, : Until end of turn, you may cast nonland cards as though they had flash.
|Have (2)||lorddarkstar , jecder|
|Want (5)||Kotaff , Dragero , Lovet0209 , a85TSgtSpiike , Chaosfalcon|
Combos Browse all
|Commander / EDH||Legal|
Alchemist's Refuge occurrence in decks from the last year
Latest Decks as Commander
Alchemist's Refuge Discussion
5 days ago
I have replaced Alchemist's Refuge with War Room, because repeatable card drawing is very nice; paying 3 life every time that I use it may possibly be problematic over time, but, with both green and white in this deck, I should be able to regain that life fairly easily.
3 weeks ago
Insidious Dreams --> Discard a bunch of permanenent cards, which is essentially just saving them for later, and then stack your deck with combos.
Forgotten Creation with Golgari Grave-Troll --> Every upkeep, you discard your hand, and then draw that many cards. Then, in your draw step, mill 6 and get the grave-troll back. Repeat every turn for some massive self-mill. It gets even better with Underrealm Lich.
Mindslaver --> a salty, one-card combo that basically says "Pay during your main phase to control your opponent's next turn... every turn, forever."
Glacial Chasm is a one-card combo that basically says "sacrifice a land every turn, but you can't be attacked anymore." If you choose not to pay the cumulative upkeep cost, you just get rid of it and then you can attack with your creatures. Play it again in the post-combat main phase to stop any incoming attacks. This card is great.
Memnite is a really great card in this build. When you run out of mana, you're still able to cast it, and it's a great, repeatable sac outlet or chump blocker that just keeps coming back. Counts as an artifact or a creature.
Kodama of the East Tree is great with Muldrotha, because you will want to be casting stuff from the graveyard and generally ignoring your hand. Well, every time you get something from the grave, you can also get something from your hand.
4 weeks ago
ya your probably right
but last Saturday i was playing my Timmy temur deck
T1:i played a forest into Magus of the Candelabra
T2: i floated the green played Simic Growth Chamber
bounced the forest used candelabra to untap chamber
then casted Broken Bond on my buddies signet
put the forest back and then casted Sol Ring
T3: i played a mountain and then casted Skyline Despot
T4: i played Alchemist's Refuge and casted Seedborn Muse
leaving the rest of my mana open for Spell Burst & Voidslime
after this topic today i really can't help but to think
how cool it would have been to have Lighthouse Chronologist in my hand on Turn 4 in that game
idk i might even add it to the deck ive been needing more mana dumps anyways
1 month ago
Muraganda Petroglyphs: What's better than a 3 mana 2/2 with an unknown ability? a 3 mana 4/4 with an unknown ability.
Voidmage Apprentice: counterspells that can interrupt split second are generally good.
Aphetto Runecaster: More card draw is never bad; worst case scenario, you add a lab man and become a real dousche.
Echo Tracer: Redo! (Or removal)
Weaver of Lies: Redo all of your other morphs, and then turn your echo tracer face up again and return this to your hand, then cast it for free with Kadena? Seems good.
Tidal Barracuda: Flash is really good with Kadena, and fucking the speed at which your opponents play is always good.
Master of the Veil: Similar to Weaver, but less mana overall.
Dream Chisel: ... duh?
Wilderness Reclamation: Untap to do all them morphs on other people's turns. Extremely powerful. And you can fuck with the amount of mana you can produce by responding to the trigger like people were doing in standard.
Leyline of Anticipation: Again, flash. Also, free more often than you think.
1 month ago
Epicurus Greetings! It is shaping up to a great start, so far!
Some cards that I would definitely consider cutting:
Deathsprout due to it being your only removal piece. With no recursion for anything other than lands, 1 piece of removal isnt worth running.
Storm Cauldron Considering that a lot of your big value pieces are upwards of 3 mana, you may find that that you end up with less lands in the end, and not accelerating your mana base, as most Landfall decks want to do. This card is typically a combo piece, and not worth the inclusion.
Path of Discovery This one is a choice based on personal preference. I prefer not to run cards that will allow opponents to know what I have coming up. That, and the cards value comes only from flipping a land off the top.
Ghirapur Orrery, Howling Mine and Rites of Flourishing Again, based on personal preference. Granting opponents the ability to draw additional cards per turn and play additional lands will not put the deck ahead of everyone else.
Some worthwhile additions that I believe will help develop and accelerate your board:
Growing Rites of Itlimoc Flip will allow you to add creatures into your hand (I know, I dont like providing knowledge to opponents). With its ability to flip into a Gaea's Cradle it will ramp up your mana base.
Panharmonicon It is a great value engine in a deck that contains a commander that does the same thing, but better!
Ashaya, Soul of the Wild This one is already in your Maybe board. I urge you to consider adding it, as it causes your non-token creatures to enter as Forest creatures, which will trigger your Landfall stuff!
Alchemist's Refuge Allows you to play at instant speed.
Drownyard Temple A great utility land that you can offer up to Harrow, Crop Rotation, Elvish Reclaimer, etc. Then, you can always bring it back to your field and trigger your Landfall, and doesn't count towards your land limit per turn :)
Field of the Dead Beautiful utility land that generates bodies when lands enter as long as you meet its requirements!
Traverse the Ulvenwald Just a nice fetch piece. Worst case scenario; you go and find a basic land. Otherwise, you can find ANY land or put a value creature into your hand.
The Great Henge is a noteworthy inclusion. Based on the creatures in your deck, you will most likely be casting this for 3-4 mana, easily, by the time you reach mid-game. With your commander, it just screams value as you draw 2 cards and gain two +1/+1 counters with non-token creatures that enter your field.
Hopefully some of this information will add some spice to your deck. :) +1 from me.
2 months ago
Hey I also recently built a Zaxara deck. I'm opting not to run the infinite mana enchantments so my deck differs from yours in power level but I still have a couple suggestions you might like:
Ertai's Meddling not only is it on theme but in a pinch (in a scenario where your opponent could easily pay the mana, or maybe you only have 3 mana leftover after a turn) you can use it as a hard counter even if the suspend counters aren't that high. Any other X spell counter in that scenario would be dead so I think it's a solid include (it's also hilarious to suspend someone's spell for like 10 turns).
On the topic of counterspells, Mana Drain and Plasm Capture are very on theme for gorging a huge amount of mana off someone else to not only offset tempo but also funnel it into an even bigger X-spell/hydra. Drain is pricey for sure so Spell Swindle could be another option as it accomplished the same thing.
Since you're running Protean Hydra I cannot recommend Retribution of the Ancients enough. This card has been an all-star in my deck on its own with by turning all your hydras into removal, but with Protean Hydra specifically it can be used to abuse the second clause of its ability, netting massive amounts of counters alongside the removal. Say for instance you have some leftover mana and an 8/8 Protean Hydra, as long as there is any valid target on the board, right before EoT you can remove all but one counter to hit the creature with -X/-X and then add twice that many back growing the hydra. It's very powerful.
Wilderness Reclamation is a worse Seedborn Muse but does allow you to do one trick that can be pretty powerful. Once the trigger to untap your lands at endstep goes on the stack you can float all your mana, then also use all the mana that just untapped and sink it into a big instant speed X spell which can catch people off-guard. This also works well with flash-enablers like Alchemist's Refuge and/or Winding Canyons which I also recommend.
If you want to check out my list it's here: X Spell Tribal?
Good luck in your games with it!
2 months ago
You might like these: Sanctum of Eternity, Temur Sabertooth, Vedalken Mastermind, Mimic Vat, Simic Growth Chamber, Stone-Seeder Hierophant, Expedition Map, Pir's Whim, Hour of Promise, Teferi's Ageless Insight, Beast Whisperer, Garruk's Packleader, Alchemist's Refuge, Portal of Sanctuary, Equilibrium, Tradewind Rider
2 months ago
multimedia I am ashamed at myself for missing those staples, I promise I usually know that! The end-step untappers are mice, (can't wait for the new Commander Collection art of Seedborn Muse!) but I play tested with Mass Manipulation and it just doesn't cut it as a win-con (just like how people don't play Insurrection that much anymore). Hinterland Harbor and Alchemist's Refuge are pretty nice--but I don't care much for the other duals. I might grab a Leyline of Anticipation as per your flash suggestion, though! Thanks for helping out!
Massacar thanks for the suggestion: that's a very powerful combo that I don't feel the need to run. Kinnan, by himself, is a decent fit--it all depends on my land-acceleration to direct-to-the-pool mana-acceleration balance in the final iteration. I'll take a look at my land count: seems very likely too high, as you said. Thanks a ton!