Search your library for an artifact card, reveal it, and put it into your hand. Then shuffle your library.
|Have (2)||metalmagic ,|
|Want (18)||hoodedgamepwner , Gaous , deathtopop , Crescent , draul , tempDevelopper , CertifiedBronzie , jgw61692 , MrTeeg , AndrewsLuz , SidMeier2033 , rhochmuth , billtheturnip , Callinicus , Rabu , brackcon , paullmall96 , xepherian|
Printings View all
|2010 Core Set (M10)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Fabricate occurrence in decks from the last year
Commander / EDH:
All decks: 0.08%
WU (Azorius): 1.12%
UR (Izzet): 0.69%
3 days ago
Nice brew! I contemplated building this when this was spoiled. I have some suggestions. Not sure if you have a budget but I'll try not to list anything expensive. BTW, I LOVE LOVE LOVE the fact you are running Rhystic Tutor! Definitely not a highly used card, but could be just as good as the expenisve tutors if you run a high-level political game.
As for tutors, I like the using some of the fringe stuff like Scheming Symmetry and Tunnel Vision. Now the latter doesn't appear to be a tutor and typically most want to use it for milling but you can totally use it on yourself to mill down to the card you are looking for. It's sometimes double the advantage if you are using graveyard shenanigans and want more cards in your graveyard anyway. This isn't necessarily a graveyard deck but it can probably still be proven as a useful tutor.
Windfall, Flash of Insight, Prosperity or even Teferi's Puzzle Box might be useful to you to wheel and deal through the deck in the event you do not have nay tutors in hand. Not something you have to include but another angle of how to get your commander in your hand. Tutoring is probably most effective and efficient.
My only other advice is maybe take out some of the creatures for anything new you put in since this deck solely cares about your commander's wincon.
Hope this helps! Good Luck! +1
1 week ago
1 week ago
PhantomHuscarl Thanks for your inputs and bringing back the suggestions of your peers to me as well! Greatly appreciate it. I'm excited for you to get this deck going and try it out with your play group too.
I actually run a small removal package including a handful of board wipes (under the "Removal" category). For a combo based deck, I'm a firm believer that "Offense is the best Defense", so instead of running defensive cards like some of those suggested above, I'd rather include a few more tutors/card draws or Counterspells to accelerate the assembly of my combo pieces or to protect them.
Portent , Telling Time , Omen are all good Top of Library Manipulation cards that we can consider, so feel free to mix and match to your preference too. In my opinion, those that allows you to put cards from your hand back to the top of the library (e.g. Brainstorm , Conch Horn should be given priority here just in case you draw your "Bombs" and you need ways to return them to top of library.
Silence is a good suggestion! I'm going to include it in my Maybeboard for now and see if I'm able to free up a slot for it soon.
Feel free to use the Playtest function here to try out the deck before you start forming it. You can PM me if you're unsure of the interactions.
Hope you continue to enjoy this exotic build! Cheers!
3 weeks ago
I think your manabase could stand Trace of Abundance over Fertile Ground . This could be better, because Ghost Quarter and Field of Ruin are common modern answers and might present a problem for your land enchantments.
If you replace Elixir of Immortality with Quest for Ancient Secrets , you'll be able to find your graveyard shuffler with Idyllic Tutor , and won't need Fabricate , so you could replace it with more Mirror Gallery .
PookandPie on Urza
4 weeks ago
Saw this on the deck cycled list. Thought I'd offer my critique, as I also play Urza. My list for reference:
Commander / EDH
SCORE: 1 | 89 VIEWS | IN 1 FOLDER
So there's a Selvala deck that outspeeds you? Let's see what we can do to fix that.
Release to the Wind is not a good card; I know it makes them pay double for whatever you exile, but that's usually a pittance and means this can never truly stop a game-winning permanent as they'll just get it right back. Imprisoned in the Moon isn't an instant, but it at least gets whatever it is out of the way for a moment (if placed on Selvala, that stops them dead for at least a couple turns, whereas 3 mana is just easy for them to generate otherwise). Reality Shift is cheaper than Gilded Drake and most of the time people don't get anything good off the manifest (only once have I exiled a Tymna for them to show some scary top deck like Notion Thief. Usually it's a land, a mana rock, or something else that they can't use now that it's on the board manifested). Or just run Rapid Hybridization to deal with early Selvalas to effectively double your chance at Pongify.
Static Orb would throw a wrench in a lot of player's plans. You simply tap them with Urza on the end step of your last opponent before you untap, and then you untap all of your permaments as normal. It's primarily one of the reasons why Urza is considered a good Commander (and I see you have Winter Orb in the deck already, but this one also shuts down dorks. Run both!). Since you're also having trouble with creature decks, I also recommend Tangle Wire , as it never hurts you as bad as your opponents.
You don't have many tutors (I count Mystical, Scroll, and Whir), so I imagine you have difficulty finding what you need. Cards like Fabricate , while inefficient, are still solid at finding the artifacts you need. Reshape is strong, and Muddle the Mixture pulls double duty at protecting your combo turn or allowing you to find your combo pieces (this is among the few cards in mono U that finds both Scepter and Reversal. This card's a big deal- run it). Outside of that, having big ways to draw cards can be hugely advantageous- Recurring Insight can be pretty strong as you generate tons of mana with Urza out (casting a 6cmc spell while everyone's tapped down and stuck with full hands due to Static Orb is a wonderful feeling), Blue Sun's Zenith isn't the greatest but it can draw when you need it to, or possibly even kill a player when you get Dramatic Scepter (if you don't like BSZ, Pull from Tomorrow is also very strong). Fact or Fiction and Dig Through Time are solid options as well, and you should totally be running Windfall or Echo of Eons with Narset, Parter of Veils in the deck (what's better than shutting off your opponent's draw? Stripping their hands to 1 card to make it hard for them to fight back).
Outside of that.... I see that you run Deadeye to win with Urza by making constructs, but why not Peregrine Drake over Myr Battlesphere? Battlesphere is also going to need Deadeye to close out a game, pretty much, but Drake generates infinite mana with Deadeye so you can just win via Urza and Jace. I'm not going to recommend the big pricey combo cards for the deck, but maybe something like that could give you a slight edge as you only have one method for infinite mana right now so if it gets destroyed you're basically done.
Suggestions on cards to cut for some of the above:
Ichor Wellspring- this card is playable in Daretti or Breya, but pretty bad elsewhere as you don't have a reliable way to sacrifice it, so it's basically 2 mana to cantrip/mana ramp. You could do that more efficiently with
and by swapping to Snow Covered Islands, but that's unnecessary when what you need is big draw or tutors to find combo pieces (that and
are just outright better at filtering through cards, let's be real).
Jhoira's Familiar- you don't need this. It's expensive and Sculptor is just flat out better at this effect.
Efficient Construction- you have Sai, Sai is better at this.
Riddlesmith- one of the tutors mentioned above would be better.
Trophy Mage- Is this a holdover from a previous build of the deck? Because it only finds Scrap Trawler and Worn Powerstone right now- both are cards I don't think you're going to jump at opportunities to tutor for.
Hopefully that helps figure out some cuts, and hopefully this long ass post helped.
1 month ago
You need an infinite combo that can be easily tutored in your colors. You also need a reliable way to win once going infinite. For this I suggest Gadwick, the Wizened , or Kefnet the Mindful . Either of these commanders are mana outlets since you can dump large amounts of your infinite mana into drawing your entire library. Once you’ve drawn your entire deck you need a way to actually win the game, since passing the turn with infinite mana gives opponents a chance to answer it. So the most reliable way to win after drawing your deck is Laboratory Maniac and or Jace, Wielder of Mysteries . Once you’ve drawn your deck then cast one of those and use one last draw effect to win the game on the spot. Now back to my first point, in blue it is very difficult to tutor for creatures but it is easy to tutor for artifacts and instants \ sorceries. So for a tutor package I’d suggest Mystical Tutor , Merchant Scroll , Spellseeker , Long-Term Plans , Fabricate , Whir of Invention , and Inventors' Fair . Finally you need a more efficient way to actually go infinite, meaning lower cmc and can be tutored using the above mentioned cards. So one of the most efficient ways would the dramatic scepter combo. For this you will need Isochron Scepter , imprinted with Dramatic Reversal . Then as long as your nonland permanents tap for at least 3 mana, you go infinite because it takes 2 mana to cast the imprinted spell which will untap everything netting you positive mana. You could also keep Talrand in the 99 and use him to make infinite drakes. I tried to keep each card suggestion to around $12 or less so that’s it’s more affordable. These revisions will significantly improve your ability to find and execute game winning lines of play. Also another even cheaper way to win is to make Naru Meha, Master Wizard your commander. Then go infinite with cards like Illusionist's Stratagem and Ghostly Flicker / Baral's Expertise .
1 month ago
Back again here!
Your build now packs a serious punch, good! I'd suggest, for curve improvement, Etherium Sculptor over Foundry Inspector and adding Necromancy for redundancy in the pieces for the Worldgorger Dragon combo. Reshape could replace Fabricate .
Other than that, keep it up!
1 month ago
Love the match-up. I run TYS Kess as well, and it can run super smooth. I have a few quality of life upgrades I can recommend, but ultimately everything has to come down to what works best in your local meta.
For starters, I would reduce the land count by about 3-5. Particularly, I would cut Nykthos and then a combo of islands and/or swamps. Devotion works well in mono to two color decks, but TYS relies on you pulling spells more than lands or permanents, so you won't get as much value out of it here. Instead, I'd recommend Temple of the False God . Most times, you can get it online fairly regularly and having one land that taps for 2 colorless is pretty dope. I'd also recommend either the Dimir Aqueduct or Izzet Boilerworks . Karoo lands may set you back just a bit, but you want as much value as you can get out of it. Ultimately, I'd say drop back to 34 lands, and add Temple and a Karoo land of your preference into that mix.
Next, you have a decent creature-base, but I would tweak and trim that a little bit as well. I'd sub out Hypersonic Dragon for Backdraft Hellkite and remove Crypt Ghast and Consecrated Sphinx . All of those are solid choices in most cases, but Ghast hits the same issue that Nykthos does. Hypersonic is decent for value, but opening your graveyard further with Backdraft so you're not limited to just 1 card per turn is huge on your storm turn. Lastly, Sphinx is an absolute monster of a card, but it might come out a little too late to really get you ahead. I'd add a Mystic Remora , but that's personal preference. Honestly, Sphinx could go either way depending on your meta.
As for Instants, I'd sub out Boomerang for Chain of Vapor , Counterflux for Flusterstorm , Countersquall for Negate , Dissipate for Swan Song , Reverberate for Increasing Vengeance , Rewind for Muddle the Mixture , and Undermine for Disallow . My reasoning for Chain is that most people won't sacrifice a land to copy it, and if you really need to save something, you can do it to yourself, sac a land, and then bounce someone else's permanent. Not to mention, it's a good way to keep something heavy off the board if they use a ritual to sneak a threat in early. As for the counterspells, some of them in there seem a little narrow compared to the ones you had (i.e. they target specific card types), but the most threatening things you'll deal with on your main storm turn are instants and cards with flash, so conditional counters work as good defense for off-turn threats. Also, Muddle the Mixture is a great tutor if you have a lot of 2 CMC cards, because it will fetch you any of them for just 3 mana. It also doubles as a counterspell sometimes. For Increasing Vengeance , I always recommend this over other red copy spells because it gets so much more value out of the graveyard, even more so if you cast it with Kess. Instead of having to pay the flashback, you play its normal CMC and get a double-copy for the price of one (not to mention its interaction with TYS).
Artifacts, I'd swap Manalith and Vedalken Orrery for Talisman of Dominance and Talisman of Creativity . Extra mana rocks will help you get around land destruction, and provide you extra mana acceleration earlier. They also don't require you to filter mana the same way the signets do, but in exchange they do hurt.
I'd see if you can fit a Narset, Parter of Veils in place of Liliana. She works wonders for digging purposes, and totally shuts down everyone else's draw.
Lastly, for sorceries, I'd remove Barter in Blood , Decree of Pain , Fabricate , and Mana Geyser . In their place, I'd put Anger of the Gods , Cabal Ritual , Entomb , and Desperate Ritual . Anger absolutely nukes graveyard value, and if you hit it off storm it only gets stronger. Cabal Ritual works as a much more efficient black ritual once you hit threshold, which you should hit fairly quickly if you're cantripping and looting often. Entomb is just as good as tutoring to hand with Kess because if you're looking for a spell, just pitch it and cast it without conditions.
Wow, that was a lot longer than I expected. For some final additions, I'd recommend Red Elemental Blast / Pyroblast , Narset's Reversal , Arcane Denial , and Fire Covenant . REB/Pyro works as a good defender on storm turn and can remove a pesky blue permanent that's complicating your life. Narset's Reversal is excellent at protecting your own spells from counters, providing you extra iterations of those spells if you have excess mana, and copying particularly useful spells from other players if you don't want to be effected by them. Arcane Denial is an excellent cheap counter that, though it draws you and an opponent cards, works as a decent political tool and can buy you an extra turn when you're storming off. Lastly, Fire Covenant is a great targeted wipe spell. If you put enough life in it, you can take out just about any number of creatures that are giving you headaches without losing your own in the process.
Overall, I see a lot of potential in the deck and think it could be super smooth with a few changes. The biggest enemy in EDH is inconsistency, so you have to fight that harder than most of your opponents. Also, life is a resource too. Starting at 40 makes it really easy to pay life into spells. I hope this almost dictionary of changes helps, and I look forward to seeing it progress!