Tolaria West

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper 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.)

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Tolaria West Discussion

Spirits on Kess, Dissident Mage

6 days ago

Cards that I don't like:

Darkwater Catacombs | In a turn 4/5 build, it's too slow. Basically useless in some situations and opposite of mana fixing

Fetid Pools | Enters tapped needs strong abilities, maybe turn 8 cycling would be good, but in a Turn 4/5 build, it's not a turn 1 through 4 land so shouldn't be in there

Great Furnace | I think you can fetch , a single on Turn 1 though 4 is terrible

Tolaria West | Great land, but what does it tutor for you that's a combo card, Mana Crypt is ok, but none of your combos are land based, I wouldn't run this. If you needed to fetch a specific land for a combo would be ok.

Big Cash $$$ Money Land Upgrades (Have fun with these): Underground Sea, Volcanic Island, Wooded Foothills (cheap!), Arid Mesa, Misty Rainforest, Verdant Catacombs, Marsh Flats

I would go down 1 net land to 36 as well.

Cut list:

Devastation Tide | Miracle is too random, want to control your spells not have them control you. And it's a sorcery, as an instant it would be ok.

Cryptic Command has a pretty High CMC with , it's instant so it's better than some of the other sorcery/creatures, but could be a problem. It's VERY good card though, I would keep it worth the hard casting cost.

Scroll Rack mana sponges, it's too random, and too slow for turn 4/5 deck

Tolaria West go down a land!

Tutor Plans?:

Beseech the Queen >> Necropotence or Show and Tell or Laboratory Maniac

Demonic Tutor >> Necropotence or Omniscience or Enter the Infinite

Fabricate >> Sensei's Divining Top or Seat of the Synod or Mana Crypt (Add) (Not really that utility, doesn't pull any combo pieces, could be a cut list, I would probably cut this card)

Gamble >> Necropotence (High Risk, High Reward) or Show and Tell or Demonic Tutor

Imperial Seal >> Necropotence or Omniscience or Enter the Infinite

Merchant Scroll >> Lim-Dul's Vault or Intuition (Add it) or Mystical Tutor

Personal Tutor >> Enter the Infinite or Show and Tell

Tunnel Vision (when used to tutor) >> Mizzix's Mastery! (Downside is it misses Omniscience so need something it can hit to put a card from graveyard into hand, best would be a card like that with flashback) OR Tunnel Vision >> Yawgmoth's Will. If it discards a Past in Flames get a couple shots. I think Kess, Dissident Mage can cast the Overload cost from the graveyard for Mizzix's Mastery too if you do get it looking for the Yawgmoth's Will which then cast the Yawgmoth's Will.

Throw an Imperial Recruiter in there as well to Tutor a Laboratory Maniac heh

Trinket Mage >> Sensei's Divining Top or Mana Crypt (Add). He doesn't pull combo pieces so he can be cut. Once you have Mana Crypt he only cost you , without it, he's not awesome.

Lim-Dul's Vault >> Any Tutor cluster or Any two combo cards, hard to plan this one because it relies on random cluster, or a Necropotence

Long-Term Plans >> Necropotence or Omniscience or Enter the Infinite

Mystical Tutor >> Show and Tell or Enter the Infinite

Tainted Pact >> Entire Library with Laboratory Maniac, or a specific solution, or to find a final combo piece

Vampiric Tutor >> Necropotence or Omniscience or Enter the Infinite

Summary: Harder to tutor items (Enchantment) should be priorities, Necropotence or Omniscience. Kess, Dissident Mage let's you recast and pull another item in most cases to finish the combo Omniscience + Enter the Infinite, lots of tutors pull Show and Tell for you.

Street Wraith, Doomsday (Don't need Lion's Eye Diamond you have other ways to win with it) honorable mention for adds.

Intuition, Mana Drain, Force of Will, Grim Tutor, Mana Crypt are all-stars.

Capture of Jingzhou and Temporal Manipulation are good too, but not necessary, you're really just trying to combo win with Show and Tell + Omniscience + Enter the Infinite would focus on getting there.

Don't need Thought Scour, it builds the graveyard for Kess, Dissident Mage but it's too dangerous if it pushes a Omniscience or Necropotence

Frantic Search is better if you have a way to recur-it, like a Nivix Guildmage, but it does give you more control on the discard. The problem arises when you only have 1 card in hand, becomes the same issue I'm sure you experience with the Scroll Rack.

Leyline of Anticipation can be cut, but I like it. Helps with protecting the top-decking tutors. Actually works against Kess, Dissident Mage though if you delay cast, in some random cases.

Dreadbore could just be another tutor that pulls Hero's Downfall they do the same thing anyway (or a Yawgmoth's Will if you need to recast Hero's Downfall and have used Kess, Dissident Mage. And it's a sorcery (YUCK)

You need the Lightning Greaves and Swiftfoot Boots for Phage the Untouchable and Laboratory Maniac. You could lose the Swiftfoot Boots since you do have Artifact tutors, but I bet they are pulling mana sources not boots.

Phyrexian Metamorph could go too if needed. 9 Artifacts, and 7 creatures, BUT, I would keep it to copy a Vendilion Clique or Snapcaster Mage or Laboratory Maniac to win.

Temporal Extortion could be wasted spell, since i doubt your doing the extra damage, but in multi-player perhaps it may resolve due to politics.

Time Warp could come out too if needed, high CMC extra turns. Useful for mid-range play though.

Need to research a way to bring a card from graveyard to hand, if it has flashback, that would be AMAZING!

dlamars on Degenerate Designs

3 weeks ago

as far as Jeweled Amulet goes, honestly I'd try it out. It really does work wonders imo. Tolaria West finds so much in the deck and while I understand you hesitating to add it, 3 mana to find and play Mana Crypt is always good,

dlamars on Degenerate Designs

3 weeks ago

Hey there, I like the deck a lot and I think I have a few suggestions that might be worth considering:

Aphetto Alchemist - I am not sure but would this be a good replacement for Dispell? I am a big fan of it in general because it is so versatile and it would provide a lot of value with all the potential targets in your list.

Mystic Speculation - maybe replace Whispers of the Muse? I think it is much more potent in a thrasios list and it requires a lot less set up to abuse with Paradox Engine potentially allowing for infinite mana as well.

Jeweled Amulet - might be worth replacing one of the signets? It's pretty good in my experience though underrated.

Tolaria West - Could replace an island possibly? Searches for a lot of good stuff in your list!

That's all I can think of, hope it helps!

Nixus on Azami MoM

4 weeks ago

Mandalorian

Thanks for the suggestions Mandalorian. Here are my reasons for not playing the cards suggested. Please keep in mind this is from the perspective of a competitive environment. I have tried all of the cards recommended minus Docent, Supreme Inqusitior, and Sphinx's Tutelage at some point during my time playing Azami.

Riptide Laboratory is basically tap three, save a wizard. The only Wizard I'm really looking to save is Azami. I rather save her by countering the spell or in another method. Usually three mana is enough to counter the spell rather than bouncing it and replaying it next turn for 5. It pairs nice with some of the other enter the battlefield wizards, but most of the time I rather have an island. The deck is blue hungry.

Docent of Perfection  Flip is too slow. If I'm casting anything that is at 5/6 CMC, I'm looking to win that turn. Docent alone doesn't do anything, I need to have multiple wizards and resort to a beat down plan that won't be able to kill three players at once on the same turn. Also need a spell to follow up on to flip. If I played one of the three other win cons, we'd just win on the spot under the same conditions as Docent. (Resolve card, play spell, win.)

Palinchron is along the same lines as Docent, too expensive and dead on its own. It also needs an infinite mana outlet to win the game. It's also too expensive and doesn't win on the spot like the other combos. With Gauntlet, Extraplanar or High Tide, it's still a three card combo because it needs an infinite mana outlet. Gauntlet of Power and Extraplanar Lens are too mutually beneficial and will most likely help the opponents win more than it helps me. I have to spend the 3-5 mana to play it and have to pass the turn. I could play snow covered lands, but even so it's 50/50 my opponents are as well. I also don't need the infinite storm to win and there's no current outlet for it. (Not a fan of three card combos that don't include a card from the command zone.)

Patron Wizard comes in and out of the list. I find between the UUU cost, the need to have other wizards in play, and the fact my other wizards tap for their own effects an issue. Supreme Inquisitor takes up the same slot for where I would rather play Azami. Issue is that it's a slot in my hand and not the command zone.

Tolaria West grabs a rock, another land, or a pact of negation. I'm super sad when I have this in my hand and not just a come into play untapped land. I tried for a while, but never used the transmute on it and almost always just preferred a island.

Forbid is not a good counterspell compared to what and how many we run already. The buyback won't get used since the two cards we're most likely pitching to it will be two other counterspells. Might as well use one of the other counters.

Foil is too expensive if we don't use the free clause. Discarding an island and another card makes this number 5 on the free counterspell list. I think the four we run is sufficient.

Daze will almost always get paid for. It's too risky to count on the opponent not having one extra mana to pay for it. It's good for 1vs1 legacy where mana is tight. But for CEDH where there's four players, spending two mana or returning an island to ask the opponent to pay one more is risky.

Sphinx's Tutelage is not good for the competitive meta where decks like Gitfrog and Renanimator are popular. Even without these decks, it's slow, you're not drawing enough cards to mill everyone to death. If you're looking to play this and draw your deck to kill with wizards, you'd probably rather draw your win con and win for sure all at once.

Capsize is a bounce spell that comes after chain of vapor, cyclonic rift, and into the roil. It's better when you have infinite mana, which this deck doesn't have. If I needed another bounce spell, I would add this after I add Chain of Vapor.

Mandalorian on Azami MoM

4 weeks ago

Riptide Laboratory

Docent of Perfection  Flip is a great alt win con is the combos don't work. It makes it so that your creatures can actually beat down well.

Not interested in any of the wizard tribal stuff? Patron Wizard, Supreme Inquisitor, etc...

Tolaria West

Forbid

Foil

Daze

Sphinx's Tutelage with infinite draw is basically a Brain Freeze to all opponents

Palinchron for infinite mana/storm with Paradox Engine or mana doubler like Gauntlet of Power or Extraplanar Lens

Capsize

Lordmax606 on The Undisputed Rasputin

1 month ago

@mykul, Good catch on the tutoring Walking Ballista with Tolaria West. So far the manacanon has worked out really well in the deck and has moved to the mainboard in place of Crystal Shard.

As for Declaration in Stone, I'm not a huge fan of giving my opponents cards. I agree that it is much better for dealing with mass tokens (Avenger of Zendikar comes to mind!) but I think I'd rather rely on my wrath effects. Also, I have never personally dealt with any Shadowborn Apostle decks, but if your goal is to stunt the Apostles, this will really only give them more cards which will be more Apostles... not sure if this is the answer you should be looking for. Instead, I would sideboard in my Linvala, Keeper of Silence.

Cereal_Killer on Red Emrakul's apostles

1 month ago

I tried the u/b version and I noticed that even with Taigam's Scheming and Telling Time, the deck needs red cards as Faithless Looting.

Beseech the Queen costs too much, but an Expedition Map or Tolaria West could help getting the Shelldock Isle so i'll make so space for them.

Lost Legacy is a good card, but has 3 problems:1) It's sorcery, not instant such as Extirpate or Surgical Extraction.2) Costs 3 mana (but this isnt a real drawback).3) Although it makes me exile what I don't need, it makes me draw cards. This means I can't use it on apostles cause i'll lose the match due to the fact i can't afford to draw 25 cards all in one turn. (consider 25 apostles + 3 lands (not fetching them, or you have to count them doubled) + 1 lost legacy + other 1/2 cards in hand + 1 card draw per upkeep in hand for a total of 33 cards, minimum, out of my library before drawing 25. It's a risk). Although it is very useful after you have removed all apostles with a Surgical Extraction or an Extirpate,the mana cost and the type (sorcery) make it a less desiderable card.

Force_of_Willb on Red Emrakul's apostles

1 month ago

I see that you have a Blue Emrakul's apostles deck so you can leave the red in this one and test out which is better the Red package or the blue with Telling time, scheming, and C.plan...

Some difficulty I had in play testing is that after I removed the Apostles I had a hard time hitting a shelldock.

Maybe include tutors like Tolaria West, Beseech the Queen, or Expedition Map can help find them?

How do you feel about Lost Legacy? replaces the Apostles removed from your hand with new cards?

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