Endless Atlas

Endless Atlas

Artifact

, : Draw a card. Activate this ability only if you you control three or more lands with the same name.

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Legality

Format Legality
Casual Legal
Legacy Legal
Leviathan Legal
Oathbreaker Legal
Limited Legal
Commander / EDH Legal
Vintage Legal
1v1 Commander Legal
Duel Commander Legal
Highlander Legal
Tiny Leaders Legal
2019-10-04 Legal
Canadian Highlander Legal
Custom Legal

Endless Atlas occurrence in decks from the last year

Latest Decks as Commander

Endless Atlas Discussion

plakjekaas on Arch of Orazca

2 weeks ago

Cutting lands for spells you'd rather play, is the worst deckbuilding advice, period. You need lands to play your spells, make sure you include enough, depending on your mana curve. Consider your color requirements when deciding how many colorless utility lands you can play. (More Forests over Bonders' Enclave when you play Yorvo, Lord of Garenbrig over Rhonas the Indomitable )

With that out of the way, of course you're also playing Endless Atlas if you're playing War Room, they're good in the same decks for the same reasons and purposes. But this is 100 card singleton and you're not going to guarantee those cards will ever be in your hand, so you play more of the same effect to increase the chance to have drawn one of them by the time you need them.

If you're playing in a meta that frequently punishes nonbasic lands, yeah, then you make a conscious, meta-depending choice to run less of those. I can see how you'd then rather have a Divination in hand than a Arch of Orazca in play. Although an actual Wastes will not help you more than the Arch when your opponent has Blood Moon or Magus of the Moon in play, and Divination will help you a lot less if your opponent has the Archon of Emeria.

Activating your Arch on turn 8 to find the Nature's Claim for an opposing Omniscience just feels so much better than staring at the Harmonize in your hand. That makes those lands worth it. It happened more times than the Arch actually color-screwing me. It might seem like the Arch-like lands feel like too desperate to play, I can understand that, but there's a lot of desperate moments in multiplayer Magic, and I've never regretted my decision to include them.

Your mileage may vary.

Optimator on Giant's Deck

2 months ago

Next step is card-draw and card-advantage. Unfortunately, the Boros colors are the worst at drawing cards. Graveyard recursion is a type of card advantage, so Colfenor's Urn can count. I've never seen that card before! Nice find and good instincts!

Here are some options for you.

First up, the cards I own that I'm willing to part with:

Seer's Sundial - Staff of Nin - Farsight Mask - Key to the City - Infiltration Lens - Mask of Memory - Tome of Legends - Outpost Siege - Khorvath's Fury - Humble Defector - Chandra, Flamecaller - Magus of the Wheel


Cards I don't have that you should consider:

Tectonic Giant is mandatory! He's so good! Protector of the Crown is on-theme too--highly recommend.

Bonders' Enclave would be worth picking up, I think.

Browbeat - Loreseeker's Stone - Arcane Encyclopedia - Vance's Blasting Cannons  Flip - Ignite the Future - Reforge the Soul - Wheel of Fate - Mind's Eye (used to be the gold-standard! Very mana-inefficient though) - Icon of Ancestry (interesting choice since it has the anthem) - Rogue's Gloves - Well of Lost Dreams (great choice with your commander!) - Coveted Jewel (ramp and draw! Unreliable and mana-expensive, but chaotic and fun!) - Mangara, the Diplomat - Runehorn Hellkite - Dragon Mage - Knollspine Dragon - Herald's Horn - Endless Atlas (a bit suspect in two-color decks unless your colors are very skewed or you have lots of Renegade Map-type cards) - Bag of Holding - Arch of Orazca - Geier Reach Sanitarium - Mazemind Tome


Underworld Breach, Sunbird's Invocation, and Stolen Strategy might count as card-advantage, should you feel jaunty. Stolen Strategy is definitely a fun card and get you fodder for Brion's throwing.

Howling Mine + Inspiring Statuary is kinda funny. Probably not worth it though.

Profet93 on Et-ali, Brute? (Etali Eldrazi EDH)

2 months ago

Deflecting Swat - Super utility

Cut 1 land, temple of the false g-d.

Tome of Legends + Endless Atlas - Draw

Profet93 on Get Dong'd

2 months ago

Endless Atlas and Tome of Legends are good card draw needed in red.

Deflecting Swat - Utility, counter counterspells, redirect targetted remova/draw/extra turns and more!

+1

Profet93 on Damage with norin :D

3 months ago
Ok first of all, +1. I like this deck. Relatively low to the ground for Norin, has a general sense of purpose (dealing damage). I have a several comments and suggestions...

Fanatic of Mogis - I've found him to be lackluster, what has your experience been with it, do you usually have enough devotion to make him meaningful?

Pia and Kiran Nalaar - Similar to above, but I see you have another theme of tokens and damage dealing ETB enchantments/cards. I just find the activated ability to expensive and slow. I would always rather play something from my hand.

Deflecting Swat - Such an amazing card, but if only Norin could stay. What has your experience been with it in Norin, I'm very tempted to slot one in.

Sculpting Steel - Same question as above?

What is your meta comprised of, power level?

Darksteel Citadel - What is the purpose of this, stealing an artifact with confusion?

Roiling Vortex - Meta call?

Cloudstone Curio - Experience with this card, ups and downs?

It feels you suffer from red's lack of card draw, to be addressed in suggestions below. You have virtual card advantage through looting, but little card advantage aside from wheels and a little others.

Tome of Legends - Best card for Norin ever printed. Don't sleep on this

Endless Atlas - Almost as good as above

Hedron Archive/Mind Stone - Ramp when you need it, card draw when you don't

Mind's Eye/Memory Jar - Top of the curve for draw but can help you out when you need then late game. Mind's eye is especially fun with wheels and Honor-Worn Shaku, as you use shaku + norin and mind's eye to draw during each opponents draw step.

Blast Zone - Speaking of red's weakness, this can work as enchantment removal.

I think you should cut some of the less impactful non basics and add more basics. This will fuel valakut and will help you with extraplanar lens - which itself is a very risky card.

A cool combo (not a serious suggestion but funny to note) is Ugin, the Ineffable + Top + Experimental Frenzy = Draw your whole deck. Each piece is good on it's own (maybe even frenzy in this deck given your lack of card draw?) and Ugin works as both card draw and enchantment removal.

Heat Shimmer + Dualcaster = Infinite Hasty Dualcasters, each piece is good on it's own. There are 1-2 other cards that work with dualcaster as well but escape me at the moment.

Light Up the Stage - With all your damage dealing, this is easy to cast, works well with top too, allowing you to knowingly be able to cast a card rather than risk it in exile.

Ignite the Future - Similar to above but flashback payoff has won me games.

Curse of Opulence - Ramp and politics. I recently had 2 games in a row in a 3 man pod where me and opponent #2 both cast this on opponent #3 on Turn 1. Very fun

Outpost Siege - Draw when you need it, damage when you don't, primarily used for draw in my experience

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