Academy Ruins

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters (MMA) Rare
Time Spiral (TSP) Rare

Combos Browse all

Academy Ruins

Legendary Land

: Add to your mana pool.

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

Academy Ruins Discussion

fL4txxEaR7h3R on Urza, Lord High Artificer cEDH *Primer*

2 days ago

And sorry for double posting but what about Riddlesmith ? 2 cmc to start looting for stuff you need doesnt seem too bad since we run Academy Ruins which can just recover what we threw away. I dont own a twister, so what are your thoughts on Time Spiral ? Sorry for all the questions im just super stoked for this deck hahaha

SideBae on Kira

2 days ago

You seem to be running two copies of Voltaic Key ... I don't think that's allowed in EDH.

If you're playing Mono-Blue good stuff, I highly suggest Mystic Remora as a source of early card advantage.

I also suggest running Counterbalance in conjunction with Sensei's Divining Top and Jace, the Mind Sculptor .

Preordain is good in conjunction with Ponder .

Windfall is good, like your Timetwister with Narset, Parter of Veils .

Clever Impersonator , Stunt Double and Phyrexian Metamorph are better than Clone . You should consider them.

If you've got the budget for Timetwister , Invoke Prejudice is pretty stupid good.

I think Cyclonic Rift is better than Nevinyrral's Disk .

Deserted Temple has REALLY good interactions with Thawing Glaciers . You should consider running it. Also, I think a basic Island is better than Halimar Depths .

In mono-blue, you might want to consider Back to Basics .

If you're running Academy Ruins , I suggest Mindslaver . It's a... good combo.

I think Blast Zone is better than Powder Keg .

I don't think you should run Bonehoard , because your general counters the first equip activation.

If you want to run Ancestral Vision , I suggest As Foretold . As Foretold also has the added benefit of being able to cast a counter spell for free on each opponent's turn.

It depends on how much you feel you need to hold up counter magic, but I think Stroke of Genius is better than Mind Spring , if only because you can cast it on an opponent's end step.

Strip Mine is useful as a 1-of effect to take out The Tabernacle at Pendrell Vale or other obnoxious lands. I don't think you need the Wasteland as well; you may have more luck with just a basic Island , especially if you choose to run Back to Basics .

Mana Maze is good in mono-blue decks, as is Sapphire Medallion .

Consecrated Sphinx is good as a value blue card. The card advantage is just nuts.

Dig Through Time and Treasure Cruise are great for late-game card draw.

Good luck with deck building!

dingusdingo on Urza, Lord High Artificer cEDH *Primer*

3 days ago

Okay lets break down the justifications you gave, because I still think they merit changing.

Choosing not to run Mishra's Workshop in a deck that combos and staxs with artifacts is just silly. The problem is far more with your deck building choices of running 20 artifacts in an artifact commander oriented deck than the card itself. I shouldn't have to explain the value of 3 extra mana going towards your paradox engine or a stax piece like trinisphere, but apparently I do. Getting to winning pieces faster is better, run it. You also have the luxury of a mulligan on hands when its dead, similar to how Gaea's Cradle is a great card but dead in some hands.

Seat of the Synod combos with Mox Opal Transmute Artifact Inventors' Fair Reshape Unwinding Clock and is pullable for X=0 from Tezzeret the Seeker or Whir of Invention , meaning you can ramp in mono blue. Also recoverable from GY with Academy Ruins . Meanwhile, it nonbos with Back to Basics . Do some cost/benefit analysis and come back to me on that one.

Expedition Map is tutor density, which is your single biggest problem. If you are in a creature heavy meta, it functions as Tabernacle #2, why would you not run it? The value engine with Academy Ruins is icing on the cake. It's also part of a tutor chain using Inventors' Fair which leads to winning lines. Calling it cute without realizing it gives you more consistency with another winning line that also grinds value is just ignorant. Similar to Seat of the Synod , look at your own cards before rejecting inclusions.

Legacy's Allure is 100% a bad card. Assuming you somehow land that on turn 1, it still isn't anywhere close to live until turn 3. Unless the opposing creature is already on the board turn 1, your opponent will remove it before they play whatever creature they need that you would steal anyways, and if the creature is on the board turn 1 you should remove it before turn 3 anyways. Many stax creatures are symmetrical, so stealing one does nothing because those decks are designed to work around the effects. Also Gitrog is a 6/6 so assuming turn 1 Allure it still won't be live until turn 7, at which point Gitrog has already won. You can make the argument for proliferate, but you aren't running any. Aether Spellbomb is faster, combos with your commander, can turn itself into a cantrip if there aren't good creature targets, synergizes with that giant list of cards I talked about with Seat of the Synod, and is less color intensive. If you really need another theft effect, Vedalken Shackles is significantly better and combos all the same ways.

Howling Mine grinds values in longer games. Even if you give your opponent 1 or 2 cards, if you end up drawing 6 or 7 cards from it you are getting a better advantage. It works better in a stax build over a combo build, but then that leads to my next point. If you're really scared run Blinkmoth Well

You should build this as a stax deck. Compare this to an Arcum Dagson deck. The reason that is able to be a fast combo deck is because it has a tutor in the command zone that leads to winning lines. Meanwhile, Urza generates mana and expensive card advantage from the command zone, which benefits you when games go longer. Why would anyone build this deck with these pieces when Arcum does the same thing but better? They are the same CMC, but Dagson is less color intensive so its easier to ramp into with mono blue.

Even if you are trying to run this as fast combo, you aren't making good choices. Why are you running Fact or Fiction and not Frantic Search ? Why is your counterspell density so high when you should be tutoring or drawing to win? 13 counterspells with the meme new Narset spell for 14? Why? The card advantage your deck generates isn't high enough to sustain a package that big. If you're trying to fast combo why are you focusing on playing defensive? You don't need that many counterspells to protect your own combo.

Why are you running Power Artifact but not Basalt Monolith ? Otherwise power artifact is literally a dead draw if Grim Monolith is gone or unavailable. It opens up more options to get infinite and win with Urza

Cut Future Sight . Focus on assembling infinite mana to use Urza as an outlet. Not a single cEDH list runs it for a reason, expensive and slow. If you have infinite mana to plow through your deck with Future Sight you can just do the same with Urza. Wasted slot.

Running Isochron Scepter Dramatic Reversal and Copy Artifact but you aren't running Winds of Rebuke . It has high value outside combo, and high value inside combo. Currently you only have one method of drawing deck outside Urza (Paradox + Voltaic Key + Sensei's Top), which means you are very liable to be hit with Meddling Mage or Pithing Needle or Phyrexian Revoker or Cursed Totem , all of which see play and make your Jace and Labman into dead draws. You should also consider Blue Sun's Zenith for similar reasons, gives an outlet for infinite mana if Urza is turned off or unavailable.

Njirk on Urza Oppression

3 days ago

How about Chrome Mox , Mox Opal , Mox Diamond , Mana Vault , Mana Crypt and Sensei's Divining Top instead of the janky equipments? Also, I would probably run stuff like Mana Drain , Force of Will , Swan Song , Pact of Negation and the new Force of Negation in a mono blue combo deck like this (if money is not an issue).

You can also add Intuition and Reconstruction so you have an additional tutor to search for your artifact combo pieces. (Search for Reconstruction , Buried Ruin / Academy Ruins and the combo piece.) Good thing about these cards is that they are also useful on their own.

Tolaria West can be a useful tool to tutor for specific lands or your zero mana stuff (especially usefull if you add pact of negation).

dingusdingo on Urza, Lord High Artificer cEDH *Primer*

3 days ago

Mishra's Workshop Seat of the Synod Hurkyl's Recall for sure.

Should consider Expedition Map for fetching and abusing Academy Ruins . If you lean heavier into stax, you should look at 1 cmc cantrip sac artifacts, it will help you grind value. Chromatic Star Chromatic Sphere . Also, Aether Spellbomb should replace Legacy's Allure .

Personally, I think leaning more into stax is a good idea with this deck. All sorts of great artifacts you could abuse Howling Mine Phyrexian Revoker Torpor Orb Pithing Needle Mana Web Orb of Dreams Tangle Wire

Sands of Time has a lot of potential here as well.

Stefouch on Art of Saheeli [Oathbreaker]

1 week ago

Update 2019-05-19

First playtests led to many changes:

  • Flux Channeler out for → Phyrexian Revoker : Does not enough for the deck's strategy. Replaced by something new to test. Pithing Needle is already strong.
  • Pyroblast out for → Chaos Warp : Pyroblast is a strong card, as you will most of the time encounter at least one blue player in a game pod. At worst, you may discard it to loot effects. But the Oathbreaker format allows only 60 cards and therefore available spots for suboptimal cards are scarce. Plus I don't play enough loot effects in the new version of the deck. Replaced by another removal.
  • Faithless Looting out for → Retrofitter Foundry : Replaced by something new to test with cmc-1.

Manabase and ramp changes:

zrob on The Ten Plagues: Locust God cEDH | *PRIMER*

1 week ago

Daedalus19876: Thanks! I'm currently testing out Metalworker right now, just need to play a few more games to solidify my opinion on it. It hasn't been amazing, but a few times it's explosive. It really only nets me an average of 2 mana to be honest.

I tried Verity Circle , but it just doesn't seem to work in my meta. I have it in the sideboard for now, as Rhystic Study overperforms in my meta currently.

As for the landbase, I actually need to go ahead and update that on the site...I just need to go through and see what exact changes I've made. The main ones IIRC are going down to 2 mountains and adding all the fetches, and replacing Reliquary Tower (this card sucks) with Academy Ruins . Also adding City of Brass somewhere.

Also, I thought I linked to this deck but apparently not. I will go ahead and do that!

I appreciate the opinions and help! Would love to discuss to talk more EDH with you as time goes on.

Daedalus19876 on The Ten Plagues: Locust God cEDH | *PRIMER*

1 week ago

zrob: Excluding changes to the landbase, those I'm a little less in agreement on. The addition of the other fetches is obviously a good idea (and something I've actually done IRL), but I'd rather have Academy Ruins over Command Beacon , along with a few other changes.

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Academy Ruins occurrence in decks from the last year

Modern:

All decks: 0.13%

Commander / EDH:

All decks: 0.05%

Blue: 0.58%

W/U/B (Esper): 0.4%