Tolaria West

Tolaria West

Land

Tolaria West enters the battlefield tapped.

: Add to your mana pool.

Transmute (, Discard this card: Search your library for a card with converted mana cost 0, reveal it, and put it into your hand. Then shuffle your library. Transmute only as a sorcery.)

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Printings View all

Set Rarity
From the Vault: Lore (V16) Mythic Rare
Future Sight (FUT) Uncommon

Combos Browse all

Legality

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

Latest Decks as Commander

Tolaria West Discussion

Wizard_of_the_Broke on Dig for Fire 2.0 (Twiddle Storm)

6 days ago

Lowenstein - I honestly have only been able to use Halimar Depths if it's in my opening hand, in which case it's very good, because I'm not really doing much but setting up my hand anyway in the early turns, and it's nice to be able to set up natural draws or a cantrip draw, and it helps inform which cantrip is best at a given juncture. But I probably would never want more than 1. Evermind is weird. It's a nice thing to have in hand as an insurance policy to avoid fizzling by assuring a lot of draw power, let's me take an extra draw if I see something with Serum Visions I don't want to chuck to Sleight of Hand, and as long as you're making plenty of mana through Psychic Puppetry, the high cost just isn't relevant that often, but the extra draws are. I still haven't gotten when to use Evermind down to a science though, and have certainly spent mana on it when it probably wasn't needed, and have been hesitant to use it, then fizzled. I am thinking of splitting between Tolaria West and Sylvan Scrying though. Tolaria's speed is too often an issue, and forces me to survive by Twiddling opposing creatures more than I'd like. I also think Sylvan Scrying would make Peer Through Depths a lot more useful for setting up early, and would probably run it as a 4-of with Scrying in the mix.

Just made some updates to test.

Wizard_of_the_Broke on Twiddle Storm - Time to bring it back

1 week ago

Nice. I run Tolaria West in my list, 2-3. I'm a fan because it's harder to interact with than Sylvan Scrying, and can find my 1-of Pact of Negation. Just food for thought. Sea Gate Stormcaller is interesting, will have to play around with that one.

Wizard_of_the_Broke on Dig for Fire 2.0 (Twiddle Storm)

3 weeks ago

zapyourtumor Thanks for +1. Yeah I think a weakness of this deck is that you absolutely need 2 lands, including a Tolaria West or Lotus Field plus at least one cantrip to not mulligan. It's also something of an issue to have to play 20 lands in a Storm deck - but to make Lotus work, you have to hit your first two land drops. There are 20 cantrips and 12 Twiddles, so I'm surprised you had more than 1 draw without any draw power (though Ideas Unbound is not an ideal play before you start going off, and Peer Through Depths is no help if you need a land). The math on what you should see in an opening hand is sound, but math is one thing and actually drawing is another. I believe you are better off keeping a bad hand with 2 cantrips than taking a mulligan, which is dangerous with this deck. Thanks for having a look!

psionictemplar on This deck should never work

4 weeks ago

Have you considered Tolaria West? It can help against mana screw, deck thin, and tutor restore balance. Probably worth considering as a 2 of in my opinion.

Wizard_of_the_Broke on Twiddle Storm > UR Storm …

4 weeks ago

After screwing around a little, here's what I ended up with as a start, happy to get feedback: Dig for Fire 2.0 (Twiddle Storm)

I like Tolaria West over Sylvan Scrying for starters, though it's slower, because it's more consistent (harder to counter and easier to fit 3-of). It also helps fit a solid counter into the maindeck, Pact of Negation, because it can tutor for it easily once you get going. I think that's probably good enough protection for game 1, where you're likely to go off T3. Plus, the deck is good enough at making mana that you can easily use Pact when you aren't ready to go off if you need it to survive to T4 or something. Still haven't totally figured out how I want to sideboard, but I'm curious why Empty the Warrens doesn't seem favored here. I've seen lists with alternate wincons from Madcap Experiment and Platinum Emperion to Polymorph and Progenitus to the Kiki combo. I do like the ideas behind both Aria of Flame and Thing in the Ice  Flip. Not sure I would want sets of both in the sideboard though (which I've seen in some people's lists).

My ultimate take after a couple days looking at it is that this deck can be very good if it can consistently produce a counterspell on time, and deal with Blood Moon and Damping Sphere relatively smoothly. I don't think it's there yet, may need an extra an Merchant Scroll or an extra bounce spell maindeck, or just more basic Islands to consistently do the latter. Again, I really think mainboard Remand is primarily what makes UR Gifts Storm stronger in the current field, but I'm just coming back from not playing for a while, so I could be way off base.

SynergyBuild on POLL - Top 10 budget …

1 month ago

For recursive lands: Mystic Sanctuary (Dumb Good), Witch's Cottage, Mortuary Mire all work once, but with flickerable effects it's all fine, and you can sacrifice Buried Ruin, Petrified Field, Sequestered Stash. Hall of Heliod's Generosity/Academy Ruins are insane in the right decks, and Emeria, The Sky Ruin is busted in the late game. Mistveil Plains sort of works as recursion, and is repeatable, but is best with tutors and tutor chains. Even Unholy Grotto works amazingly in zombie decks!

(Nonbudget versions would be like Volrath's Stronghold)

Some other draw engines I didn't mention prior are Sea Gate Wreckage, Throne of the High City, Grim Backwoods, and sort of Desolate Lighthouse.

Some tutors like Tolaria West that MagicMarc mentioned would be Inventors' Fair, and Sanctum of Ugin.

Removal is plentiful on lands, but pretty specific. Blast Zone is a favorite of mine, and is dumb good. Ghost Quarter, Field of Ruin, Dust Bowl, Encroaching Wastes, Memorial to War, and Tectonic Edge all deal with lands. Arena, Barbarian Ring, Blighted Gorge, Cabal Pit, Desert, Keldon Megaliths, Keldon Necropolis, Mouth of Ronom, Rath's Edge, Grasping Dunes, Ifnir Deadlands, and Quicksand are good against creatures, and some walkers.

MagicMarc on POLL - Top 10 budget …

1 month ago

Almost the entire Future Sight non-basic land card list. Cards like Tolaria West. Though this is borderline not budget given your criteria.

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