Thousand-Year Elixir

Thousand-Year Elixir


You may play the activated abilities of creatures you control as though those creatures had haste.

, : Untap target creature.

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Printings View all

Set Rarity
Commander Anthology (CM1) Rare
Commander 2013 (C13) Rare
Lorwyn (LRW) Rare

Combos Browse all


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

Thousand-Year Elixir occurrence in decks from the last year

Commander / EDH:

All decks: 0.05%

Blue: 0.14%

Red: 0.29%

Green: 0.26%

Thousand-Year Elixir Discussion

jaymc1130 on Polymorphin' Power Emry

1 day ago

KCI has been an excellent performer for me. The situations where you can generate infinite mana with any random 0 or 1 cmc artifact when in play alongside Mirran Spy and Emry are so numerous that all natural development plays double as set up, making it an extremely efficient play pattern. Most of those lines of play also wind up resulting in infinite draw when running the baubles and Chromatic pieces, and targeted removal or countermagic are ineffective as an answer to KCI since Emry just recurs it from the graveyard. Opponents are forced to answer Mirran Spy as it's on the stack a lot of the time or just outright lose if it resolves. Upping the artifact count to 35-40 and running some other combo elements that are artifacts with synergy alongside KCI make the lines of play extremely consistent as Emry will very often find a way to assemble a combo with her first ETB. Scrap Trawler, Magewright's Stone and Thousand-Year Elixir are wonderful complimentary pieces to this game plan that help create those consistent conditions and make Emry a serious threat to end the game on turn 3 and every turn after. I've really liked this approach so far and it's proven the most consistent of the variations I've been trying.

I was planning on giving the Altars (Phyrexian, Ashnod) a try but KCI is simply far superior in functionality so I've stuck with it. With my current list I almost never feel like any draw is a dead draw, everything does something depending on which cogs are on the field and it just becomes a matter of figuring out which last cog is needed to assemble the win.

Faraven on Drawing Dead

1 week ago

Lets get this combo done right. Undead Alchemist + mill = zombies. Perfect! CMDR + zombies = 2 milled which could equal more zombies. But wait right there good sir. Mill gets more zombies but what if we could mill more for getting more zombies. Well a card exists. Altar of the Brood makes it so you:

mill, get zombies, mill for zombies gotten, which could get more zombies. tap all to mill to make more zombies, which mills more to make more zombies which mill more.

But wait, for $19.99 (not actual price) add in two cards, Thousand-Year Elixir and (this is a weird one) Intruder Alarm now we:

mill, make zombies, mill for zombies, tap all, mill, make zombies, mill, untap everything. repeat a semi loop of mill and creation. it "never" ends

jaymc1130 on Emry's Trinkets

2 weeks ago

Heya, just wanted to drop this here for you to find some inspiration. Emry's a lot of fun lately for me to tinker around with and I've been interested in seeing what other people are doing so I can pull as many good ideas into a competitive build as possible. There's still plenty of quality options in this list that are budget friendly enough for less expensive lists so have a look: Emry's Forgeworks

Of particular note for builds that run KCI (which is beginning to look like a must run in Emry decks) are Scrap Trawler, Magewright's Stone, Thousand-Year Elixir and Intuition. The ability to Intuition (which may or may not be out of your price range, definitely the expensive card in this grouping) for Trawler, MW Stone, and KCI at a single time to assemble a full infinite combo at instant speed in one go is very powerful. Even without Intuition the Trawler chains KCI enables can really turn what would be a mediocre board state into a dominant one. Highly recommend these bad boys for an Emry build.

Urza's Bauble is another budget friendly card that's a very solid inclusion to more consistently get Emry out on turn 1 while also offering the ability to combo out and win at instant speed on the next opponent's upkeep.

As a side note, Lightning Greaves is a no go for Emry in most situations. The abilities that tend to offer combo win potential via untap effects are usually targeted and shroud prevents stuff like Mirran Spy from untapping Emry without a way to equip at instant speed in response to the Spy trigger.

firrlo on Emry, Lurker of the loch cEDH

2 weeks ago

bmc10 I love Emry too! So much fun to play and experiment with. :) ♥️

The delve cards such as Treasure Cruise and Dig Through Time are indeed very good options. I have considered both in the 99 and you could definetly argue they are better than, say, Rhystic Study which fills a similar role. If the grindyness of your meta calls for it, I would look to slot these in. They are also excellent options when building Emry within a budget.

Temporal Trespass seems to be a bit too vulnerable and specific for not enough payoff when resolving. It simply doesnt do enough when resolving to be worth the slot in my opinion.

The purpose of the altars in this build is to work alongside Thousand-Year Elixir to dig very deep into our deck. Im currently working on a primer for the altar loops but studying has gotten in the way hehe. To explain very breifly: 1) Sac Emry to altar, returning her to the command zone. 2) Play Emry, milling 4 cards. 3) Cast artifacts from the grave with Emry, reducing her casting cost further. 4) Repeat. Note that both the untap ability from Thousand-Year Elixir and Emry's activation may be copied with Rings of Brighthearth to enable us to continue digging. This loop is very likely to have runway for about 3 iterations without the support of other pieces. However, enabling us to dig through 12 cards on avrage and allowing us to dump our library into our graveyard when we have infinite mana is perhaps enough to make the cut. I would consider the altars to be the combo pieces with the least amount of utility so im considering whether these should be in the list at all. I hope this was consise enough to explain my reasoning why they are in there :)

Echo of Eons is also a great inclusion. Its a card which I have been considering for a while now and you could probably make a fair argument about it being a better Timetwister. Going to test it some more and see how I feel :)

firrlo on Emry, Lurker of the loch cEDH

2 weeks ago

jaymc1130 Yes, thats part of the reason why Shimmer Myr is included in the list. I have written about this in the description.

Freed from the Real is much worse than Mirran Spy. Its combo potential is more narrow, going infinite with just Lion's Eye Diamond or milling our library with Mesmeric Orb and Lotus Petal. The utility it brings to the table is an upside, allowing us to draw multiple cards a turn with one of the baubles. However, not enough of an upside to make the cut.

Vedalken Archmage or Riddlesmith are not to be tutored for or to be seen as a combo piece. It fills a similar role as Rhystic Study.

Krark-Clan Ironworks is too dead of a card to make the cut.

Magewright's Stone has potential but is a lot worse than Thousand-Year Elixir. Hard to find a slot for it.

jaymc1130 on Emry, Lurker of the loch cEDH

2 weeks ago

You might consider taking a look here for some ideas: Emry's Forgeworks.

I've been fooling with an Emry build for cEDH the last week and a half and it's been quite a lot of fun. Figured I'd take a look at some other lists and see if the combined brainpower could yield some results in terms of incremental improvements. I seem to be able to get very consistent combo potential, or enough interaction to stand some chance in games where I'm playing against the best decks in the format, but not both yet. Mono colored decks generally never are able to reach that point, but with some inspirational assistance it's possible to get close.

Just as some side notes, it's entirely possible to combo out with Mishra's Bauble and other similar "draw a card next upkeep" cantrip artifacts. It just requires Shimmer Myr so you can play artifacts at instant speed, at which point there are a number of game winning combos that could potentially be employed. Chakram Retriever, Pemmin's Aura, and Freed from the Real all offer the same general combo lines as Mirran Spy and I've gone this route for the time being to cut down on tutor need and increase consistency. The enchantments require more combo elements and they are rather specific so I'm not totally satisfied, but they do work well. I gave things like Riddlesmith/Vedalken Archmage a try but was not at all happy about the performance or the consistency of finding the piece and moved to basically any artifact that includes a "sac: draw card" clause and some that draw on ETB. At first I was also running Urza and some supporting staff for him but found I didn't tend to need him at all and I'm curious if that's also your opinion as your list doesn't include him either. Krark-Clan Ironworks is a seriously sweet combo enabler for Emry that smooths out the lines around things like Mishra's Bauble allowing them to both draw infinite and generate infinite mana which can later be filtered to . Thousand-Year Elixir, Umbral Mantle and Magewright's Stone haven't gotten a look yet, but with cost reducers and KCI (+ non Aura combo element aside from the Mantle) they have potential to generate infinite colorless mana that can then later be filtered and are artifact pieces that can be recurred, potentially making for some nice synergy.

Emry seems quite interesting in this format and I'm looking forward to seeing how competitive the community can get the concept to be.

gavriel1136 on Now You See Me

3 weeks ago

In-> Out Nephalia Smuggler- Mistmeadow Witch

Biomancer's Familiar-Flickerwisp

Tale's End-Dovin's Veto

Nimble Obstructionist-Mystic Snake

Overwhelmed Apprentice-Avacyn's Pilgrim

Hallowed Moonlight OR Containment Priest-Divine Deflection (For this one, keep in mind it will apply to YOU as well, so if you use the instant, it only lasts for one turn).

REMOVE: Hurricane, Squall Line, Felidar Guardian, Destiny Spinner, Cloudshift, Turn to Mist. PROBABLY REMOVE Midnight Guard and Presence of Gond, Thousand-Year Elixir.

I get why you put the Green X spells in there, but they'll kill you the same time they kill your opponents, which I don't think you want. Midnight Gond is an easy combo but they're dead cards on their own.

The elixir is barely useful, since you barely have any tap abilities to start with. For that reason, consider changing the mana dorks to mana rocks. Flickering a dork only slows them down, while Brago can flicker rocks, meaning they can be used again.

The counterspells I suggested are better for you because you want to make sure your opponents ETB abilities don't trigger when you flicker them. Once a creature is actually on the field, Roon can handle them.

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