Ensoul Artifact

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Frontier Legal
Tiny Leaders Legal

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Set Rarity
Magic 2015 Uncommon

Combos Browse all

Ensoul Artifact

Enchantment — Aura

Enchant artifact

Enchanted artifact is a creature with base power and toughness 5/5 in addition to its other types.

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Ensoul Artifact Discussion

Heretic_Dragoon on A Watery Discharge (Dimir Infect)

21 hours ago

A fun thing I used to do, when I played b/U tezz, was use Ensoul Artifact on my inkmoths. Sure the enchantment won't stick, but it throws your opponent off guard and now they're stuck looking at a 6/6 flying infect

IggmondVanre on Metal Muscle

1 day ago

Hi,

Not really sure what format(if any) you're going for or what exactly you're deck is trying do. I've been a big fan of artifact decks for along time. Here are a few cards that I think are outstanding.

Arcbound Ravager Master of EtheriumCranial Plating Thoughtcast Bomat Courier Etherium SculptorWhir of Invention Chief EngineerMetalworker Grand ArchitectHangarback Walker Walking Ballista Tezzeret, Agent of Bolas Ensoul Artifact Vault Skirge Signal Pest

I also think that Reliquary Tower count could be cut down 4 seems excessive, maybe more Inventors' Fair 3 at most since it's legendary, I also really like using Tomb of the Spirit Dragon, Blinkmoth Nexus and Inkmoth Nexus and pretty tough to. Lastly the Artifact lands Darksteel Citadel Seat of the Synod Vault of Whispers Tree of Tales Ancient Den Great Furnace

The artifact lands with exception of Darksteel Citadel are banned in Modern and Standard.

I've been working on an unconventional artifact deck recently you can check it out here Wrath of the Machines

Good luck!

TheDuggernaught on Sultai's dead empire

2 days ago

Just running around and asking people to look at your deck by posting on their deck without adding any constructive feedback tends to rub people the wrong way. Just forewarning you for the future.

Your deck is significantly different than the deck of mine you commented on. Luckily, I have played around with Tezzerator. I have not ever brought Sultai Tezzerator to an event, but I have dabbled with it. There are a couple different ways to play it.

  1. Glissa, the Traitor Midraneg. She can be pretty insane with Executioner's Capsule and can generate a lot of value. She also walls off many mid range threats that you might run up against in Tasigur, the Golden Fang, Siege Rhino, Thought-Knot Seer, and Reality Smasher. The downside is that she cannot be fetched or dug for with many of the spells that Tezzerator normally plays (Ancient Stirrings, Glint-Nest Crane, Tezzeret, Agent of Bolas, Tezzeret the Seeker ). To circumvent this, it might be wise to run a more creature heavy shell and use some Traverse the Ulvenwald. Glint-Nest Crane, Vault Skirge, Scrapheap Scrounger, Treasure Mage, Trinket Mage, Snapcaster Mage, Spellskite, Wurmcoil Engine, and Hangarback Walker could all be good additions for a more creature heavy mid range shell with the option of a combo finish. Thirst for Knowledge is great in these shells.

  2. Midrange without Glissa, the Traitor. I feel this is where you list is right now. Not saying that its a bad thing. Its is fine strategy. The traditional UB Tezzerator lists tend to be more combo-focused (which I will dive into in a second), but green gives you a lot of really solid control spells to help grind out a game. I think you have a slight problem though with your shell as it stands. You have about the amount of control as a midrange deck, but no real bombs aside from your combo. This makes you fairly dependent on lucky draws, landing an Ensnaring Bridge and dumping your hand, and/or unlucky draws for your opponent. I played an Esper list a few weeks ago, and I circumvented this by having creatures to help wall off the early game in Spellskite, Hangarback Walker, Vault Skirge, and Glint-Nest Crane while I dug for an Ensnaring Bridge (I ran 3 mainboard) so I can then safely just stall until I land my combo or ult Tezzeret, Agent of Bolas for a win. Thirst for Knowledge is also excellent in these shells.

  3. This one feels weird, but Tezzerator can actually play a bit more aggro if you want it to. I am not sure if Sultai are the best colors for this (Grixis might be best). But Vault Skirges, Darksteel Citadels, and Spellskites with Ensoul Artifact can get scary pretty quick. The upside to Sultai for this plan would be marvelous control suite you can pack that remove things that are in your creatures' way.

  4. Combo/Control. This is what most traditional U/B lists are doing right now. The most common strategy revolves around Whir of Invention and the silly interactions it can have with Pentad Prism. See, Whir of Invention taps artifacts to reduce it's cost and Pentad Prism does not have to tap to give you mana. You can also remove both of Pentad Prism's counters in the same turn. So a single Pentad Prism can essentially tap for 3 mana when trying to play a Whir of Invention. This allows for some pretty explosive starts where you can land an Ensnaring Bridge on turn 2 with only 1 or 2 cards in hand. Ensnaring Bridge is key in these decks as a wall to stall your opponent until you can tutor for your combo. This is where I feel you might want to direct your deck as it fells well with the idea of having no actual creatures and thus blanking your opponent's removal. The straight UB decks often struggle in game 2 as they have difficulty getting rid of Stony Silence. They often try to get around this by playing a Breeding Pool in the main and some Abrupt Decays in the side. But since you mana base will be much more geared to making sure you hit that green mana, you would be able to more reliably get that Stony Silence off the table.

What I am looking to do here for you is to give you a fair list of the sub-archetypes within Tezzerator. If you give me more of an idea of which direction you want to go, I can give much more tailored advice!

DoctorScarf on kill them all

1 week ago

I rather like this deck, however I would very highly suggest replacing Grasp of Darkness with Tragic Slip, as you'll almost definitely have the Morbid trigger active with your other kill spells. It comes in handy when dealing with a Darksteel Citadel enchanted with Ensoul Artifact holding a Sword of Kaldra (yup, that's happened before). +1

CaptSillva on Sydri's Google Cars! (Vehicle Tribal)

1 week ago

Interesting deck, here are a few suggestions. Lupine Prototype, Bontu the Glorified, Kefnet the Mindful, and Oketra the True all polite vehicles very well.

Also Ensoul Artifact and Tezzeret's Touch should do fairly well since they can permanently turn on a vehicle. Worth noting that while their enchanted with these, they keep all abilities.

Zorgen on Blighted Waters

4 weeks ago

I feel like your deck is missing ways of really doing damage. You've got Ensoul Artifact which is an insane card, but if you don't pull it I feel like it takes me too long to kill my opponent. I'm adding that to my Blue/Green infect though, given that it would still allow my infect creatures to keep infect and their other abilities.

@tshulian on Tezzeret's etheritized thopter madness

1 month ago

emrakulinsmugglers, Ensoul Artifact is good, but I choose to use the four copies of Tezzeret's Touch, which is a swamp more to cast but also my enchanted creatures will be pulled back to hand before they end up on the graveyard. Darksteel Citadel is something I seriously consider taking up my library. My favorite is Steel Overseer, but it cost's a bit... cheers for the input

WiltLeafElves on Tezzeret's etheritized thopter madness

1 month ago

for this deck, cards like Ensoul Artifact, Darksteel Citadel, Reverse Engineer, Herald of Anguish, Arcbound Ravager slightly expensive, Steel Overseer, Cranial Plating are all good cards.

Welding Sparks may work as well.

hope this helps!

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