Elsewhere Flask

Elsewhere Flask

Artifact

When Elsewhere Flask enters the battlefield, draw a card.

Sacrifice Elsewhere Flask: Choose a basic land type. Each land you control becomes that type until end of turn.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Shadowmoor (SHM) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pauper Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Elsewhere Flask Discussion

Funkydiscogod on Zirconia, the Prismatic Palace

1 month ago

Not counting turning lands into islands, blue has been known to modify land types, too. Convincing Mirage, Grixis Illusionist, Moonbow Illusionist, Terraformer, Tideshaper Mystic but none of these are pioneer-legal, so maybe this isn't in blue's color pie anymore.

Colorless has been seen modifying land types with Navigator's Compass, Elsewhere Flask and Unstable Frontier.

Celestial Dawn almost does what Prismatic Omen does, but in a very different way.

I think there is a good case to say it's exclusively a green ability.

Etinifni on Teshar Eggs

2 months ago

Lemon_Gioza

Sure thing! The loops all involve Teshar, a cheap artifact, a cheap creature that can return an artifact to your hand, and a way to sacrifice either an artifact, creature, or both.

Specific examples include:

Teshar, Ancestor's Apostle + Salvager of Ruin + Sol Ring + Thermal Navigator (all on the battlefield)

  • Tap Sol Ring for 2, then sacrifice it to Thermal Navigator.
  • Sacrifice the Salvager of Ruin to return Sol Ring to your hand.
  • Cast Sol Ring using 1 of the 2 floating mana, and return Salvager of Ruin to the battlefield with Teshar's trigger.
  • Repeat for infinite colorless mana.

Teshar, Ancestor's Apostle + Ashnod's Altar + Aviary Mechanic (on the battlefield) + Any Artifact that costs 2 or less (in hand)

  • Sacrifice the Aviary Mechanic (or Glint Hawk/Kor Skyfisher) to Ashnod's Altar to make 2.
  • Cast the Artifact and return the Aviary Mechanic to the battlefield with Teshar's trigger.
  • When the Mechanic enters, use its trigger to return the Artifact to your hand.
  • Cast it again with the 2 floating mana.
  • Use Golden Egg/Prophetic Prism/Ichor Wellspring/Elsewhere Flask to draw your whole deck; any artifact that costs 1 or less makes infinite colorless mana; Codex Shredder mills your opponents out.

There is one backup combo with Heliod, Sun-Crowned and Triskelion that involves giving Triskelion lifelink using Heliod's ability, then removing counters from the Triskelion to deal damage to your opponents. Each damage gains you a life, which puts a counter back on Triskelion with Heliod.

I'll be sure to go through the list and add Custom Categories so you can hopefully understand why I chose the cards I did. I'll also try to update it with a list of combos in the description.

oberien on Metalworks V2

1 year ago

I liked the v1 list and played it at two FNMs. However I didn't find it complex enough being used to Hardened Scales, KCI and Amulet Titan (and Amulet Bloom back in the day). I love the solve the puzzle aspect of decks. The old version felt more like a "cheat 10/10 into play and beat the enemy down" with the infinite loop feeling more like a backup. The new list above seems to focus more on infinite loops, which satisfies my inner MTG player :)

I took the above list to the FNM with slight modifications and went 1-1-1 (could have been 2-0-1 if I knew the deck better). I didn't have any Conjurer's Bauble so I replaced them with Akroma's Memorial , Ghirapur AEther Grid and Karn, Scion of Urza . I really enjoyed playing the deck and slowly discovering more and more ways to win the game :) For those interested, I went for this sideboard: 3 Nature's Claim , 2 Dismember , 2 Abrade , 2 Firespout , 1 Engineered Explosives , 2 Nihil Spellbomb , 1 Grafdigger's Cage , 1 Sun Droplet , 1 Sorcerous Spyglass .

Infinite Combos

General loop: Metalwork Colossus (MC) and Scrap Trawler (ST) on the battlefield, at least {3} mana reduction on the battlefield (e.g. 1 Semblance Anvil and 1 Cloud Key ) and enough CMC for MC, a Metalwork Colossus in the graveyard (GY). Sacrifice MC and ST to the MC in the GY. ST-trigger of MC gets back ST, ST-Trigger of ST gets back any {0}, {1} or {2} mana artifact. Play MC and ST for free. We're back to the beginning but have an additional artifact in hand and increased the storm count.

Another possible loop if artifact reduction is only at {2} is to not sacrifice ST, but only MC and the {2}-mana artifact, ST-trigger of MC get back that artifact, play both. If artifact reduction is only at {1}, it's possible to draw some cards with Conjurer's Bauble (until there are no more artifacts in the GY) or to include Chromatic Star and draw infinite cards. There must always be enough non-creature artifact CMC on the battlefield to cast MC for free.

Infinite Card Draw: Get back Elsewhere Flask and play it (-> draw), then sacrifice it to get it back again in the next iteration. If there's a sac-outlet on the battlefield, it's possible to get back any egg and sacrifice it to the sac-outlet before sacrificing MC and ST to MC in the GY.
Infinite Damage: With Ghirapur AEther Grid in play, just do the most simple version of the loop and tap both to-be-sacrificed artifacts to grid before sacrificing them, dealing one damage. Without grid sac the Mortarpod token for 1 damage, sac Mortarpod and MC to the MC in the GY, ST-trigger of MC gets back Mortarpod . Rinse and repeat.
Infinite Mana: Tap Mind Stone for {1}. Sac MC and Mind Stone to the MC in the GY. ST-Trigger of MC gets back Mind Stone . Rinse and repeat.

Card analysis

I'd like to go through some cards:

  • Arcbound Ravager : I really like this addition. I was missing a sacrifice outlet to get the second Metalwork Colossus into graveyard before. Arcbound Ravager being fetchable with Sanctum of Ugin is just amazing and allowed me to go off in two games in the FNM which I otherwise couldn't have.
  • Grinding Station : I'm not sure about this card in general. I've previously played some variations of Krark-Less Ironworks lists ( Semblance Anvil and Grinding Station ). I see this card in this deck mainly for 3 reasons. (1) Milling the opponent with the infinite combo, (2) using it as a sac-outlet, (3) milling yourself to get a Metalwork Colossus into your graveyard when you already have one on the field to start the combo.
    I don't see the reason for (1), as we already have infinite card draw (eggs) and infinite damage ( Ghirapur AEther Grid or Mortarpod ).
    For (2) I find Arcbound Ravager better, as it can be fetched for with Sanctum of Ugin and doesn't need to be tapped (even though you can respond to the untap-trigger of Grinding Station by tapping it whenever an artifact ETB).
    For (3) I can't really judge that yet, as I didn't really try it out yet. I usually don't have problems finding the second Metalwork Colossus among Ancient Stirrings and Sanctum of Ugin . In longer matchups Inventors' Fair can also be used, even though I didn't need to crack any fairs so far. It might help against Blood Moon .
  • Mortarpod : This is the easiest and cheapest go-to infinite damage card. Even if drawn without a loop, it's still one damage that can take out a Snapcaster Mage to slow down the clock of an opponent ifneedbe.
  • Akroma's Memorial : I personally love this card in this deck. I've added it to the old version, and I also have it in my current deck. First, given {2} to {3} mana reduction, it's pretty easy to cast. It triggers Sanctum of Ugin letting you fetch Metalwork Colossus . If you have it deployed, and have any mana reduction on the field, MC is already free. Nobody expects this card. It adds another sort-of wincon. You can win with this card out of the blue. While I think it may be somewhat a win-more card, it has already won me several games single-handedly. I was able to fly over my opponent's elves. Giving Vigilance, it allowed me to attack with two MC against Spirits, which needed to block one, which left them without lethal and put me into a better spot. I just love this card.
  • Ghirapur AEther Grid : I think this card deserves to be a one-of in the deck. Against creature-based decks, it enables easy removal of the creatures. Control decks can barely do anything once it's deployed. And otherwise it still allows an infinite damage combo if Mortarpod has been exiled.

These are some cards, which may be good, but I don't see their effectiveness quite yet:

  • Greater Gargadon : As an earlier post suggested, this is a possible sac-outlet and threat. The problem is that we usually want artifacts on the battlefield to make Metalwork Colossus cheaper. Additionally, if we're able to get to 10 artifacts, we most likely already have a win condition.
  • Karn, Scion of Urza : I'm very unsure about this card. It gives us card-draw, but I don't think that's important in the current decklist. The only real reason for it I can think of is for the super-large token when we have lots of artifacts in play. But for that it might be too slow. It might help in grindy matchups, but in those MUs we'd just like to combo off anyway. And against control MUs it's not needed as this deck already has an amazing control matchup.
  • Salvage Titan : This card might be worth investigating, but I'm unsure if it goes well with the other ideas of the deck. We don't necessarily want to sacrifice 3 artifacts for a 6/4.
  • Silent Arbiter : This might be good against creature-heavy matchups and go-wide strategies.
  • Torpor Orb : Unsure if there are enough MUs which this card is good in.
  • Sun Droplet / Golem's Heart / Dragon's Claw : These might help against burn / fast strategies. May also help agaist phoenix decks.
  • Ratchet Bomb : Cheap (probably free) boardwipe. Helps against chomp blockers and tokens. Probably shouldn't be cracked for {2} :)
  • Engineered Explosives : Also possibly cheap boardwipe and a one-answers-all type card. Especially useful with Prophetic Prism .

Mana Base

I'm not sure about the landbase. I prefer utility lands over the Aether Hub s. I think that the old mana base fits better. This is probably mainly because I still like having Prophetic Prism over Elsewhere Flask . I haven't tested a lot with the landbase yet, so I'm not sure what the correct way of handling this is.
I often times lose against the deck itself just due to only drawing lands / having no lands. I'm not sure if this is just plain misfortune or if the number of lands is hard to balance between having enough lands on the starting hand and not flooding.

Weaknesses

Matchups

  • Through the Breach / Nahiri, the Harbinger : Alchemist's Vial completely shuts them off. Therefore, this MU is amazing.
  • Control: The Control MU is probably one of the best out there. Always remember having a sacrifice outlet for any Metalwork Colossus on the battlefield, be it Phyrexia's Core or a Metalwork Colossus in the graveyard. Whenever they try to exile one from the battlefield, get back one from the graveyard and get the otherwise exiled one in the graveyard.
    I even won two out of two games against Legacy Miracles (low sample rate, but we both felt like the MU is highly favoured for Metalworks Combo)
  • Very fast creature decks: This deck seems to always just be one turn too slow for very fast creature based MUs. In fact I lost 4/4 games against Sliver.

I don't have a lot of matchup data so far, and the above are mainly just estimates and gut feeling playing the matchup.

Please leave feedback on my observations so far, I really love this deck and it feels like it still has potential.

GhostChieftain on Loser (WIP)

1 year ago

Also a bunch of cantrips would not be amiss in any kess deck. That way you can push through your deck til you get what you want or to one of your many tutors. Ponder, Preordain, Opt Faithless Looting, Anticipate, Peek, Serum Visions, Gitaxian Probe. You could also add in a few artifact cantrips for the tezz ult beatdown plan Ichor Wellspring, Elsewhere Flask, Tsabo's Web, Aether Spellbomb, Nihil Spellbomb.

Increasing Ambition and Increasing Vengeance also work really well with kess due to the fact that she can cheat the flashback cost and you still get the extra benefit you normally get from flashing them back.

Wurmlover on Eggs over Sunny

2 years ago

Check out my eggs deck. I've been testing it vor a very long time and find Banefire to be fantastic, since there's nothing you can do about it. You can also potentially win without comboing against decks like Death Shadow.


The Most Painful Form of Mill

Modern* Wurmlover

SCORE: 10 | 31 COMMENTS | 1193 VIEWS | IN 2 FOLDERS


a few thoughts on your questions:

sylvannos on Rethinking Eggs Post-Kaladesh

2 years ago

So I've been thinking about building Eggs (a.k.a. Sunnyside Up), and here's the list I have so far in my head:


Eggs over Sunny

Modern* sylvannos

159 VIEWS | IN 1 FOLDER


Kaladesh gave some major contributions to the archetype, namely Whir of Invention and Scrap Trawler. Scrap Trawler is especially good as it is to Eggs as Goblin Electromancer is to Storm.

A few things I'm having trouble deciding:

CaptDan on Golgari Pestilence (Rivals of Ixalan)

2 years ago

Yep, Gray Merchant of Asphodel is a good option. With its 4 toughness, it will help Pestilence to stick on the board.

If I remove all red cards, are the 3 Abundant Growth still relevants? They provide card draw, a target for Quiet Disrepair and can help fuel Pestilence in the end game. Maybe replace them with 1 Elsewhere Flask and 2 Alchemist's Vial?

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