Magic

Tolabow, Loch Rascal Commander Guide: Mono-Blue Otters

Rulebreaker is a narrow splash, not a second color. Build the mana around that and the Otters take care of themselves.

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Tolabow, Loch Rascal Commander Guide: Mono-Blue Otters

Tsagan, Raider Warlord, Mystery Booster Commander Edition. Art by Brian Valeza.

Mystery Booster Commander Edition in the Index

The short version

5 points
  • Rulebreaker covers only instants and sorceries of one extra color, plus basic lands, so build this as mono-blue with a narrow splash.
  • Valley Floodcaller is the best card in the deck, because every noncreature spell pumps and untaps your Otters at instant speed.
  • Farseek is a trap in a green build since it cannot fetch a Forest, so Rampant Growth and Cultivate do the real fixing.
  • Use Perplexing Test and overloaded Cyclonic Rift as sweepers, because symmetrical wraths kill the Otter board you are building.
  • Tolabow is a good deckbuilding puzzle but a mid commander, so build it for the puzzle, not for power.

Tolabow, Loch Rascal looks like it hands you a free second color. It doesn't. The rulebreaker clause lets exactly one extra color into your instant and sorcery cards, plus basic lands, and nothing else. Read it as "any colors" and you build the mana base wrong. This guide treats the deck as a mono-blue Otter spellslinger deck with a narrow splash. If you want the short answer on how to build Tolabow, Loch Rascal, that's the whole premise. The sections below walk through the mana base and the other 99 cards.

Tolabow, Loch Rascal
Tolabow, Loch Rascal
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Who Is Tolabow, Loch Rascal?

Tolabow is a four-mana 3/2 blue Otter. Whenever you cast an instant or sorcery, it makes a 1/1 blue and red Otter with prowess. That token effect is plain. A 1/1 prowess body per spell is weaker than what Talrand, Sky Summoner hands you for the same trigger, and Tolabow dies to everything.

The reason to build it is the rulebreaker line. If Tolabow is your commander, each instant or sorcery card in your deck can have a color identity that includes one chosen color outside blue, and your deck can run any basic land cards. It doesn't touch creatures, artifacts, enchantments or planeswalkers. The clause checks color identity, so Ancient Grudge (red-green) and Damn (black-white) are out, because each adds two colors beyond blue.

Tolabow debuted in Mystery Booster Commander Edition. The release notes list the new cards in that set as Commander-legal, but live legality listings can lag a new release, so check yours before sleeving up. Rulebreaker works whenever Tolabow leads a Commander deck, not just in a draft. The tradeoff is that the splash only gets basics, plus the colorless-identity lands that fix on their own, and in a 99-card deck that is a real cost you have to build around.

The Plan: Cast Everything, Make Otters, Draw Through the Deck

Early turns are cantrips and ramp. You dig, hit land drops and keep mana up. Once Tolabow lands, every instant or sorcery is an Otter, and your draw engines turn each of those spells into a card as well. By the late-mid game you have a board of prowess bodies that grow with every spell you cast, and you swing wide.

Think of it as a Monastery Mentor deck that fights with blue tools. Tolabow fills the token-engine slot the way Mentor or Talrand would, and the 99 supplies the rest. Cheap spells keep the Otters coming, and enough draw keeps that count high turn after turn. Then a pile of 1/1s needs a few ways to turn into damage. Four finisher slots are plenty given how much you see of the deck, and not all of them have to connect on their own.

This is aggro-midrange, not combo. It usually wins in the mid-game, when the Otters get pumped and connect, rather than on a fixed turn. You'll play against fast combo decks as an underdog and against slow midrange decks as the pressure.

Monastery Mentor
Monastery Mentor
Price history in the Index

The Ramp Package and Mana Base

Picture a normal two-color spellslinger deck where one color is lighter. Blue is the base, and the splash gets its mana from basics and a few colorless-identity fixers. That is much closer to a standard two-color mana base than a five-color one.

Command Tower taps for blue only here, because only Tolabow's identity counts. It is just a nonbasic Island, so skip it, and don't count on nonbasic duals like Steam Vents either, since they carry a second color. City of Brass and Mana Confluence are colorless-identity lands that tap for any color, which lets them fix without being basics. Sol Ring and Arcane Signet are legal colorless rocks, though Signet only makes blue mana here.

With a green splash, Rampant Growth and Cultivate are the best ramp, because they fetch basics and fix the splash. Both are sorceries, so each also makes an Otter. Growth Spiral ramps from hand as a cantrip. Farseek is the trap. It can't fetch a Forest, so it fixes nothing. Cut it.

Run 35 lands and 9 ramp pieces. One workable green-splash split is 24 Islands, 8 Forests, City of Brass and Mana Confluence, plus Yavimaya, Cradle of Growth. That last land makes every land a Forest, so every Island taps for green too, which is great fixing for a one-card slot. Urborg, Tomb of Yawgmoth does the same job if black is your splash color.

Command Tower
Command Tower
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Draw Engines and Card Selection

Twelve slots go to draw and selection. Archmage Emeritus draws on every instant or sorcery you cast or copy, and it's the cleanest engine here. Archmage of Runes makes those spells cost {1} less and draws on each one, so its 3/6 body also protects your squishier pieces. Mister Fantastic, Reed Richards is only as good as your token supply. With Tolabow out, each instant or sorcery makes an Otter and he may draw off that token. He doesn't trigger on copies, and without a token source he does nothing.

The cantrips fill the rest. Brainstorm, Preordain, Ponder, Opt and Consider each trigger Tolabow and prowess, and they smooth your draws. Too many of them stall you, though. Hit a pocket of lands and you're casting a one-mana spell that replaces itself while the table develops. Frantic Search and Treasure Cruise give you burst, and Stock Up is a clean sorcery-speed refill.

Harmonized Crescendo is a fine instant-speed draw spell once you have a board, since you can convoke it with Otters. It is bad when you're behind on board, so don't stack board-dependent draw. One or two is the ceiling.

Archmage Emeritus
Archmage Emeritus
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Your Win Conditions

Valley Floodcaller is the best card in the deck, and I'd argue it's the real commander. It lets you cast noncreature spells at instant speed, and every spell you cast that isn't a creature gives your Otters +1/+1 and untaps them. Prowess Otters, mainly the tokens, get +2/+2 from each spell, while Tolabow and Floodcaller herself only get the +1/+1. Three Otters and a few cheap spells make an attack that threatens lethal while the team still stands back as blockers. Stack the triggers so Tolabow's token trigger resolves first, and the fresh Otter gets pumped and untapped too.

Stormchaser's Talent is a blue enchantment, so it's legal. It makes an Otter on entry, rebuys a spell at level 2, and at level 3 doubles Tolabow's trigger with its own. Hermes, Overseer of Elpis is a second token engine that makes Birds off any noncreature spell. Enduring Curiosity has flash and draws whenever a creature you control connects. It comes back as an enchantment when it dies, so it keeps drawing.

Step Through wizardcycles for the Wizards in the deck: Floodcaller, Emeritus or Hermes, which have almost no close equivalents. Floodcaller is the one that actually turns Otters into damage. Talent, Hermes and Curiosity fill out the four finisher slots by feeding it more bodies and more cards, and the other Otter payoffs sit in the 26 flex slots.

Valley Floodcaller
Valley Floodcaller
Price history in the Index

The Removal Suite: Asymmetric Sweepers and Bounce

You can't cast a symmetrical wrath and expect your board to survive it. The suite is bounce, plus two sweepers that don't kill your Otters outright. Seven slots go to spot removal and bounce, and two go to sweepers: Perplexing Test and an overloaded Cyclonic Rift. Snap, Rona's Vortex and Disrupt Decorum are the named spot options, and your splash color fills in the rest.

Instant-speed bounce for every nontoken creature is the nontoken mode of Perplexing Test, and it sends your own Tolabow, Floodcaller and Mister Fantastic back to your hand along with everything else. Opposing tokens stay put. Cast it when your board is mostly Otters, and expect to recast your engines afterward. For a one-sided reset, Cyclonic Rift is the best bounce spell in the deck once you reach seven mana and overload it.

Snap returns a creature and untaps two lands, so it costs almost nothing and still makes an Otter. Rona's Vortex is one more bounce option, but only if black is your splash.

Goading every opposing creature is the whole job of Disrupt Decorum, a red sorcery. Those creatures have to attack someone other than you, which strips blockers and lowers life totals around the table. Calamity of Cinders is red-only and anti-synergy here: Floodcaller untaps your Otters and Tolabow keeps making fresh untapped ones, so your whole team is exposed to the damage. Blasphemous Act doesn't belong near this deck either.

Perplexing Test
Perplexing Test
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Interaction and Protection

Every counterspell is also an Otter, so holding up interaction costs you little. Four slots go to counterspells and protection: three counterspells and one protection spell. Counterspell is the generic staple. An Offer You Can't Refuse and Swan Song both cost one mana. Offer counters any noncreature spell but hands the opponent two Treasures, and Swan Song counters enchantment, instant or sorcery spells and gives them a 2/2 flying Bird. When the alternative is losing your engine to a wrath, those costs are easy to pay.

Floodcaller lets you cast your noncreature spells at instant speed. Your counterspells are already castable on the opponent's turn, and each one still pumps and untaps your Otters.

Protection for Tolabow itself is thin in blue. That is one reason I'd keep a white or green splash open: Heroic Intervention on green or Teferi's Protection on white takes the fourth slot, and either one saves the board from a sweeper.

Counterspell
Counterspell
Price history in the Index

Choosing Your Splash Color for Tolabow

The splash color gives you its instant and sorcery cards and nothing else. Pick one.

Tribal Flames
Tribal Flames
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Other Mystery Booster Commander Edition Spellslingers

The set is full of spellslinger bodies, and most of the gold ones are tempting. Rulebreaker only stretches the color identity of spell cards with the instant or sorcery type, so any creature with a second color is out. Sapphire Collector, Massimo, Stormcatch Mentor and the rest stay in the binder.

The set doesn't hand Tolabow any new instant or sorcery payoffs, so the rest of your slots come from older blue staples.

How to Build It: Competitive vs. Casual

The baseline allocation for the 99, excluding the commander, is 35 lands, 9 ramp, 12 draw and selection, 7 spot removal and bounce, 2 sweepers, 4 counterspells and protection, 4 finishers and 26 flex synergy. The flex slots cover Talrand, Sky Summoner, Murmuring Mystic, Thunderclap Drake, Otterball Antics and Step Through.

The optimized alternative takes green or black as its splash, adds counterspells and tutors, and aims for a faster Floodcaller turn. It reshuffles the same 99 and doesn't add cards on top. The casual build runs more Otter bodies and Skullclamp as token fodder. It uses fewer cantrips and a red splash for burn finishers. In any casual version, lower the curve first.

Talrand, Sky Summoner
Talrand, Sky Summoner
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The verdict

The Verdict: Is Tolabow, Loch Rascal Worth Building?

Build it if you like spellslinger and you want a build puzzle. Skip it if you want the strongest blue spellslinger commander, because Talrand does the token job better.

The floor is a mono-blue shell with a flexible splash. The ceiling is a Floodcaller turn where the Otter tokens swing, grow and untap. The token engine is ordinary. The rulebreaker clause and the Otter payoffs around it are the reason to build the deck.

Perplexing Test is fine, and people overreact to it bouncing their own team. My take is that Tolabow is a good deckbuilding puzzle but a mid commander.

Every card in this article

Nonfoil unless noted. The dot marks the lowest US price for each card.

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