Academy Ruins

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Academy Ruins

Legendary Land

: Add .

, : Put target artifact card from your graveyard on top of your library.

SufferFromEDHD on Genju say All Realm Matter

1 day ago

raises fist in the air in Genju solidarity

Dark Confidant would be so powerful in this deck with 46% zero CMC. Cut Diabolic Intent.

Floodbringer & Oboro Breezecaller > whichever 2 moonfolk you think are the weakest. Uyo seems bad in a deck with 6 spells.

Blossoming Tortoise > Sporemound

Treasure Hunt > Maelstrom Nexus

Ancient Tomb > Sol Ring

This deck would greatly benefit from Academy Ruins, Hall of Heliod's Generosity and Volrath's Stronghold

indieinside on Jin (Going Bust) Gitaxias

2 months ago

Mindslaver + Academy Ruins = Control Target Opponent Each Turn. I would also look at other ways to ramp into my Commander sooner.

indieinside on Have a Gneiss Day!

2 months ago

I love Barren Glory because it mimics my all-time favorite Unglued card The Cheese Stands Alone. I have it as the Win-Con in my Super Friends build.

Vedalken Orrery would let you play that win directly before your turn.

Worldfire is another choice to add in exchange for Apocalypse.

Other options to help reduce CMC for the overall combo would be cards like Oblivion Ring, blowing up Barren Glory at a later time.

I personally think that going with the Barren Glory and Mindslaver are better with Blue splashed into the build. One, because Blue gives you more options to pop off Barren Glory on the opponents’ turn. And Mindslaver can go infinite with Academy Ruins on a single player.

A super cool Alt-Win you might consider would be Approach of the Second Sun.

ToastedBagl on Kefka, Court Mage

4 months ago

Suggestions for general good stuff: Whip of Erebos, Bident of Thassa, Hammer of Purphoros, Academy Ruins, Drownyard Temple.

Depending on your budget, Volrath's Stronghold and Crucible of Worlds gets your discarded stuff back.

kamarupa on Balaam__'s Challenge: Get Twisted

9 months ago

Thanks for the advice, psionictemplar! I'm a bit hesitant to add too many non-basic lands because of Back to Basics, but i might switch Academy Ruins for Mystic Sanctuary.

I'm fairly married to keeping High Tide because it not only helps get Eon Hub out, it also combos with Rewind and helps Overload Cyclonic Rift. With Rift, we can eliminate opponent's creatures, which enables us to actually hit opponents with one or two Phyrexian Soulgorgers.

I did consider Snapcaster Mage - any thoughts on that?

kamarupa on Balaam__'s Challenge: Get Twisted

9 months ago

Thanks so much for the +1, approval, and thoughtful critique, Balaam__. I agree wholeheartedly.

My thoughts were: There's a not a lot of room for card draw and the deck has too many needs to be as narrow as Fabricatefoil is, but there with no narrow enchantment tutors or broad any-card tutors, the deck has to make do with what is available. To some degree, the deck has to rely on the control spells to carry it through until it hits what it needs. Whether Ponder and Fabricatefoil are the right combination - I have little faith they are - but a bit more faith the numbers (7 total) are in the right ballpark.

Similarly, Fog Bank isn't really what I wanted either. I actually would have preferred just a plain old Fog but no such spell exists for blue that I'm aware of or could find.

It's true that Back to Basics interferes with Academy Ruins, but I don't think that's actually a [major] problem - Back to Basics should make it a lot harder for opponents to remove Eon Hub. And, if some opponents are having too much success, there's always Illusionary Terrain in the sideboard to further flummox their land base.

I think a big part of this deck's problem - I did some playtesting to tune it and judge efficacy, etc - is that it has a lot of parts - decks such as this tend to be finicky and even with a lot of coaxing will sometimes just refuse to cooperate. Given the spell I was working with, I'd say I was successful, but if I were to grade the deck objectively, it's probably a C+.

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