|Commander / EDH||Legal|
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|Urza's Destiny (UDS)||Rare|
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Artifact Creature — Construct
: Reveal any number of artifact cards in your hand. Add to your mana pool for each card revealed this way.
Price & Acquistion Set Price Alerts
1 week ago
@Woiteck I'll be sure the give the list a look over!
1 week ago
Gamble is not included primarily because it's red. I do try to keep this deck optimal but I intentionally try to keep the red cards down while doing so. Its a source of pride for me.
Metalworker is excluded in part because money. It does also draw immediate hate from the table when played on curve, and a big reason this deck is so successful is because it keeps its head low and steals games out of nowhere. Were this a 1v1 deck, I'd include it, but...
This isn't a 1v1 deck. Not sure where you got that idea, as its mentioned several times in the primer that it's optimal in multiplayer but can be 1v1 with some minor card change(s) and play style. Temple of the False God, therefore, is not a bad card to have around. If I didn't have it, it would just be a mountain. Therefore it does no harm and plenty of good.
I'm not partial to snow-covered lands and Extraplanar Lens. Ive been very particular about how many cards with similar effects are necessary without sacrificing other important mechanics in the deck, so the comparable cards that are included are more than sufficient. Taking out something for the Lense potentially drops the count of another group of similar-niche cards which could be detrimental to the efficiency of the deck. Basically "if it ain't broke don't fix it" in more words and more logic. Also, I already have my basics all foil with the same art, so I'd rather not go through that again.
For this deck, Journeyer's Kite is preferable to Thaumatic Compass Flip, not because I need to search for basics mid-late game, but because it stays an artifact. By the compass turning into a land, it loses a relevant interaction within the deck; its helpful to have the Kite around after its served its purpose, so I can sacrifice it to Throne of Geth or, even better, Kuldotha Forgemaster. Were the compass' transformation optional, it would be a fine inclusion, but as a mandatory effect, the Kite is preferable in this context.
1 week ago
Also, being a 1v1 deck under the "competitive" hub, how is Temple of the False God working for you? Aren't there FAR better option for fast ramp?(Cough Metalworker Cough) I understand if you shy away from mana dorks because of the nonbo with Kurkesh, but Metalworker seems to good to not include here. Oh yeah, and my least helpful suggestion would probably be to switch your mountains with Snow covered mountains and run Extraplanar Lens.
Sorry if these suggestions are useless, but in my defense this deck is INCREDIBLY fine tuned.
3 weeks ago
I recently put together a colourless Kozilek, Butcher of Truth deck for less than $200 and it is great fun. With some mana rocks and a bit of luck you can get Kozilek out around turn 4-5 pretty consistently and start swinging. The annihilator mechanic will disrupt your opponents' board state and a Strionic Resonator will make it twice as painful.
If you have no budget then cards such as Mana Crypt, Metalworker and Mishra's Workshop enable turn 2 Kozileks, which is filthy and will probably result in mass scooping in your playgroup. Average CMC was around 5.something but can be brought down to mid 4s if you try. As for removal, the Ulamogs will blow up cards when you cast them, Ugin, the Spirit Dragon is a usually a boardwipe for opponents with its -X, Karn Liberated will exile stuff before they enter the battlefield and Scour from Existence can remove nasty enchantments. Also goes without saying that All Is Dust is a disgustingly good board wipe that leaves all our stuff intact, plus it causes creatures to be sacrificed, getting around any annoying indestructible things
The deck will be very artifact heavy and probably won't have too many creatures, but it's up to you how you want to adjust it for your playgroup. I've ended up cutting some creatures and replacing them with ones that have the annihilator mechanic on it because I like watching opponents decide whether they sacrifice their lands or mana rocks
2 months ago
I think Trading Post would be good for this deck, it's got lots of flexibility and combo potential.
Tap Metalworker for 8, use 1 for trading posts last ability, sac Spine which goes back to hand, use 7 floating to cast Spine again, Engine trigger untaps Metalworker and Trading Post.
Rinse and repeat for infinite colorless mana, infinite draw, and infinite permanent removal.
2 months ago
out Nihil Spellbomb
I think this could be better.
in All Is Dust
I just love the card :3 Also an alternate AOE removal that doesn't kill almost all the artifacts.
Vedalken Archmage is not an artifact, and that isn't so good as the new multi-functional copying artifact. =) (Just want to test another card)
out Ancient Den
in Ancient Den
out Marsh Flats
in Marsh Flats
out Unwinding Clock
out Darksteel Forge
out Misty Rainforest
Yay, I have all shocks and almost all fetchlands:
out Arcane Sanctum
out Evolving Wilds
out Mystic Monastery
out Vivid Marsh
out Vivid Meadow
Also, I think some cards passed testing: Arcum Dagsson, Master Transmuter, Metalworker, Mirrorworks, Padeem, Consul of Innovation, Panharmonicon, Planar Bridge, Rings of Brighthearth, Unwinding Clock, Wrath of God, Damnation, Supreme Verdict
2 months ago
Dropped slower/clunkier creatures