Arcum's Astrolabe

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Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Vintage Legal

Arcum's Astrolabe

Snow Artifact

( can be paid with one mana from a snow permanent.)

When Arcum's Astrolabe enters the battlefield, draw a card.

, : Add one mana of any colour.

Delphen7 on What Commander Do You Think …

1 week ago

TheSnuggleLord TheOfficialCreator A book would be neat! I think a couple hundred pages sounds about the right length, so that it's not a wall of (intriguing) text, but there's still room to comprehensively cover multiple aspects and viewpoints.

My two cents on this subtopic is that hard ban lists are unnecessary. As Grubbernaut touched on, a number of bans don't even make sense anymore. Rofellos in EDH is not that great compared to some of the other options, Zirda in legacy due to the companion errata, P-Fire and Blazing Shoal in modern since they're way too slow for post MH2. Arcum's Astrolabe got banned for enabling 5 color strategies to run Blood Moon, which happens to be exactly what Money Pile is doing right now.

I much prefer suspensions, where WotC can remove a card from the pool, examine the format without it (possibly announce they'll revisit it later when new sets have been released), then unban cards when the inevitable creep makes them healthy for the format.

xSpicyMeat on How Not To MTG

2 weeks ago

TheJerryCan, you should have seen it with Mox Opal & Arcum's Astrolabe... oof haha

multimedia on Muldrotha Snow: The Frozen Forest

1 month ago

Hey, well done with such a low budget, The Undead Forest is a cool deck name. Interesting deck idea for your first Commander deck with Muldrotha, but why snow? Weathered Runestone completely shuts down Muldrotha.

Marit Lage's Slumber, Jorn, God of Winter  Flip, Priest of the Haunted Edge, Blood on the Snow, Ice-Fang Coatl these are some reasons to play snow with Muldrotha. Iceberg Cancrix can repeatable self-mill and that's a good effect with Muldrotha. Pilfering Hawk can be repeatable loot which gets cards into your graveyard. Unfortunately, this isn't many cards.

Draugr Necromancer is a good card with snow, but it doesn't have much interaction with Muldrotha. Dead of Winter is another good card with snow, but Muldrotha is not a snow creature. Narfi, Betrayer King is fine, able to reanimate itself with snow, but he's support for snow not really a reason to play snow.

Some advice to consider is to play nonsnow cards that can put snow-covered permanents (lands) onto the battlefield to meet the snow requirement for snow cards without playing lots of unnecessary snow creatures. The best way to get snow permanents is with snow-covered lands. You really don't need lots of other subpar snow creatures here.

All these creatures could be cut to improve your deck.

Instead of playing lots of lesser snow creatures, play just the better snow creatures here?

Use other deck slots for cards that can search for and get snow-covered lands onto the battlefield?

Consider adding some spells that are not permanents that can search for and put snow-covered lands onto the battlefield?

Cards that can get snow-covered lands into your hand as well as get cards into your graveyard can be helpful with Muldrotha.

Could also add some snow mana rocks and mana dorks?

Land ramp for snow-covered lands and mana from mana rocks is more ramp which also helps to cast 6 mana Muldrotha as well as having more mana to cast permanents from your graveyard when you control Muldrotha.

Example of a budget more refined creature base with snow.

Good luck with your deck.

xSpicyMeat on How Not To MTG

2 months ago

Balaam__, thankyou! It was much better when Mox Opal & Arcum's Astrolabe weren't banned but I think this version is still decent.

Have you got a list I could look at?

wallisface on How Not To MTG

3 months ago

Sorry to tell you but both Arcum's Astrolabe and Mox Opal are banned in modern

FauxFaux on Card creation challenge

6 months ago

Seeing how Arcum's Astrolabe was a bit nutty, maybe something a bit different?

Glacial Ward Post

Snow Artifact

Whenever another non-land Snow permanent you control becomes the target of a spell or ability, counter that spell or ability unless that spells controller pays or . If a spell is countered this way, sacrifice ~.

"Snow never melt, ice never thaw, protect all that follow the Cold's Law."

A colorless Mana Leak that protects snow; seems nice. A solid uncommon, I'd say.


IndepenentMeta on why hasnt titan been banned

7 months ago

psionictemplar i just think its about time it gets the ban hammer i mean if cards like Uro, Titan of Nature's Wrath Oko, Thief of Crowns Arcum's Astrolabe n Once Upon a Time all had a way shorter life span than titan. its ridiculous imo

Niko9 on Cost in Consistency and the …

9 months ago

So, I think it's fair to say that the majority of magic games are just that; magic games. Most players aren't going pro, antes are antiquity, and really, most of the time when we sit down and tap some mana, the stakes are about as high as a crossword puzzle. The idea has always been the fun, so I guess my question is, what is the point of cards that increase consistency? Or, maybe rather say, at what point does making your deck more consistent become worth the cost?

Magic as a game has always relied on randomization. When the companion mechanic gave us one card per deck that was 100% guaranteed, it had to instantly get nerfed. It broke the rule of randomization that magic is built on. Similarly, Arcum's Astrolabe is banned in multiple formats for making decks that were already good simply function better. The problem is that power-level in consistency is a sliding scale, and there are plenty of things that are just there to up your percentages and down your wallet.

Fetch, shock, and other similar lands are probably the prime example. I mean, for a 4 or 5 color deck to fix mana to simply function makes a lot of sense, but for a 2-3 color deck to fix mana to win slightly more games seems, honestly, odd, especially given the difference in price with a basic/budget manabase.

And there have been other cards, especially recently, that aren't inherently the most powerful, but are popular to push win percentages. The elemental incarnations, Ragavan, esper sentinal, yep, they're incrementally better than what came before them, but better enough to be everywhere.

My question, I guess is, for all the kitchentable players, or people who log on to MTGO every now and then, EDH grinders, or anyone who just wants to sit down and play their favorite spells and creatures when they get the chance, for people like me :) what is the place for consistency in magic?

Personally I'd rather just shuffle up and play again and if I get mana screwed, well, that's part of the game. If fetches were a few dollars or something, then maybe I'd feel differently, but as it is it seems like, as a design of the game, they want to give you the option to remove some level of randomization, but they sure want you to pay for it.

Heh, and yeah, I know that these are not new ideas to the game. It's been what it is for a while, it's just, I'm curious about it I guess. What is the appeal of a few more wins for a lot more money? Where does fun and enjoyment in the game fit into that kind of arrangement?

Really, I don't mean to disparage anyone and I do believe, for sure, that it's cool to play and do whatever you want to do. I just don't get it, you know? Like, when someone is playing a fetchland in their EDH deck with no sac synergy or anything, just a fetch, I kinda feel like from a purely bang for a buck view, this is pitter patters and I can't wrap my head around it.

Anyways, hope everyone has a good one today and everyone has fun playing some things : )

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