Alchemist's Refuge

Alchemist's Refuge

Land

: Gain

, : Until end of turn, you may cast nonland cards as though they had flash.

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Trade

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Set Rarity
Mystery Booster: Store Edition (MYSTOR) Rare
Avacyn Restored (AVR) Rare

Combos Browse all

Legality

Format Legality
Block Constructed Legal
Duel Commander Legal
Penny Dreadful Legal
Vintage Legal
Casual Legal
Highlander Legal
1v1 Commander Legal
Canadian Highlander Legal
Modern Legal
Oathbreaker Legal
2019-10-04 Legal
Unformat Legal
Magic Duels Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Leviathan Legal

Alchemist's Refuge occurrence in decks from the last year

Commander / EDH:

All decks: 0.05%

GU (Simic): 1.21%

Alchemist's Refuge Discussion

Xoct on Witch

2 weeks ago

@ dichia

By the way, I have appreciated your help and recommendations. I like the idea of Alchemist's Refuge.

I did consider looking into the food sub-theme before. Now that I got a better feel for how the deck runs, I may just make that into another deck of it's own. But I'm definitely open to seeing how the cards you mentioned can work in this deck.

I'm also a long time edh player, so I assumed Prophet of Kruphix was banned in modern too, thankfully it's not. I love the idea of this card.

Early Harvest untaps all basic lands Regrowth to bring Early Harvest back to your hand. Early Harvest a second time, play your second Regrowth Pay 3 for Mirari to copy Regrowth Regrowth two targets will be Early Harvest and one copy of Regrowth

Rinse and repeat cycle to gain infinite mana. Regrowth brings the second copy of Regrowth and refreshes mana with Early Harvest.

I realize this infinite combo would not work with Bubbling Cauldron since all that mana goes away when the turn is over, and Bubbling Cauldron wouldn't untap until the next upkeep with Unwinding Clock. Also I forgot Early Harvest only untaps basic lands. (This is why the combo was removed).

To be honest, I don't know. At the multiplayer table, I found that Bubbling Cauldron is a huge target for removal. So I could only imagine how a single player would use their resources to stop that particular card. In multiplayer, it's easier to let someone else be a threat, wait till a lot of counter spells were used, then feel safer to play key cards.
Only way I'm able to sacrifice multiple newts in one turn is by having multiple copies of Bubbling Cauldron.

The way I intended to sacrifice newts outside my turn was through Unwinding Clock, only needing one copy of Bubbling Cauldron.

So it's a bit misleading of me infer a single cauldron could be used multiple times on my current turn. I have yet to find a combo that will enable this.

First idea that came to mind is Intruder Alarm and either Mycosynth Lattice or March of the Machines. Problem is i'd still need a way to get Festering Newt to etb from the graveyard, which Havengul Lich can do, but it costs 2 mana per cast, and 1 mana per cauldron ability. Really mana expensive.

However this combo COULD would work better with Cauldron Familiar and Witch's Oven, wouldn't need Havengul Lich either. Eliminating the need to spend mana.

AllenM8 on Kadina and her secret threats..

2 weeks ago

I would put more signets for more 2 mana ramp options and add Alchemist's Refugefor another flash effect. Cut the great oak guardian and a few lands

dichia on Witch

3 weeks ago

For the Lich problem, maybe you could use Alchemist's Refuge. I haven't played mtg in a long time so I don't have better advice unfortunately, but I love the deck and its theme so I wanted to give a hand.

Davinoth on Hail Hydra

4 weeks ago

     Hey brother! I was thinking about the conundrum you were in last weekend. Looking at Instant spells I didn't really find anything with in it's cost that really just clinched the game for you right that moment. I did find a card I had never seen before: Squall Line. Potential Win-Con but at the least can force a draw if you're going to lose.

     I think the best solution is to add Alchemist's Refuge & Emergence Zone. Then any of your game winning Sorceries can be used when you draw your library. Could also include Crop Rotation so you can get either one into play at instant-speed, too. =)

     For bonus points: Icy Blast is a pretty rude and effective Win-Con. =)

DaWubber on A Tale of Dragons and Humans

1 month ago

I also think the Castle Lands are a little expensive for what they do. Might consider Ketria Triome if you want a tri-land that can be searched for with something like Farseek or Skyshroud Claim (a possible replacement for Migration Path). Hanweir Battlements  Flip is a solid support that that can provide haste for a smashy dragon of your choice, and is generally solid enough that you don't need it's merge partner Hanweir Garrison, but you could include it for style points. Mosswort Bridge lets's you sneak out a big dragon if you have enough power (you will, trust me). Other solid support lands you may want to consider are Kessig Wolf Run, a finisher on a land, or Alchemist's Refuge to react to your opponents' plays.

golgarigirl on Need help finding cards to ...

1 month ago

Make them sac it! That indestructible hexproof unblockable 20/20 got you down? Good thing I have a Plaguecrafter or Diabolic Edict here to make them sad! You can even flash some of it in with Alchemist's Refuge, Winding Canyons, or a whole bunch of artifacts, enchantments, and creatures that let you do it nowadays so they learn their lesson not to swing at you.

There are also a good number of artifacts and lands nowadays that can get rid of that pesky hexproof. Detection Tower, Arcane Lighthouse, and Glaring Spotlight are your friends. And the lands don't even cost you a 'real' card slot, and are repeatable...my favorite!

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

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