Skip to content
Moxonomy

Academy Wall

Creature — Wall2 generic manaBlue mana

A 0/5 body is the fixed cost this card pays to be a spellslinger's engine rather than a chump blocker. The wall is there to survive the early turns while you cast your instants and sorceries; the loot trigger is what turns it into a fixture of a control shell. The once-per-turn clause is the balancing wire: you cannot chain a burst of cheap cantrips into a full hand refill, so each turn the card smooths exactly one draw. That constraint reshapes what it actually does. It is not raw card advantage (drawing then discarding leaves your hand the same size); it is card selection wearing the costume of card draw, letting you pitch a dead land or a clogged answer for something live while your spells do the real work. Blue has a long history of walls that read as passive but ask you to build around them, and this one belongs to the loot-engine branch rather than the pure-defense branch. The reward scales with how many cheap spells you can stitch into a curve, which is why the card wants a deck already committed to casting one or two instants and sorceries every turn, and why it does almost nothing in a creature deck that would rather be attacking.

Academy Wall (dmu)
DMU · #41common
Pricing
Normal: $0.25
Foil: $0.27
Oracle Text

Rules text

Defender Whenever you cast an instant or sorcery spell, you may draw a card. If you do, discard a card. This ability triggers only once each turn.
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
Quick navigation
move selectesc close