Tower of the Magistrate

Legality

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

Printings View all

Set Rarity
Mercadian Masques Rare

Combos Browse all

Tower of the Magistrate

Land

Tap: Add (1) to your mana pool.

(1), Tap: Target creature gains protection from artifacts until end of turn.

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Tower of the Magistrate Discussion

Hazerithious on Give it Away (Zedruu)

2 weeks ago

Perhaps add a Tower of the Magistrate to assist against the equipment voltron match-up. Also helps with blocking large non-trample artifact creatures.

johnnythexxxiv on Monoblack Hugs

3 months ago

An addition that jumped out immediately for me was Urborg, Tomb of Yawgmoth. You have so much swamp interaction for it to help out with and since it's a land it wouldn't force you to cut any of your main cards, just swap out a swamp. I'm sure there's some other lands that might be worthwhile to consider (Arcane Lighthouse, Contested War Zone, Elephant Graveyard, Griffin Canyon, Homeward Path, Oasis, Rogue's Passage, Shizo, Death's Storehouse, Swarmyard and Tower of the Magistrate all have SOME degree of group huggy utility) but that's the only one jumping out at me right now.

There's a couple cards that I'm not sure why they're in the deck based off the theme. Necrotic Ooze gives you a huge benefit compared to everyone else (you could use it to continue doing Zombie Trailblazer things after a boardwipe, but you can also use it to copy your opponent's activated abilities), Demon's Horn only helps you, and Touch of Moonglove not only only helps you, but it also hurts an opponent.

QuietMyth on Emrakul, the Promised End

3 months ago

I know it's been a while since you made this list, and the video for it, but I thought i'd share a few things as someone who's been playing colorless for almost 3 years.

It's important to note that Tribal -does- reduce Emrakul's cost even more. It's really the only reason I'm going to put Not of This World in this deck, it didn't make the cut for my Kozilek, The Great Distortion of the Boardstate deck because it's usually just not good enough unless you tack on the ramp it gives you. A huge advantage, I think, that colorless has is it's insane number of utility lands. Geier Reach Sanitarium helps you get junk into your graveyard. Tower of the Magistrate is hilarious with opponent's equipment. Etc, etc. Upvote all the same!

Winterblast on Workshop Party

4 months ago

I do indeed own the decks or at least like 95% of the cards needed for the decks I've got online here DrCreamy. The price here is unrealistic though because you can get everything much cheaper on eBay or magiccardmarket...and I've bought most cards when they were still cheaper. For example I had 4 Mishra's Workshop because I played Stax in Vintage some 9 years ago and the playset cost me around 550 euro back then. Earlier this year I sold 3 for 600 each. I had to buy some of the top cards for commander at today's prices though because I only started building commander decks this year in Spring.

Giving shadow is a good idea but it's very mana intensive also because it costs BB, which isn't often available more than once per turn...even though my mana base is already good for 4c. For going unblockable I have Tower of the Magistrate in the deck, as I want to have Mycosynth Lattice anyway. I've also considered something that gives trample but eventually I don't want to rely so much on combat damage anyway, only at the very beginning of the game. If I can't win with beatdown until turn 5 or so, I have to focus on control. I might test this enchantment though, I think I even have some copies at home.

TheDeckMaker2300 on 5 Nights at Zendikar

4 months ago

Nice job this is pretty good

Here's a few suggestions

Lands (replace some wastes with these.)

Strip Mine

Ghost QuarterBoth for more land destruction

Buried RuinReanimate artifacts

Tower of the MagistrateThe to protect your stuff from artifact stuff and a trick if you give a creature opponment controls with equipment that creature will be forced to take the equipment off.

Scorched RuinsSac 2 wastes for 4 mana And Deserted Temple to make to make 7 mana with just 1 land (a alternate way of getting all 3 urza lands)

Artifacts

Strionic Resonator I'm surprised this is not In the deck you can double dip cast abilities and annilator with this (trigger abilities) like Ulamog, the Ceaseless Hunger exile 4 things instead of 2

Voltaic Key the 3 mana tap artifacts will be upgraded to 5 with this and go to beyond 100 mana with the Doubling Cube

Nevinyrral's Disk another board sweep with All Is Dust and combos with Soul of New Phyrexia

Blinkmoth Urn you get the most benefit and really ramps your mana fast especially with Tamiyo's Journal

If your considering abilities in your deck than Rings of Brighthearth and Thran Turbine are your best friends (don't let the turbine fool you it's immensely better than it looks example your draw one and discard one land ability picture doing it without tapping a single land.)

Prototype Portal let's make a army of Sol Rings or anything else useful. (You can also clone the Darksteel Citadel with this

Unwinding Clock + Shimmer Myr/Vedalken Orrery your tap artifacts plus giving everything flash = let's bring stuff out on every turn

Spine of Ish Sah great removal and boomerangs to your hand when it enters the graveyard so you can do it again

Trading Post another artifact reanimator and makes a wall for ya for defense.

Ugin's Nexus put it in makes Emrakul, the Promised End better and a safety net for decks that do the despicable Tons of extra turns combos and you can break it with so something for a extra turn

And lastly for artifact I notice there's not enough draw so I would suggest Howling Mine or Temple Bell reason is I doubt they will destroy a draw mutiple cards that give it to them too. If not then Staff of Nin shoot at 1 toughness stuff with it

Creatures

Not much

Only Pentavus I can suggest

For air defense

Tap 1 land after attack make a token block with it then tap another mana sac it then it gets it counter back and the attacker failed to get threw to you (excluding trample ofcoarse)

Faceless_Being on Kambal

4 months ago

enpc is correct broham, 28 land is a very low count for Commander. You would probably want to be around 37-ish land with as many utility lands possible (in your respective colors mind you) I will list some below that may help.

  • Strip Mine/Wasteland/Tectonic Edge/Ghost Quarter: Good removal for opponent's annoying lands

  • Cabal Coffers: Always a good addition in decks

  • Urborg, Tomb of Yawgmoth: When paired with Cabal Coffers you will be capable of ramping mana easily

  • Winding Canyons: Great for flashing in some blockers or before the opponent's End Step

  • Reliquary Tower: A staple in most every EDH deck. Great if you hate hand sizes

  • Maze of Ith: Super helpful card that can basically fog out 1 attacking creature.

  • Orzhov Basilica: I like the Karoolands. When you go to use mana via tapping your land, you can load a mana into your mana pool and drop the Basilica and just bounce one of your tapped lands.

  • Bojuka Bog: Great hateland when facing Reanimator decks or any deck using their graveyard to an advantage

  • Haunted Fengraf: I personally like this Land because you can use it in any deck and has actually helped me a few times when playing hard matchups

  • Volrath's Stronghold: A "strictly better" version of Haunted Fengraf, it allows you to target your dead minions and set your next draw

  • Thespian's Stage/Vesuva: Great copylands that can become any non-Legendary land

  • Godless Shrine: Orzhov's respective Shocklands

  • Terrain Generator: I love ramp lands that can be in any deck. It's downfall is the land must be Basic and enters tapped regardless of its Super type

  • Tower of the Magistrate: If I am incorrect on this next explanation please anyone correct me. This Land, when tapped for its second ability, can disarm an enemy Voltron Commander/Creature of all Equipment when used

  • Temple of the False God: A great utility land that is kind of a dead draw in Turn 1-3 unless you have Ramp capabilities but I never don't hate seeing it later on in the game

  • Opal Palace: Can help pump up Kambal, Consul of Allocation in the later game to make him a more formidable for in combat. The more times have to cast Kambal the better if you want him buffer

  • Vault of the Archangel: I love this land so much. Can grant your army Lifelink and Deathtouch

Those are just off the top of my head. I am pretty tired or I would list more but this list should be semi-useful. Happy tapping.

Alondith on Red for the Red God.

6 months ago

use Tower of the Magistrate to hate on voltron?

metalmagic on I Need Help Compiling a ...

6 months ago

I'm sure there are more decent ones, those are just off the top of my head.

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