Academy Ruins

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal

Academy Ruins

Legendary Land

: Add .

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

Slurpz on Crouching Kadena, Hidden Phage [v4]

6 days ago

I made a lot of small changes and reconsidered a bunch of them before I was happy but I think the final result ended up being Crop Rotation out, Voidmage Apprentice out (just too inefficient), powerful tutors and Ancient Tomb and Urza's Saga to the sideboard, pathway lands in for better fixing, and Academy Ruins in as 3 of the combo pieces are artifacts.

legendofa on Baby's First Deck

3 weeks ago

Welcome to the club, TimeKitsune! And yeah, there's a lot going on in this game. Confusion is normal. Work with the fundamentals, and the rest will follow.

So this deck doesn't seem to have any particular focus. The Volcanic Islands and Tropical Islands are valuable cards, but out of place here, since none of your cards use or mana. Similarly, this deck doesn't have enough artifacts to use Academy Ruins fully.

My first question is, how do you want to win a game? Do you want to defeat your opponent before they get set up, or attack with big creatures, or lock them down and prevent them from doing anything? Do you want to win through speed, brute strength, technical and tactical maneuvering, or surprise your opponents with a win out of nowhere? And all of these can be combined, if you want to win through brute force out of nowhere, or with speed and technical skill, or anything else.

If you need any help with color philosophy and mechanics, or deckbuilding tips, or anything at all, please ask. This is a pretty good community, and very knowledgeable.

And above all, have fun!

CoarselyRefined on Jellyfish Artifact Jank

1 month ago

Expedition Map pairs well with Academy Ruins in a janky kind of ramp. Retraced Image is also a handy T1 ramp spell providing that you have two islands in your starting hand. Walking Atlas also helps with ramp in mono-blue if you don't mind breaking your tribal concept. Pili-Pala pairs with your Grand Architect to give you infinite colored mana.

_Delta_ on Your Worst Nightmare

3 months ago

Thank you for the suggestions, Temporal Extortion was one card I did think of briefly before but not also Worst Fears. Mindslaver is one I already happen to play in modern alongside Academy Ruins in fact :). I’ll add them to the maybe board and see if they can find a place. Just one issue is finding room, and while there’s a few cards some may see as obvious picks to cut, I wanted to have a few such as It That Betrays and Phyrexian Obliterator likely stay as most of my edh decks have a few ‘pet’ cards like that to make them a bit different than every other version out there kimosabe. Oh and I will for sure check out your list soon for possibly more ideas!

SufferFromEDHD on Hakim, Lore Weaver EDH

3 months ago

Always wanted to make something with this dude but I never knew what to do. This strange pile of cards is beyond interesting. It's a cohesive strategy with focus. Inexpensive but it gives off competitive vibes.

Seeing Anvil of Bogardan and Smokestack as the few assisting artifact engine pieces really lured me into this enchantment based deck. Cut an Island for Null Rod!

Your maybe board:

Treachery yes.

Windfall Yes.

Temporal Trespass YES.

River Kelpie fits the commander and strategy so well.

Everything else I was indifferent about but I have never piloted this list so you would know better than I.

I'm just going to spitball some cards that came to mind that might fit your unique deck design:

Forbid a reusable hard counter that feeds your discard/graveyard strategy.

Retraced Image big fan of basic lands with Back to Basics strategy. This bulk rare from Torment is mono blue ramp.

Academy Ruins and Expedition Map more mono blue ramp.

Long-Term Plans my favorite blue tutor.

Deserted Temple more versatile Minamo.

Awesome brew!

Giriel on Alelaʻs Box

4 months ago

I will publish a similar Esper Deck soon with the commander, but it is built a little differently. I am focussing more on enchantments, flying and faeries, not in thopters or very few in mill.

I would recommend you Cathars' Crusade, Hall of Heliod's Generosity and Academy Ruins

MagicMarc on Good Cards That You Just …

6 months ago

I agree about Sensei's Divining Top. I have two of them and feel like an idiot because I don't run them in anything. But it seems to make games pretty one-sided.

Mindslaver and, because of Mindslaver, Academy Ruins. Pretty much ends a game if its 1v1 and makes it pretty hard to stop even in multiplayer because part of it's potency is on a land. I have playsets of both and never put them in anything any more. And if you are running those two then you might as well run Spine of Ish Sah, Metalworkers and your Darksteel Forges. Then you end up with a deck gathering dust on a back shelf because of how much self-loathing it can make you feel when you play them.

LandoLRodriguez on [PRIMER] Morophon's Tribal Tribal

6 months ago

TheoryCrafter thanks for your comment! I totally agree with everything you said in part 1. I always prefer activated/triggered abilities over ETB/death effects that do the same thing in my commander decks. Niv-Mizzet Reborn is meant to be more of a bomb late game play than a true source of card advantage. I'm gonna wait to see how many guild color combos I wind up with as I whittle this list down. Seems to be way more Azorius and Selesnya than others at this point, although most guilds are represented in my master list here. We'll see, he probably won't make the cut, but it could be quite an impact for a card I can cast for free with Morophon in play.

It looks like there's only a couple tribal effects that I can't get on creature cards (making Cover of Darkness a mortal lock). Looks like most of my enchantments and artifacts will be for cheating creatures in. I can't wait to finally get to play Didgeridoo!

Definitely going to prefer creatures with no more than 1 of each color mana symbol, but there's some with 2 that're gonna be too good to pass up. I don't entirely love the break from MtG lore in some of the secret lair stuff, but Rick, Steadfast Leader is one of the very best tribal buffers I think. Death Baron seems like the only true deathtouch aura. Cards with 3 colored symbols probably won't make the cut for that reason (sorry, Azami).

For part 2, I hadn't considered Padeem + Forge for this deck. It's a combo I know well, I look to get them out in my artifact heavy Sen Triplets deck. Combine with Mycosynth Lattice to make ALL your stuff nearly impossible to kill! Anyway, I think I'm going to lean more towards trying to get Nexus back from the GY rather than protecting it in play. Protection doesn't keep it from being discarded or milled. Since posing my questions, I added Academy Ruins and Emry, Lurker of the Loch to my list and I think they'll be sufficient. Ruins will almost certainly make the cut, and hopefully I have a slot for Emry, and I think I'll try to find a slot for Padeem too. Even if they're mostly mana rocks, I should be running a good number of artifacts. Thanks for bringing him up, and for commenting in general!

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