Great Furnace

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Elves vs. Inventors (DDU) None
Commander 2014 (C14) Common
Planechase (HOP) Common
Mirrodin (MRD) Common

Combos Browse all

Great Furnace

Artifact Land

: Add to your mana pool.

Price & Acquistion Set Price Alerts

DDU

C14

HOP

Ebay

Great Furnace Discussion

Homelessguy on "what do you have that I cannot obtain?"

2 days ago

I'm sure you know this butGreat Furnaceand Seat of the Synod will not draw you a card because you play lands not cast them.

I know you have Budget on here but if you can afford them I highly recommendWalking Ballistaas another win condition and Mox Amber maybeLotus Petal too.

K1ngMars on New Squee Voltron (NO COMMANDER TAX)

2 weeks ago

Fun concept! I'd suggest adding ASAP these cards (or at least to consider them): - Blinkmoth Urn for huge mana ramp (who cares if your opponents will get 2 mana, you'll get ∞ mana). - Cranial Plating is too good not to have in a 41 artifact deck. - Argentum Armor is really good for removal, but I understand that you don't need to care about protection.
- Bloodforged Battle-Axe for super easy snowball. - Trailblazer's Boots because everyone runs at least 1 nonbasic, and this means unblockable. - Great Furnace for artifact count interactions. - Inventors' Fair and Buried Ruin feel like they can be useful here. - Brass Squire could come in handy. - Godo, Bandit Warlord because tutoring is never enough. - Etched Champion, Hellkite Igniter and Armory Automaton could feel useless, since you don't need protection, nor alternative win con creatures, but I like them, so there we go.

I hope you'll find this useful. If you are interested in EDH, consider looking at my decks ;)

Spirits on Niv-Mizzet Combo

1 month ago

Hi Thormundr,

I'm not a Niv-Mizzet, the Firemind player, I saw your deckcycle and was stealing your combo information, I'm a Mizzix of the Izmagnus player Mizzix, The Storm EDH player.

In doing so thought I'd mention a few things, see if anything is helpful, probably not,

Fabricate can pull the Isochron Scepter for your Isochron Scepter + Dramatic Reversal (or the Mana Crypt/Sol Ring that is needed to enable the combo?). I know you have Muddle the Mixture to tutor these, but you could Muddle the Mixture the Dramatic Reversal and Fabricate the Isochron Scepter as an additional tool. Worst case you Fabricate a Mana Crypt for net mana.

Merchant Scroll can also Tutor the Dramatic Reversal.

Personal Tutor can pull a Fabricate to top of deck, or if you have Temporal Mastery it can pull that to the top to Miracle for (Personal Tutor) + Temporal Mastery miracle to get the extra turn. You don't actually miss a draw, because you still draw on the extra turn you wouldn't have had anyway (technically). Also I find even if Temporal Mastery is in my hand, Brainstorm can make it favorable, or just wheel it away (not super effective), but you may even cast it for CMC7 in odd cases. Think Twice can Miracle it on opponents turns too, that would be fun.

No Disallow? It's pretty effective Counterspell, albeit CMC3.

You could run Show and Tell + Omniscience + Enter the Infinite, I think Niv-Mizzet, the Firemind would trigger? (but not sure), but your already tutoring enchantments which is very difficult. I know it sucks (no card advantage), but Gamble is a way to tutor a Curiosity and go for the win early. I think Gamble is a necessary evil here due to the difficulty of tutoring enchantments. You could also run Laboratory Maniac to win, even when you Niv-Mizzet, the Firemind + Curiosity maybe you need it to overcome a Trostani, Selesnya's Voice that's gained 60 life or something, just as an alternative to the draw/damage, once your out of cards in your library, no more way to output damage. Beacon of Tomorrows can also save you here too.

Faithless Looting can help with the cycling of the cards too for . Trinket Mage could tutor a Mana Crypt or Sol Ring for or you could add Great Furnace / Seat of the Synod and tutor a land, since Niv-Mizzet, the Firemind is CMC6, ramping spells never hurt.

Lightning Greaves can Haste enable him so he doesn't have to survive, although you have the Counterspell if you don't have a Pact of Negation or a Force of Will handy can protect him, especially in a 4-player pod where you can't Gitaxian Probe everyone. With so few creatures, I get why it's out.

I use Turnabout + Nivix Guildmage to Infinite mana, they can also be used with Frantic Search + Izzet Boilerworks + Nivix Guildmage to Tutor Curiosity or Ophidian Eye or Mind Over Matter. I really over-utilize Nivix Guildmage so probably not right here, but thought I'd mention as it is a tutor to your combos.

Scalding Tarn and Cascade Bluffs would be good land upgrades, you have other fetches so probably didn't need to say this, but Ash Barrens also good because if you need a color it can landcycle and filter out a land, if you dont need it, it comes in untapped and doesn't slow progression down at all.

Anyways, like I mentioned, not a Niv-Mizzet, the Firemind player, but I know how Tutoring really flattens out the consistency on a combo deck, especially one where you have no direct tutors (Gamble) to get the Enchantments to your hand, so some Janky ones might be of interest.

Cheers +1

PS: some evaluations,

Magmatic Insight feels wrong, I like the draw, but sacrificing a land with a CMC6 commander still feels wrong? Plus if you draw it later in the game, it could be a dead draw until you draw a land.

Thought Scour is a pod-specific card? I don,t see much graveyard recursion here, so I assume your pod is top-deck tutoring that you need a response too? Or maybe just looking for as many Cantips as possible? Maybe Whispers of the Muse if you have the infinite mana going, gives you the infinite draw too.

Flusterstorm feels like a dead draw sometimes, especially against . If it's in your opening draw, it probably great, outside of that it's going to be less effective (but not always).

mtgApprentice21 on Jhoira artifacts

1 month ago

Sculpting Steel, Karn, Silver Golem, Darksteel Forge, Steel Hellkite, Mycosynth Lattice, Hellkite Igniter (or as my friend and I call him "Rocket-powered turbo dragon), and Hellkite Tyrant might help too, I just realized, and Great Furnace as well.

You're not running enough Planeswalkers either. Try Teferi, Temporal Archmage, Saheeli Rai, Ugin, the Spirit Dragon, Daretti, Scrap Savant, Tamiyo, the Moon Sage, and Jace, the Mind Sculptor (he's gone down in price tremendously since he was reprinted and allowed back in modern). They're all really great.

Don't worry about losing some combos, you'll gain a lot of other ones too. If you need more search and utility, try Junk Diver and Kuldotha Forgemaster.

Torekai92 on Daretti combos mono red/ colorless

1 month ago

Here are some suggestions from my experience with getting beat in the face with this style of deck in my play group. Hopefully something here will help:

HiLaRi0uS on

2 months ago

omeletteyufinishbuhwhaddaboutdatmonkasskappacashmeoussidehoubodahGreat Furnace?

Liquidbeaver on [PRIMER] Ib Halfheart, Goblin Sac-tician

3 months ago

The big changes recently...

Siege-Gang Commander out for Beetleback Chief: Just trying to cut down the CMC a bit more, plus I never get to use the second ability of SGC anyway.

Wheel of Fortune out for Memory Jar: I've been going back and forth on this for a long time, and I finally decided to do it after a string of bad luck with Wheel. Wheel is amazing normally, and I don't know if it is just the deck or my meta, but 9 out of 10 times I play it it ends up going worse for me. Worse yet, I found myself holding onto it and not casting it. Memory Jar allows me to get the effect, I don't have to pitch my original hand if I have a good one, and any benefit to opponents is short lived. Being able to recur it is a huge plus also.

Crawlspace out for Meekstone: Much more effective, and the impact on this deck is minimal (Krenko, Chancellor, Purphoros, Urabrask). I will miss the art though!

Kindred Charge out for Chancellor of the Forge: This change may not stick, or I may just bring Charge back in in addition to the Chancellor, but I tend to have better luck with this effect as a creature than I do with a sorcery. Not losing the new tokens at the end of turn is great too.

Aggravated Assault out: I originally added this because the deck felt one turn away from winning very often at the end of a game someone else won. I figured getting more combats in, or the...14 card infinite with Krenko, Mob Boss and Skirk Prospector was fun if I ever managed to get it off. Ultimately, drawing deeper into my deck more results in a lot more consistent wins.

Basilisk Collar out: I think this was just me trying to be too cute. Fun, but not consistent or impactful enough.

Invasion Plans out: See above. Nemesis Mask does this way, way better. Playing Invasion Plans was always a huge risk, and there are better finishers.

Skirk Fire Marshal out: While great with Basilisk Collar, most of the time it's just a really hard to play around effect, as strong as it is. I would rather have Goblin Assassin back in eventually.

Myriad Landscape out for Buried Ruin: Entering the battlefield tapped is ultimately what killed this for me. Buried Ruin fits the spot better.

Great Furnace in: Added to up the artifact count for the new manarock.

Mox Opal in: Now that I've raised the artifact count a bit, including this is easier than before. Also helps a bit to offload mana generation away from the lands a bit, in cases where I want to sac them all but not be stranded after.

Imperial Recruiter in: Hell yeah! This finally got reprinted, which dropped the price from $150+ to probably around $50. Can grab so, so many good creatures.

Fervor in: I've wanted one more haste enabler for a long time. This might eventually change to Mass Hysteria.

Font of Mythos in: In an effort to drastically increasing my draw, I'm trying symmetrical draw effects for the first time. The hope is to take advantage of it faster than my opponents. We'll see how that goes!

Horn of Greed in: As the deck gets better, getting multiple land drops in a turn becomes more consistent, and I rarely miss a land drop anymore. I would only be worried about this against one green deck in my meta, but even then it is always a race anyway, at least this time it will be more fun.

Scour from Existence in: Rather than just running either this or Spine of Ish Sah, I am going to run both. The deck plays so much better the more interactive it becomes.

That's the biggest number of changes I made since the deck's first revision more than a year ago! I'm confident I will be happy with most of the changes, but as always, this deck will constantly change to be the most powerful and most fun I can make it.

Liquidbeaver on [PRIMER] Ib Halfheart, Goblin Sac-tician

3 months ago

The big changes recently...

Siege-Gang Commander out for Beetleback Chief: Just trying to cut down the CMC a bit more, plus I never get to use the second ability of SGC anyway.

Wheel of Fortune out for Memory Jar: I've been going back and forth on this for a long time, and I finally decided to do it after a string of bad luck with Wheel. Wheel is amazing normally, and I don't know if it is just the deck or my meta, but 9 out of 10 times I play it it ends up going worse for me. Worse yet, I found myself holding onto it and not casting it. Memory Jar allows me to get the effect, I don't have to pitch my hand if I have one, and any benefit to opponents is short lived. Being able to recur it is a huge plus also.

Crawlspace out for Meekstone: Much more effective, and the impact on this deck is minimal (Krenko, Chancellor, Purphoros, Urabrask). I will miss the art though!

Kindred Charge out for Chancellor of the Forge**: This change may not stick, or I may just bring Charge back in in addition to the Chancellor, but I tend to have better luck with this effect as a creature than I do with a sorcery. Not losing the new tokens at the end of turn is great too.

Aggravated Assault out: I originally added this because the deck felt one turn away from winning very often at the end of a game someone else won. I figured getting more combats in, or the...14 card infinite with Krenko, Mob Boss and Skirk Prospector was fun if I ever managed to get it off. Ultimately, drawing deeper into my deck more results in a lot more consistent wins.

Basilisk Collar out: I think this was just me trying to be too cute. Fun, but not consistent or impactful enough.

Invasion Plans out: See above. Nemesis Mask does this way, way better. Playing Invasion Plans was always a huge risk, and there are better finishers.

skirk fire marshall out: While great with Basilisk Collar, most of the time it's just a really hard to play around effect, as strong as it is. I would rather have Goblin Assassin back in eventually.

Myriad Landscape out for Buried Ruin: Entering the battlefield tapped is ultimately what killed this for me. Buried Ruin fits the spot better.

Great Furnace in: Added to up the artifact count for the new manarock.

Mox Opal in: Now that I've raised the artifact count a bit, including this is easier than before. Also helps a bit to offload mana generation away from the lands a bit, in cases where I want to sac them all but not be stranded after.

Imperial Recruiter in: Hell yeah! This finally got reprinted, which dropped the price from $150+ to probably around $50. Can grab so, so many good creatures.

Fervor in: I've wanted one more haste enabler for a long time. This might eventually change to Mass Hysteria.

Font of Mythos in: In an effort to drastically increasing my draw, I'm trying symmetrical draw effects for the first time. The hope is to take advantage of it faster than my opponents. We'll see how that goes!

Horn of Greed in: As the deck gets better, getting multiple land drops in a turn becomes more consistent, and I rarely miss a land drop anymore. I would only be worried about this against one green deck in my meta, but even then it is always a race anyway, at least this time it will be more fun.

Scour from Existence in: Rather than just running either this or Spine of Ish Sah, I am going to run both. The deck plays so much better the more interactive it becomes.

That's the biggest number of changes I made since the deck's first revision more than a year ago! I'm confident I will be happy with most of the changes, but as always, this deck will constantly change to be the most powerful and most fun I can make it.

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