Tome of Legends

Tome of Legends

Artifact

Tome of Legends enters the battlefield with a page counter on it.

Whenever your commander enters the battlefield or attacks, put a page counter on Tome of Legends.

, , Remove a page counter from Tome of Legends: Draw a card.

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Set Rarity
Throne of Eldraine (ELD) Rare

Combos Browse all

Legality

Format Legality
Canadian Highlander Legal
Brawl Legal
Historic Legal
Vintage Legal
Legacy Legal
Duel Commander Legal
Limited Legal
Arena Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Block Constructed Legal
Oathbreaker Legal
Casual Legal
Pioneer Legal
Leviathan Legal
Unformat Legal
Modern Legal
Standard Legal
Pre-release Legal
1v1 Commander Legal

Latest Decks as Commander

Tome of Legends Discussion

Profet93 on Devil in the Details

4 days ago

adam1floyd3, tell me what you think of each suggestion. +1

Teferi's Puzzle Box - Forced draw

Ancient Tomb - Ramp for T1 commander

Tome of Legends - While not the best, still helpful

Memory Jar - Forced draw

Blast Zone > High Market - Blast zone interacts with enchantments which red has trouble with, tutorable through expedition map. What is the point of high market, to sacrifice your commander if they try to take it?

Sword of the Animist - Ramp with your devils

Light Up the Stage/Ignite the Future - While not needed in this deck particularly, it's nice to have additional card draw. Ignite is nice with your wheels due to flashback.

Curse of Opulence - Ramp and politics

Joe_Ken_ on Aurelia, the Warleader double combat turn

2 weeks ago

Open the Armory is another tutor for an equipment that is easy enough to pick up.

Eerie Interlude is a target for sun forger that will help your creatures dodge the nastier board wipes like Toxic Deluge or Cyclonic Rift

Ignite the Future is a card I've been testing out that has been pretty good for card draw and some free cards in the late game.

Sun Titan is an amazing creature since it will let you get your smaller things back from your graveyard and can even be ramp with getting lands back from the yard like your Evolving Wilds or a Myriad Landscape also can help you draw since you won't need to worry about sacing the Mind Stone

Tome of Legends is pretty good with building the counters on it for card draw at least getting you some extra cards over the course of the game.

Duelist's Heritage is amazing since it is a cheap enchantment that will give two of your creatures double strike.

Blackblade Reforged is an equipment that will probably let Aurelia on her own to start taking out players.

Profet93 on Damage with norin :D

3 weeks 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

Profet93 on Etali, Primal Chaos

4 weeks ago

Tome of Legends - Draw

Scroll Rack - Top deck manipulation

Outpost Siege > Vance's Blasting Cannons as vance doesn't let you play lands, nor will you be able to chain enough spells to make it flip

Ignite the Future - "Draw" - Works well with top deck manipulation. I like to tap top in response that way I know I can always cast top since it's cheap

Light Up the Stage - See above

Chandra, Torch of Defiance - Good stuff, ramp, card draw, removal and wincon all in 1

Dualcaster Mage - Utility

Command Beacon - Utility

Ancient Tomb > Temple of False

Since you already run experimental frenzy and top, have you thought of adding or switching OG Ugin to Ugin, the Ineffable? Ugin Ineff + Top + Experimental = Draw your whole deck. Each piece is good on it's own as well.

Wayfarer's Bauble - Ramp

Mind Stone - Ramp when you need it, card draw when you don't. Can also use it to draw your top deck if you can see it, that way you have a potentially better cast trigger off of Etali

Hall of the Bandit Lord - Expensive, but haste is haste if you want redundancy

Blast Zone - Another way to deal with enchantments that doesn't take up a slot

jakeyuki12 on Aurelia's Budget Battalion

1 month ago

Okay, first off, I gotta say that your mana curve is the most beautiful mana curve I've ever seen. Like, seriously, what a beauty to look upon.

Now, there are a few departments I think this deck needs some work on.

First off there's card advantage. You have next to no cards in the deck that generate you card advantage. Really, the only consistent one is Tome of Legends (BTW let me know how that one plays in testing, I've been curious how good it is in Aurelia). Luckily in recent years Wizards has been very generous in giving red a lot of options for impulsive draw and many of them are really cheap. A few examples are Tectonic Giant, Light Up the Stage, and many of the Chandra's. In addition there are cheap equipment like the all-star Mask of Memory and the significantly worse Rogue's Gloves. There's a cheap tutor to search for those in Open the Armory.

The other department that I recommend improving is the removal. White has access to the best removal in the game, so you might as well take advantage of it. I just double checked the price of Swords to Plowshares, Path to Exile, and Winds of Abandon and they're all around $2. These are cards that every deck with white in it should strongly consider playing- they're that good.

All the cards I named are under $2, many less than $1. I highly recommend reworking the budget to include these as they are very much worth it.

DadHumanPraetor on "Menace" to Society

1 month ago

Ive played versions of Iroas that were faster and lower to the ground, kind of like building red deck wins, it wasnt nearly as effective in edh. I think you are right to have your curve a little on the higher side to actually get that lethal damage. What do you think of the new Mazemind Tome ? I found a slot for it in my Iroas deck, I cut Tome of Legends for it, but havent had many chances to play yet to see if it's too slow.

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