Trophy Mage

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Elves vs. Inventors (DDU) None
Aether Revolt (AER) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Trophy Mage

Creature — Human Wizard

When Trophy Mage enters the battlefield, you may search your library for an artifact card with converted mana cost 3, reveal it, put it into your hand, then shuffle your library.

Trophy Mage Discussion

stecyk on Kyle's The Locust God Deck l Extra Turns #02

1 week ago

@Megaface... Trophy Mage is precisely three mana not three mana or less.

luispsalles on Bant Butts

1 week ago

ddizzle94, looking this way... I really like some cards.

Brago, King Eternal , nice, love the Flicker ideia.

Brago, King Eternal , cool, maybe I dig some space for him.

Eternal Witness , its like a "must". Something I was thinking is the recover option, bad that will need a flicker for fully fuction.

Sakashima the Impostor , very nice! But to much expensive. ^_^'

Sakiko, Mother of Summer, this one have a nice abilily, but is a little high.

Sakura-Tribe Elder , Im running one copy of him.

Temur Sabertooth , really good. I sure will get one for use it. I just love bounces.

Tomorrow, Azami's Familiar , nice, but I wont run one for two reasons. its high. And at same time you can see what to draw, you may dump some really good cards to put on game. The test ideia is cool, but the dump of cards isnt.

Trophy Mage , I dont know. That dosent sees to be here her place.

Apreciete yours suggestions, I will look for make some changes, I really will look for have some of them.

ddizzle94 on Bant Butts

1 week ago

Brago, King Eternal - flickers our defenders drawing us a card for each one if arcades is out and also untapping them if you activated abilities or attacked

Edric, Spymaster of Trest - we will always have a few defenders out attacking and drawing a card for each one will ensure we keep a hand full of defenders to play

Eternal Witness - gives the deck a chance to recover from destruction and with the flicker effects in this deck it can be repeated

Sakashima the Impostor - strictly a copy of arcades, removes the legendary text on it so they can both exist on the field at the same time drawing us 2 cards per defender and allowing one of them to be destroyed and still have redundancy

Sakiko, Mother of Summer - whenever you cast this card it will be free after combat due to all of our attackers having 3+ toughness to attack with, if we deal 6 damage (extremely easy) then its free, any more damage than that sets up our main phase 2 so we can flood the board

Sakura-Tribe Elder - early game ramp, vital for this deck, you need your commander out by turn 3 at the latest

Temur Sabertooth - a great way to bounce creatures and i haven't tested it yet but i believe with cards like Sakashima the Impostor in play and concordant crossroads this could produce infinite mana and infinite draw

Tomorrow, Azami's Familiar - basically changes our commanders text to read, whenever a defender enters the battlefield, look at the top 3 cards of you library and pick the best one. this allows us to not stall when going for the win due to the crazy amount of cards your looking through (this card could be cut due to how long it can take when drawing a lot of cards, people don't like to see that happen)

Trophy Mage - with wild pair in the deck a lot of cards total 4 when u add the power and toughness, this is a 2/2 so it falls in that category// this card allows you to win 1 turn early with the wild pair method because you can grab thousand-year elixir, giving activated abilities haste and allowing you to untap a mana producer ( this is also a flex slot that im still testing out due to low synergy with the deck as a whole because its not a defender and im only running 1 3 cost artifact.)

SynergyBuild on The Threads of Fate

1 week ago

For suggestions, Mind Stone over Orzhov Signet is a start. The fixing is mostly irrelevant as you have a sweet landbase and other fixers, as well as that the draw on Mind Stone is very useful.

Additionally, I'd find a slot for Staff of Domination so you can use the Trophy Mage line.

It is similar to the Tezzeret Line, but has a few downsides. You have to cast the pieces and it doesn't get around Rule of Law , Damping Sphere , Arcane Laboratory , Humility , or tax effects.

The jist is the same. Fetch Rings of Brighthearth , then flicker to fetch Basalt Monolith , then make infinite mana and use an outlet in hand, or wait until you can fetch Staff of Domination on the following turn and draw your deck and win with Goblin Cannon

Mageface on Kyle's The Locust God Deck l Extra Turns #02

1 week ago

This is a deck I've been wanting to see for a long time. Though looking through it wouldn't Trophy Mage be better than Trinket Mage allowing you to tutor for 3 or less than 1 or less?

Enral on Proteus Fblthp

2 weeks ago

Thoughts on Trophy Mage for the staff and Long-Term Plans ?

jordanalessi on Fblthp - Look Ma, no creatures!!

2 weeks ago

You're gonna have to rename this deck, bc it needs Trophy Mage .

jkempic on Fblthp and his Wondrous Wand

2 weeks ago

it's a shame Trophy Mage can't be run, it would provide another tutor for the Proteus Staff . LabManiac_Sigi, is the main plan for the staff/fblthp combo to grab dramatic-scepter right away? or would it start out like a DD pile most of the time so as to have enough mana? oh, and one more question--I personally would want a good back-up win-con if Stroke loops get cut off. do you think the new Jace is good enough for that, or would he be too much of a dead draw outside of the combo?

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Trophy Mage occurrence in decks from the last year

Commander / EDH:

All decks: 0.04%

Blue: 0.32%