and yet wasn't in the list, I'll add a link to my list in a moment.

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Tolaria West occurrence in decks from the last year

Modern:

All decks: 0.15%

Commander / EDH:

All decks: 0.03%

Blue: 0.35%