Clock of Omens

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Clock of Omens

Artifact

Tap two untapped artifacts you control: Untap target artifact.

atingtdm on Wheelmaster is Hot!

3 weeks ago

It's a finisher with Clock of Omens combo.

The Magda + Clock + artifact dwarf will give you infinite tapped treasure tokens. By fetching Grinding Station as your finisher could mill out players, fetching Roaming Throne will make you double the treasures, therefore, infinite mana.

With infinite mana, Skarrgan Hellkite is also able to close the game.

darkemoji on Titan Frenzy

1 month ago

Profet93

Appreciate the feedback!

  1. Fantastic little combo with built in utility from either card, however I've been leaning towards keeping the deck towards high power in casual. So that's why the current list only has one combo so far which is Forsaken Monument + Basalt Monolith.
  2. As above.
  3. This is an interesting land. Was considering Clock of Omens at one point for tapping artifacts. May test how well Blinkmoth Well works with Winter Orb and Trinisphere as I've been favoring stax lately in colorless.
  4. Have never seen this little artifact before and it's hefty in utility. Synergy with Emrakul, the Promised End and some recursion sounds spicy. Will test this in the future.
  5. Considered Karn, the Great Creator + Mycosynth Lattice in the original decklist, however I found that the cards were too niche when played separately and decided to cut them for some fun/win more cards such as Helm of the Host and Mirage Mirror. Even keeping Rise of the Eldrazi in the decklist.
  6. I was wondering about adding some recursion in and missed this little include. Arch of Orazca -> Buried Ruin

One question from me to you is: how do you feel about Chimil, the Inner Sun? On paper, I like its utility in preventing counterspells and discovering cards off the library the same turn it comes into play, but I have yet to play test it.

NV_1980 on Jhoira loves her trinkets

1 month ago

I would highly recommend Mystic Forge as it basically extends your hand by 1; even more when you decide to cast from the top of your deck. I imagine Clock of Omens could have about a billion utility uses in a deck like this, so I'd definitely consider that one too; not to mention Unwinding Clock. Semblance Anvil can cheapen the casting of 42 permanents within this deck. Have fun with the brew.

TheSlowestBro on Primitive Technology

5 months ago

Thanks for commenting!

Chiss-Goria, Forge Tyrant is a really cool card, I had thought about it earlier, it's just I know myself and generally exiling cards from my deck stabs me in the heart lol. But you are right it would probably be awesome in here.

Clock of Omens I had considered and dismissed, but lately I've been focused on keeping Meria protected since the deck basically does nothing without her, so on that note the clock would be an alternative to her in case she gets removed off the board. I'll try it out!

seshiro_of_the_orochi on Primitive Technology

5 months ago

With 46 artifacts, not playing Chiss-Goria, Forge Tyrant seems wasted potential ;)

Besides, this looks super fun! Have you considered Clock of Omens?

TheBestMagicCard on Emrakul, the Promised End

6 months ago

Hey Profet93, thanks for the comment!

I do think Rings of Brighthearth is a great card, but I've excluded it mostly because, on it's own, it doesn't do anything...

Forsaken Monument, for example, = infinite mana with Basalt Monolith, but is also an incredible ramp card on it's own. This is basically the same reason that I've also excluded it from my Atraxa - Planeswalkers-Poison-Proliferate-Turns, even though it seems like an auto-include in that deck as well, in my opinion. I like Rings of Brighthearth a lot, but I really don't like looking at it on the battlefield without a combo piece, it's just a dead card then.

Aside from infinite mana, there are a bunch of other abilities that it could copy, like Planar Bridge, etc... However, the Rings only copies activated abilities, and I would sooner include cards like Lithoform Engine or Abstruse Archaic, as these cards also copy triggered abilities, like the cast triggers on Eldrazi, specifically Ulamog and Emrakrul, or Unwinding Clock's untap. Lithoform Engine and Abtruse Archaic both have somewhat more utility than the Rings, but as of yet, I still haven't squeezed them in either, again because I still feel like they just aren't good enough on their own without another combo piece.

Voltaic Construct fits into this "doesn't really do anything on it's own" category as well, and arguably is an even worse include than the Rings, Engine, or Archaic, but it's a lot easier to tutor up with cards like Eye of Ugin, Sanctum of Ugin, and especially Scrapyard Recombiner. Voltaic Construct + Metalworker and two artifacts in hand = infinite mana, which is pretty easy to assemble, and Metalworker is just a house on it's own. Voltaic Construct can also count for towards Emrakrul's casting cost in the graveyard...

Ultimately, I would like to include any of these copy-an-ability cards, if not all of them, but when I have, it just feels bad to have them sitting around doing nothing. Also, I kind of don't really need to copy abilities like that, as it turns out. I've found this deck to be pretty strong, and copying abilities often seems kind of win-more and win-less at the same time. Copying doesn't always make as big of an effect as it might seem... although copying a Planar Bridge ability could put two combo pieces in, the Bridge can also chain out anyways that with Clock of Omens, which is also a really powerful card, even though it also fits into the "doesn't really do anything on it's own" category, but I think is still better than any of the afore mentioned cards ...

I haven't included Voltaic Key either, for the same reasons basically, although I think this is really a card that should be in here. I guess I've also partly not included Rings of Brighthearth because I haven't included Voltaic Key either. I would put the Key in before the Rings, but I'm still not sure about the Rings. I think I decided to include Unwinding Clock instead of Voltaic Key, because, even though it's more expensive, it is really really REALLY powerful!!! With Liberator, Urza's Battlethopter and mana rocks, this mimics Prophet of Kruphix, which I think is rightfully banned becuase it's way too powerful for one card...

The Top trick with the Rings is cool, and more card draw is definitely welcome in this deck. This combo ultimately reads, ": Draw a card", but... I guess I've just come to the conclusion that there are already kind of a lot of "doesn't do anything on it's own" cards in here, so I've had to really pick the most powerful ones, and I guess I feel like the Rings just aren't powerful enough even when they do work, as they can only be activated once per ability. Clock of Omens, for example, can untap something a bunch of times, effectively "copying" abilities by just untapping something and activating it again. Also, Sensei's Divining Top + Jhoira's Familiar and Mystic Forge combo to draw the deck out for no mana once assembled, and these two cards are powerful on their own.

I like Wayfarer's Bauble a lot, and still want to include it. I think it is ultimately much better than Wanderer's Twig and Traveler's Amulet, which are both admittedly kind of bad cards.
The only reason I really include these at all is to get an artifact in the graveyard for Emrakrul's mana cost reduction, and to ensure land drops. Notably, multiple cards of one type still only count for , so often times it's redundant anyways. I think the reason I kept the Twig and Amulet in instead of Wayfarer's Bauble, is I kind of see the Bauble as a mana rock that adds but costs, which I do not think is acceptable. The only rock that cost and makes which is included is The Celestus because it also has card draw attached to it, and it can be tutored for with Moonsilver Key, for the card draw.

Even though the Twig and Bauble aren't technically ramp, they do help ensure a land drop every turn, which is think is important. There's already 36 lands in the deck, which is a lot for how many mana rocks are included, but I really want a land drop every turn if I can help it. I've tried to minimize high mana cost cards, even though there's so much mana in here, because it's still possible to get mana screwed if you have just a bunch of expensive cards in hand and not enought mana! Technically there's 38 lands in here currently, but I've put Eye of Ugin and City of Traitors in their own "Special" category, as I consider them to act more like artifacts then lands, as they don't always do what just a land that taps for mana does. They're unreliable for just basic mana, I guess. I'm thinking of putting Temple of the False God in, and I would also include this in the "Special" category for the same reason, being that it can't always be relied upon for mana like a regular land...

The most recent addition has been The Irencrag, which I myself think is funny to fit in over any of these other cards, but the consistency of early ramp is too important. Assuming that mana rocks will continued to be printed, I wonder what the limit to include will be! I actually took out Foundry Inspector to do this, which I don't like doing, and I might try to fit the Inspector in again first. But I think Karn, Legacy Reforged is on the top of the list for inclusions. Even though the mana he makes can't be used to cast Eldrazi, he'll be a huge beater, and will help cast and activate all those expensive artifacts.

My ideas are just what I've found to work playing the deck, and are by no means like, the way the deck should be built though!

Thanks for the comment!!! Very relevant, and totally valid. I will definitely try to fit Voltaic Key in again though, and reconsider Rings of Brighthearth, but actually I'll try Manifold Key first!

I hope that provided some interesting insight into my cards choices...

FormOverFunction on Time is of the Essence

11 months ago

wallisface for sure. It’d need to be in some sort of Clock of Omens deck or something.

WhatInTheWhoNow on Cut-CO knives are ehxpensive!

11 months ago

wallisface,

Thanks for your suggestions! Here are my thoughts:

As for the Clock of Omens combo, it is my opinion that it's rather difficult to assemble for the following reasons:

  • Finding four cards for a combo is a lot, besides having to set them up.
  • Two artifacts, a creature, and a card in hand are required. That means a single removal or discard spell can disrupt the combo.
  • clock is basically a dead card without the combo.

I agree with your opinion on Memnite. I chose to add it because it can add to the artifact count and crew Smuggler's Copter, which is sometimes necessary to get asmor running. It can also be a target for Ensoul Artifact. Fae of Wishes can also crew copter, is a discard option, and can grab the combo or another sideboard option. Honestly I think the only downsides are that it's not an artifact and it costs a lot to do stuff with it. Unearth seems like a really good option as long as it has targets, but if I remove all creatures except for asmor it won't be any good. Any suggestions for replacement creatures?

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