At the beginning of each player's precombat main phase, if Blinkmoth Urn is untapped, that player adds to his or her mana pool for each artifact he or she controls.
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Blinkmoth Urn Discussion
6 days ago
NewHorizons: Honestly, the best way to fight mass artifact removal in this deck is simply to out-race it. This deck can potentially drop the hammer on someone faster than they can go for their Bane of Progress/Vandalblast/Merciless Eviction or whatever.
That said, if I can't do that, it tends to hurt a hell of a lot. I do have Null Brooch and Kozilek, the Great Distortion to maybe catch something, and Warping Wail always makes for a fun response, but those can't help me every time. It's definitely a notable weakness, but honestly I don't find that it's as much of a glaring problem as it looks.
And Mirrorworks is here for the purpose of making more Doubling Cubes, Blinkmoth Urns, or whatever happens to be in my hand that I'd like two of. It definitely helps my game plan out when I find myself stalled out at 6 mana and I manage to dig up a mana rock, but I'll admit it does tend to become more of a win-more card if I'm already doing fine. I like win-more though, so it's still here.
1 week ago
1 week ago
I also recommend checking out Ichor Wellspring, Mind's Eye, Wild-Field Scarecrow, Dreamstone Hedron, a Sin Prodder for a win-win, an annoying card but not useless Urza's Blueprints, an Illuminated Folio combined with winding clock is good, Im unsure how much colorless mana you have access to but Endbringer, and Mycosynth Wellspring for land and card advantage.
As for other things that could help out Blinkmoth Urn for some sick manas. Arcbound Crusher can help with closing a game out by getting real swole creature. Shimmer Myr useful myr if you wanna move to towards myr tribal. A Workshop Assistant makes a great thing to pitch to your commanders negative. A Contagion Engine gives you your commanders negative ability every turn you pay for it. a Rings of Brighthearth can give you double effects on abilites bit pricy though.
3 weeks ago
Hey, just some quick suggestions: Blinkmoth Urn is decent, as well as a Mana Crypt. And if I wouldnt play cards like the Opaline Unicorn, because the cant make colorless mana. Cards like Worn Powerstone,Palladium Myr, Unstable Obelisk, MindStone and this Stuff are better options. You may play Mycosynth Lattice as well, with some Cards like the Blinkmoth Urn, it has great synergy. Also good cards: Solemn Simulacrum, Hedron Crawler and Deathrender
1 month ago
Even with a high number of mana rocks in your deck and relatively low curve, i would aim for around 35-36 lands at minimum for your deck. Let me add to your problem by first suggesting Clever Impersonator and Phyrexian Metamorph(you have Sculpting Steel already but its nice to have some redundency.). If you can make one of them a copy of Myr Galvanizer. If you can produce atleast 2 mana from your myrs, you know have infinite mana. If some of the mana you produce from this is blue you can then pay however much you need to cast memnarch from command zone and use the rest to take control of all permanents in play (including lands). Even if you can't assemble the combo, they are both good cards to have in the deck. There's also a super convoluted way of using one of them and cards you have in the deck to create infinite blue mana or infinite counters on Door of Destinies or draw infinite cards but due to needing atleast 7 cards (6 if you're just getting mana) it seems rather unlikely. (just realized you can already do it with cards in your deck if you use sculpting steel).
For either combo if you wanted to go that route with infinite mana you could theoretically cast Blue Sun's Zenith on yourself for your entire library, cast everything in your deck and use Planar Bridge/ Clock of Omens to tutor for blue sun again and again to kill everyone by making them draw infinite cards. That being said stealing all their permenants is probably good enugh anyways.
Anywho....here's what I think you can cut.
Myr Propagator: slow and vulnerable and mana efficient. It's cute that you can use the ability when its in the graveyard to make a copy of Myr Welder but that's the only reason i'd see keeping it in the deck and i'm not sure if that's worth it.
Thought Vessel with a lot of ramp already and without excessive card draw, i think this slot is better off being a land
Pristine Talisman: your other mana rocks are better. like with thoughtvessel it only accelates you by 1 mana
Myr Enforcer: not the greatest. A 4/4 with no abilities gets classed quickly
Perilous Myr again not the greatest myr
Hovermyr You don't have much in the way of flyers but i'm not a huge fan of this one. You might just need to steal some
Forbid: suggesting this as a cut is questionable as it is definitely a strong card, but i couldnt see anything that seemed like it could be cut
Blinkmoth Urn: Ditto but i might try to keep it.
1 month ago
If price is no objection a couple artifacts you can use areKrark-Clan Ironworksit is fantastic in artifact tokens. Scuttling doom engine is okay but I prefer Wurmcoil Engine. Myr Battlesphere is a fantastic token generator. Myr Galvanizer untaps all myrs. A Skullclamp is something amazing to pitch your myr and servo tokens too and can be an insane source of cards. Your panharmicon doesn't have a whole lot of uses atm you might not to look into things like Mirrorworks or Blinkmoth Urn over it. A Kuldotha Forgemaster is pretty fantastic but tutoring is a hot button topic in commander. As for non artifact things in a deck a token deck can always use Beastmaster Ascension, a Perilous Forays is fantastic land grab,
1 month ago
Solemn is here more for the card draw than the ramp, but honestly, even though I've got a low curve, I'm CONSTANTLY drawing cards, so having more mana to cast 10-11 1-drop spells in a turn does end up mattering.
The big guys are how I win - Myr Battlesphere goes infinite with Mimic Vat and Time Sieve, while providing a big body and lots of sacrifice fodder while waiting for the combo. Filigree Angel is stupid good with Aetherflux Reservoir, letting me kill people very quickly, and Eldrazi Displacer helps both of them do their work, while also going infinite with Krark-Clan Ironworks and my commander. The KCI also goes infinite with the Nim Deathmantle, same as Ashnod's Altar would.
I tried out the Sword of the Meek/Thopter Foundry combo. If I have the infinite mana to make it a true infinite combo, I've already won using my commander, so it really is just incremental value. Good, but not lethal. I kept the foundry because sometimes I just need more flying blockers or a touch more life, but cut the sword.
I've been toying with Inspiring Statuary, I'm not sure if I want it or not. I think I'll give it a try, see how it goes.
Definitely do want the Temple cycle, just need to wait for the funds to start upgrading the mana base.
1 month ago
I like where you're going with the deck so far. Do you have any budget restrictions, or looking to upgrade the deck into a more competitive build? I would suggest more removal, especially Spine of Ish Sah or Evacuation, some larger threats like Soul of New Phyrexia, Myr Battlesphere or Master of Etherium, and ways of smoothing out draws and generating card advantage, like Preordain, Concentrate, Tidings or Brainstorm, to name a few. Also, what does your access to mana acceleration and land look like? I would go with Basalt Monolith, Dreamstone Hedron, and Blinkmoth Urn for artifact ramp, and if you have the means, go for Steam Vents, Temple of Epiphany, Buried Ruin, and Temple of the False God. Nice list, and hope this helps!