Tolaria West

Legality

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

Printings View all

Set Rarity
From the Vault: Lore Mythic Rare
Future Sight 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.)

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Tolaria West Discussion

HezTheGod on Lands Matter

2 days ago

if you can manage to throw some blue mana producing lands in then Tolaria West would be great for getting urza tron out.

LiquidMagic on [Primer] Riku Pod

6 days ago

Cards I'm not playing

Cards I want but cost money

Good cards that I've cut for better ones

  • Progenitor Mimic has been in and out of the deck a lot. I've found that Duplicant is usually better, since it's actually removal as well as a clone, at the same cmc.
  • Mimic Vat is strong, but not really on theme with the deck and didn't really fit anywhere once I broke the deck down into categories
  • Hull Breach is good enough that I'll probably end up playing it at some later point in time. 4 kills for 4 mana with Riku out.
  • Terastodon got cut for a Natural Order package. Ironically, the two would go really well together, but I've found that Avenger of Zendikar is good enough off of Natural Order.
  • Body Double was nice, since it's a clone that even worked on an empty board, and could also be Podded into to create two four drops to pull off a Kiki-Conscripts combo the next turn. It's not in the deck anymore because I needed to cut something and I figured there was a reason why Rise From the Grave wasn't seeing play.
  • Archaeomancer was great as another way to pull off infinite turns, but it's enough worse than Eternal Witness that it got the ax in the process of streamlining the deck.
  • Tolaria West is out because it's a tapland and none of my other lands are good enough that they're worth paying 3 mana for.
  • Strionic Resonator I've found to be a bit win-more, but it's still better than Parallel Lives because it doesn't just work with Riku
  • Sphinx of Uthuun would be played if I could Natural Order into it, but feels a lot weaker than my other curve-toppers when I'm paying full price for it
  • Deceiver Exarch/Pestermite were cut because I found I could make infinite creatures with Kiki-Jiki often enough with just Conscripts in the deck, and they're a lot worse on their own.
  • Holistic Wisdom as with a number of these cards, I've found that with this many tutors, it's better to have a more streamlined deck with diversified answers than duplication of effects. I can tutor for Eternal Witness, but not for this.
  • Palinchron was given up in a trade for a Snapcaster Mage, and, honestly, I don't miss it. It does make infinite mana and infinite Palinchrons with Riku and 9 starting mana, but with the deck in its current configuration, I can combo off earlier and equally consistently anyway.
  • Comet Storm was there just in case I wanted to kill in one turn with infinite mana, but I've found that's not worth a card slot once the deck as a whole got better.
  • Strip Mine is of better use in my Xenagos land destruction deck. Also, this deck is better off laying down threats than answering them, and would rather have a mana base that just lets us cast all of our spells when we want to.
  • Brainstorm was in when I had more fetches, but it's not as good now that the fetches are in Modern decks.*Recurring Insight draws a hell of a lot of cards, but also makes you tap a lot of mana without putting something on board. Card draw is good when you're behind because it lets you find something to bring the game back, but when you're behind and tap out to draw cards, your opponents kill you before you get to cast them.

Bad cards that I'm not playing

  • Doubling Season, Parallel Lives, and Second Harvest are win-more. That is, they're do-nothing cards unless you're already winning, and thus end up losing you games when they just sit in your hand. Maybe they don't actually do nothing, but in the majority of games, you'd have been better off playing a creature of the same converted mana cost.
  • Time Stretch, Blatant Thievery, Clone Legion, Genesis Wave and the like are generally not what we're trying to do here. Sure, it's sweet if you pull off copying it, but you win if you copy enough cheaper spells anyway (as I've said, we're usually not losing after a copied Time Warp. We don't need Time Stretch). These are good control finishers, but Riku is a midrange/combo general.
  • Signets are worse than Farseek and friends because they're easier to remove. Green doesn't need signets.
  • Reiterate and the like: Riku already does this. They're not needed. Also, since they're so mana intensive, you tend to have hands with all Forks and no real spells to copy, since you cast all your other spells before you had mana available to Reverberate a spell.

Pour one out

2gherkins on A Gift No One Has Given Before...

1 week ago

@Bovine073

I really need Tolaria West - it tutors for any utility land I need - all of which have the potential to end games.

Intervention Pact is a kind of soft control, you could say - although the new set had given us Fatal Push and Disallow, both of which might deserve tagt single slot. Do you have an opinion on what could take that place?

Bovine073 on A Gift No One Has Given Before...

1 week ago

A very interesting take on the archetype.Why Intervention Pact and Tolaria West? All these seem to do is hog up valuable space without doing much. Yes you can get extreme blowouts with the pact from time to time, but more often than not it will be a useless card in the deck.

Enral on Akiri, Silas, and the Chamber of Many Artifacts

1 week ago

I forgot that you totally would benefit from the artifact lands and Tolaria West:

Looks like the curve and cmc turned out to be awesome haha

Vasseer on Top Shelf Elf

2 weeks ago

Add this:

Polluted Delta - In colour fetch land, why would you not?

Mana Confluence - Only slightly worse than City of Brass (actually better against port)

Elves of Deep Shadow - Replace one of the other elves. Helps cast leovold on 2.

A Doomsday package - I know it's what every cEDH leovold deck does but that's because it's insane (usual package is something like Gitaxian Probe, Predict, Laboratory Maniac, Unearth, Street Wraith)

Arcane Denial - One of the best counterspells in edh just gets better with leo in play.

Spell Pierce - Fantastic counterspell

Steel Sabotage - Very debatable, can be used as a ritual with vault or crypt, has targets against almost every deck.

Mental Misstep is surprisingly great

Dismember - 1 mana, kills everything.

Ad Nauseam - The best card in EDH

Carpet of Flowers - is actually nuts

Force of Will - cEDH is very, very, combo heavy making force an important inclusion in pretty much any blue deck.

Nature's Claim/Natural State - You have 0 ways to deal with a resolved artifact and this deck rolls over pretty hard to Null Rod. Play your preferred one, or both.

Cut this:

Gemstone Caverns seems really awful, yes sometimes you'll get to drop leovold a turn sooner off it but even then you end up down a card right off the bat, and then 93% of the time it will just make your mana worse. That's not even counting the times where you go first...

Voidslime is also miserable, it's pretty hard to cast costing 3 coloured mana and the versitility doesn't make up for how much worse it is than Counterspell, Squelch or Stifle. Also strictly worse than that new card in AER (Disallow)

Prosperity is bad, even if leovold is in play you're still giving your opponents a card for free without taking anything from them, meaning to actually make card advantage you'd have to cast it for 5+ (assuming 4 players). Otherwise you're just putting yourself way behind.

Blightsteel Colossus is quite frankly useless in cEDH since metas are so combo heavy and most removal exiles anyhow. For this to actually be good you have to spend your whole turn casting it, have it resolve, have it survive until your next turn and then it still only kills one player/turn.

Lotus Bloom is just too slow. Same goes for Ashes to Ashes and Putrefy.

Grim Monolith you aren't playing storm, you aren't actually playing very many cards that can use 3C effectively and you aren't playing Power Artifact so this card doesn't actually do very much.

Twincast: Why is this even here?

Thought Vessel you run so many wheels that you shouldn't ever really have more than seven in hand, making Mind Stone strictly better.

Tolaria West doesn't have enough good targets, coffers urborg doesn't even seem that insane in this deck. Certainly not good enough to warrant playing an etb tapped land.

Worldly Tutor: Maybe I missed something but Teferi is the only creature worth skipping a draw to tutor for (most of the time).

Lightning Greaves: Again I might have missed something, but Teferi is the only creature that you care about giving shroud. (I guess blightsteel, but that sucks anyways)

Swiftfoot Boots is a bad greaves.

Thran Dynamo: If you really want a big mana rock play Gilded Lotus.

21 on Mono-Blue Tron

2 weeks ago

I really would argue otherwise about Batterskull, the artifact can't be hit by Path to Exile only the 4/4. Also not to mention that having Batterskull equipped to anything, even a dinky little 2/1 Snapcaster Mage is still terrifying. If I'm going up against Infect and I have Spellskite on board and I equip Batterskull that is a 0/8 that's still going to get buffed like crazy.

Check out this link here: http://magicgatheringstrat.com/2015/09/mono-u-tron-faq/#Batterskull

I think running 4 Thought-Knot Seer is way too much. Having too many and pulling one late game feels like a dead draw to me.

As for Tolaria West, I will definitely put that into consideration. Thank you!

xyorrk on I don't usually lose, but when I do, I win [EDH]

2 weeks ago

With my Kami deck, I run 32 lands and find that's too many. With all the draw, you should be able to safely run with 1 or two lands in opening hand. I recommend replacing 4-5 lands with the usual ramp, Sol Ring, Everflowing Chalice, maybe Burnished Hart (about $3 total for all 3). land wise, Tolaria West is a good land tutor as is Expedition Map. For some speed, Chrome Mox, enough draw negates the downside of exiling a card, provides for a T1 Kami. Along the same price point, Extraplanar Lens and Gauntlet of Power are big ramp necessities but Caged Sun is a start. Also, everyone loves Party Jace! (Jace Beleren) Welcome to EDH!!! Remember to keep it fun, a lot of players that ruin commander for others choose mono blue, so remember to not get tempted into the easy combo-out wins that don't make commander fun. Check out mine and see if you see anything you like.

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