Great Furnace


Format Legality
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Commander 2014 Common
Planechase Common
Mirrodin Common

Combos Browse all

Great Furnace

Artifact Land

: Add to your mana pool.

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Price & Acquistion Set Price Alerts

Cardhoarder (MTGO) -3%

3.31 TIX $0.04 Foil


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Great Furnace Discussion

Enral on Akiri, Silas, and the Chamber of Many Artifacts

1 week ago

I forgot that you totally would benefit from the artifact lands and Tolaria West:

Looks like the curve and cmc turned out to be awesome haha

assassinite9 on Breya Improvements

2 weeks ago

I suggest the other artifact lands that are in her colors Ancient Den, Great Furnace, and Vault of Whispers along with Time Sieve and Goblin Welder. Welder is insane for value (especially with Myr Battlesphere or Thopter Assembly + Time Sieve if you're into infinite turns) otherwise Ashnod's Altar + anything that makes at least 2 tokens on etb + Eldrazi Displacer = Infinite mana).

I found your deck via wordpress ( is the link. It mentioned wanting to play more combo-y or durdle-y, and I noticed it was more synergy based and not combo-y or have anything that really gets a durdle value train going (I really like Goblin Welder recurring/sacing Ichor Wellspring and Solemn Simulacrum )

Grind on Shoot that Adamaro: Adamaro EDH Primer

2 weeks ago

hi Draw_Wurm, cool deck! anything mono red in commander is cool.
My favorite thing with mono-red is mana doublers: Caged Sun, Extraplanar Lens, and Gauntlet of Power. If you cut a few of your underwhelming utility lands like Darksteel Citadel, Great Furnace, Blinkmoth Well, and Shinka, the Bloodsoaked Keep for basic mountains then you can get even more power from these mana doublers that rely on basics. You're already running trading post so you have some artifact recusion in there to get back your doublers in case they get blown up. as a bonus you get extra power from Valakut, the Molten Pinnacle for have more mountains too!
personally i would run Burnished Hart over Soldevi Sentry. as more mana = less problems.

also if you are going voltron with your commander, you could throw some OP equipments in there, Sword of Fire and Ice and Sword of Feast and Famine are my two favorites. thrown in a Godo, Bandit Warlord and you have an equipment tutor to give your commander some evasion and some extra value when he hits.
have fun and enjoy mono red!!!

trixster87 on Counters for Days

1 month ago

Hate to break it to you but marvel and timepiece aren't a combo. - Permanent means literally any card on the battlefield it doesn't count any form of mill ( putting card from library into the grave). since this is a casual deck - I'd toss in the artifact lands so you have sac fodder late game and to fuel the affinity cards :Ancient DenSeat of the SynodVault of WhispersGreat FurnaceTree of Tales

To ramp energy - i'd suggest running the puzzleknots over elixer and time piece. as they'll give you 6 energy when cast and sac while giving you other value.

Hobbez9186 on Artifact Deck

1 month ago

So I've recently done a few Cube Drafts and happened to build Blue / Artifact decks twice and they did very well. I'll spell out some of the interactions that I used and you can decide if they fit what you want to do. I also have a weekly game that involves a lot of Two Headed Giant, so this stood out as something interesting.

The very first card that I drafted that I ended up building around was Grand Architect. The added damage from it's +1/+1 for Blue creatures is alright, but the sweet part is being able to tap down creatures in order to gain more mana and Ramp into those bigger creatures even faster. You've got a lot of ramp with those Sol Rings, so maybe that's not what you're looking for but it's both ramp and amp at the same time so I find it more interesting.

On a side note, I wish I had gotten Pili-Pala because that two mana that you get for tapping it to the Architect goes back into untapping Pili-Pala for a colored mana. You can do this infinitely. Exploiting that with either expensive creatures or with X in it's cost like Hangarback Walker is pretty gross.

Anyway, the most powerful interaction that I had was Isochron Sceptor imprinting on basically any counterspell. Counterspell, Mana Drain, Mana Leak, anything that cost 2 or less. Mana Drain is crazy expensive, but you get the idea. You could also go with some kind of White removal like Swords to Plowshares, Path to Exile, or even Immolating Glare. Your Dispatch works too. The repeatable aspect of that combo makes for a pretty scary board.

I combo'd that with Talrand, Sky Summoner to give me extra bodies every time I used it or cast any other spell. You can tap the Blue Drake Tokens for mana if you have the Architect which I used to play bigger creatures like Inkwell Leviathan and Sharding Sphinx. I like the Sphinx better, but the Leviathan can be gross if you have ways to turn your opponents land into islands. I probably wouldn't go that direction, but if you're interested I have tricks that you can use. The Sphinx would be awesome and just get wider and wider. They are also Blue Thopters instead of colorless ones, so again you have access to as much mana as you could hope for if you went with the Architect.

I think one of the shortcomings you have is card draw. You have so much ramp too even before my suggestions and no good way to keep your hand nice and full. First I'd go up to 4 copies of Thoughtcast, that's an easy one (on that note I'd go up to 4 Dispatch as well.

Bident of Thassa works great to draw a ton of extra cards because if you do get wide with the Sharding Sphinx then each time your creatures hit they both create another token AND may draw you a card. I like how it can force your opponents to attack with all of their creatures which leaves all of your creatures to hit home and then replace themselves with chump blockers. It also happens to be an Artifact which doesn't hurt, and they are ridiculously cheap. You can get a full playset of Foil Bidents on TCGPlayer for about $1.

So here are the numbers that I would recommend of my suggested additions:

Grand Architect - Mana ramp and slight pump. Great early game to play either multiple things or just one big thing. Can tap himself. I'd say this one is optional. The more I look at the list and think about how things could play out the less I see this being needed. The same goes for Talrand, Sky Summoner and Hangarback Walker. They work great together, but I don't think you have enough spells or high cost things to make this worth investing card slots.

  • 3x Isochron Sceptor - Takes your limited spell pool and basically makes it unlimited. Can copy Removal and Counterspells. ($9)

  • 4x Counterspell - You are very weak to basically any sort of threat without ways to interact or otherwise disrupt your opponents plays. ($4 from Masques)

  • 2x Dispatch - The more interaction the better. ($1)

  • 2x Thoughtcast - You need to be able to keep your hand up. Top decking isn't ideal at all. ($.50)

  • 2x Bident of Thassa - Solves your card draw depending on your board state but adds interaction by forcing your opponent to attack when they would be left vulnerable or lose valuable creatures they wouldn't otherwise attack with. ($.50)

  • 4x Sharding Sphinx - Higher cost and higher gains. Unchecked this thing will get you bigger and wider than your opponent. Currently you do not have any aggressive creatures other than potentially the Master of Etherium. The Sphinx would really pair quite nicely since the extra tokens help grow the Master and the Master buffs the tokens. ($1)

  • 1x Myr Battlesphere - I thought of this one when I looked back at Phyrexian Metamorph. Every time you copy this guy you get four Myr Tokens. That increases your Artifact count, but also gives you another powerful attacker since you get to deal damage straight to your opponent's face for each Myr token. Might be the edge you need in battle. ($.50)

So that's 18 cards. Seems like a massive change, but the nice thing here is that you do not have a sideboard. A 15 card sideboard is always nice to have and you can just move things back and forth depending on the situation. On that note, the three cards that I just don't think are up to it are the Chief of the Foundry and Foundry Inspector. The Inspector is nice when you don't have access to all the ramp you could ever want, but that slight discount doesn't really make an impact when you only have one of them. The Chief usually makes sense in a deck like this, but there are several far more interesting things that are buffing your other creatures and I don't think it pulls it's weight.

The 15 cards I would put in the sideboard are:

  • 4x Lodestone Golem - If you ever managed to get four of these down your opponent would probably not be able to play more than one thing if at all. The likelihood of this happening though is pretty slim. Ethersworn Canonist does this better. I'd bring these back to the main deck if you are up against someone that has a TON of removal because it might help slow them down or at least possibly draw fire away from your other things. It is a decent sized body out of the box, but you have other things that will outweigh this guy.

  • 2x Master Transmuter - This is your most expensive card, but you just don't have enough big scary things to cheat onto the field with this. This guy can potentially return a Thopter token and turn it into a Blightsteel Colossus, Draco, or Inkwell Leviathan on like turn 3 but right now you could at best cheat out a Golem that you could have just paid for. If you include my suggestions this could cheat out a really early Myr Battlesphere or Sharding Sphinx which would be awesome. Even better if you keep swapping a Metamorph and a Battlesphere to rack up a ton of Myr tokens that will result in hefty face damage when you stop to attack. Keep in mind you can do this after declaring a blocker to remove from combat to avoid the damage and still get the tokens and then you can retaliate on your turn.

  • 4x Etched Champion - A good card, but very vanilla. Sure it's a little more difficult to remove with protection from all colors, but at the end of the day it's just a 2/2. Sure it can be buffed by a few other things, but it doesn't really interact with anything. The only slight advantage is that since he is essentially unblockable he could guarantee a free hit and token from the Sharding Sphinx but that's not very exciting. He is a decent blocker too, but you should have plenty of chump blockers if you need them.

  • 4x Etherium Sculptor - Another great card that I think is trumped by those four Sol Rings. I believe they give you all the ramp you could need, especially for Two Headed Giant which should allow you several more turns than a regular game. If I were playing this deck in a dual I would absolutely put a few if not all of these back in. Maybe I'm wrong, but I don't think these help you win any easier in that particular format. If your friends ever changed their mind and said "no" to Sol, I'd replace them with this guy in a second.

  • 1x Ethersworn Canonist - Only because it is a stall tactic and having multiples on the field are just redundant. Playing this on turn 2 or 3 would set you up with all the time you need to build whatever board you want before going on the offensive.

I'm going to make a copy of this deck with those proposed changes to play test some hands, but I feel like those updates would give you presence at all stages of the game. Currently I feel like you are lacking in the mid to late game and are probably struggling to end the game fast enough. I guess I have no idea what you're playing against or what your partner is adding to the mix, but I can't imagine after the first six or seven turns you are able to do much until someone drops a huge creature and you copy it with the Metamorph.

Oh, and that Great Furnace I understand, but I'd suggest swapping that out for Buried Ruin. ($.50)

Cost of proposed changes: $17

Hope that helps, good luck :)

Winterblast on Workshop Party

1 month ago

I'd rather have permanent effects that go along well with the rest, not instants Bhaal666. March of the Machines for example would permanently make all lands 0/0 creatures with Mycosynth Lattice...I only play vandalblast as a sorcery because it's a complete boardwipe, otherwise I would rather use stuff that can be used more than once or stay on the board.

Darksteel forge was already on my list, maybe I try it again. It's impossible to hardcast though, so it's useless without some other stuff to cheat it in...I'd have to try in several games how often it is a dead card.

Great Furnace is missing, mostly because I don't have one and because I don't really want to see red mana without anything else in addition.

At the moment (waiting for Transmute Artifact and Intuition to arrive) I have Spellskite in the deck and Chromatic Sphere.

Bhaal666 on Workshop Party

1 month ago

Dispatch, Path to Exile, Swords to Plowshares are very fun with Karn, Silver Golem or Tezzeret, Agent of Bolas. even better if Mycosynth Lattice sticks. Darksteel Forge + hexproof on artifacts makes dealing with your board difficult to say the least. Ugin, the Spirit Dragon is a nice board wipe and still has some use after lattice hits. Reckless Fireweaver and Marionette Master are nice even without grave shenanigans, Disciple of the Vault with grave shenanigans. i am surprised to not see Great Furnace, not needed but nice to have.

pinecone2k3 on Dank Fire (Mono-Red) 1.34 CMC

1 month ago

As long as it's just a casual deck, you could always swap out 4 of your Mountains for a playset of Great Furnace, then swap Shock for Galvanic Blast.

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