: Add to your mana pool. Spend this mana only to play artifact spells.
Printings View all
|Vintage Masters (VMA)||Rare|
|Masters Edition IV (ME4)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Mishra's Workshop occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Mishra's Workshop Discussion
4 hours ago
You clowns slapped a new commander on top of CVT and called it a day. I know that these authors are treated as if they walk on water around these parts, but at a certain point this is just getting ridiculous. Compare the lists between Chain Veil Teferi and this one. Do you really think the two commanders are that similar? There are probably less than 10 cards of difference between these lists. Do you really believe that a PW commander and an artifact centric commander should have a 90% overlap in their lists?
You guys seriously have to stop slotting Legacy's Allure . Its a slow meme card that only performs if its in your opening 7. It is a complete dead draw later in the game. It doesn't advance your own position. Its relevance on the board turn 3 and 4 depends largely on your position in the turn rotation. The card type makes it the worst for interactions in your own deck. It isn't guaranteed to land against important creatures, because it is based on Power. It crumples to creature buffs while its on the stack. This is a pet card, and I'm extremely tired of seeing it pop up in lists because some noob saw it here first. Aether Spellbomb outperforms this immensely in an Urza list, especially since this particular list runs out of gas and struggles with card draw. Spellbomb also can activate itself via tap when Urza is out. Spellbomb also adds further resilience in this deck by not relying on creature stealing effects, which can be negated via Homeward Path . Having this AND drake shut off by a card that can be grabbed by Crop Rotation is poor deck building. Especially consider that this deck runs ALMOST NO WAYS to handle resolved threats, but more on that later.
Recurring Insight is another pet card inclusion. Its a dead card in your hand until turn 4 or 5, dependent on opponents resources for functionality, and is sorcery speed. Slotting this card while slotting other big 4, 5, and 6 cmc spells like Fact or Fiction Time Spiral Future Sight and Tezzeret means you are going to have far more hands that require mulligans due to having multiple of these cards in hand. Insight also proves to be garbage when playing against any decks that run handstax effects, Oppression Necrogen Mists Bottomless Pit Mindslicer Sire Of Insanity and more.
I find it telling you do not run Mishra's Workshop . The artifact density in this deck is far too low for an Urza deck. Its also why it has problems with gas later. If you had proper artifact support and leaned heavier into stax pieces, you could activate Urza casually for card advantage while still advancing board position. Workshop lets you hit the board with extreme speed and build a presence. Unfortunately, there is nothing for Workshop to ramp to, because the authors are so absurdly worried about not being able to protect Urza while holding 12 counterspells. Pro tip: Your list would actually gain resilience from slotting greater synergy between the 99 and the commander, as well as adding ways outside of the commander to access large amounts of mana.
Speaking of the commander, and returning to removal, this deck folds to a resolved Pithing Needle Phyrexian Revoker Sorcerous Spyglass Cursed Totem or Linvala, Keeper of Silence . The lack of layering and the lack of permanent removal mean if any of these permanents hit the table naming Urza, this deck might as well as scoop. The tutors you do run lead mostly to artifacts, and there aren't slotted artifacts that can handle this problem. This deck can answer problems in one of four cards outside counterspells, namely Gilded Drake (good) Legacy's Allure (bad) Chain of Vapor (good but temporary) and Cyclonic Rift (also good but temporary). There is a single card that can tutor into these, Mystical Tutor . Seriously hope you're holding one of 5 cards in your 99 while piloting, or else you're going to look like a joke when turn 1 Needle shuts off your entire gameplan. Your combo outside of Urza is tedious to assemble, and you're simply not going to be able to outrace real combo decks.
The decision not to include Rings + Monolith is silly. Especially when you're having gas problems, adding in additional A + B pieces and layering with other pieces increases resilience and will allow you to, you know, win faster. You'll have more dead opening hands, but if you cut out the garbage like Recurring Insight your overall starting hand strength will raise. Rings is an especially good piece, as it allows complete combo tutor off Muddle, and allows value generation from fetches and various effects like Inventors' Fair . Also consider Rings + Monolith as a combo versus Grim + Power Artifact. Rings has MUCH better usage than Power Artifact outside the combo, and the speed benefit from Grim is marginal compared to Basalt.
Speaking of Fair, it also shocks me that Expedition Map is not in this list. Map -> Fair -> Scepter is a line kids, and having pieces that fetch into the line means greater resilience and layering. Map also has value in fetching Tabernacle against Tymna decks, since this list runs pretty much 0 other answers to Tymna.
This deck is missing some artifacts that should be shoe-ins. Howling Mine is a no brainer. Even if Urza isn't on the field the entire game, receiving 7 cards during the game while giving 2 to your opponents is still beneficial to the pilot. Ensnaring Bridge should also be a no brainer. Slow beats from Pod decks, and stop Tymna, and shut off some infinite creature swinging combos. Trinisphere is another no brainer. It is such a massive slowdown piece. It doesn't matter if you decide to turn it off for a rotation. The pilot gets the decision of when to turn it off, not the opponents. I should not have to explain the benefit here. Even turning it off, the pilot still has the choice between stax effect or mana every time they use it. Even if its turned off on turn 5, if it delayed a turn 4 spell to turn 5 when its turned off it has done significant work.
This is without a doubt the most uninspired and phoned-in list I've seen attached to your names sickrobot ShaperSavant Lerker LabManiac_Sigi. Congratulations on building a $4000 turn 9 combo durdle machine, would give this a downvote if I could.
1 month ago
I don't mind proxying but it's a 'don't push your luck' type of scenario. You try to pull out Mishra's Workshop or something along those lines then I'd have a major problem with that. Also try to keep it to 10 cards or less.
2 months ago
Planar Bridge > Ring of 3 wish. 10 mana to just get a card in your hand or more mana to get any permanent (your deck is all permanents) onto the battlefield.
This deck is a fine piece of work, I like how it's actually tuned. I have a Norin deck myself but it's more good stuff with some synergy I hope to find through wheels and draw.
How is grinning ingus been for you?
NOTE: Description of Kiki + Meteor golem = nonland permanent, not permanent.
I know you're avg CMC is low (for mono red norin anyways) and you run a shit ton of ramp. How is getting land drops been? I still sometimes struggle to get lands even with 38 lands
3 months ago
Sorry for the update taking so long everyone. This semester of college has been brutal. I have played maybe two games total of mtg in the last two months so I have not been able to test any of my ideas for this deck since they very rudely banned Paradox Engine the same day that I was typing out the updated primer that is now useless. Yet another argument to be made for separate banlists for casual and competitive edh as I really don't like how many cedh decks are gone or just lost an entire tier of power level with that banning that did not hurt the most degenerate and uninteractive decks (If anything, it helped them as the best decks to counter the uninteractive ones often relied on Paradox Engine ).
Either way, I digress. If anyone wants to make a list of recommended changes for me, I will update the primer accordingly so people can continue to make use of it post-ban and when I get the chance to actually test some of my ideas, I'll include my own opinions and card choices. I have been experimenting with the idea of going more stax oriented (which would give a great reason to run Karn, the Great Creator , seriously, I hate Null Rod effects so much, I just want to return the favor) as well as a more combat oriented focus as the combo aspect of the deck took a serious hit with the banning. Except for maybe Mishra's Workshop , I would say that Paradox Engine was the best card in the deck so I think it merits some potential redesign to compensate for the loss.
4 months ago
I can vouch for Mishra's Workshop . That land has been too explosive for all other rocks that help Kozilek get re-cast. Having Workshop in opening hand has undoubtedly pushed my plays about 2 turns ahead of schedule.
Even though I have retired the deck, I would love your insight on newer cards (should I ever rebuild the deck) tappedout.net/mtg-decks/kozilek-the-great-nope/
4 months ago
Are there many cards that you’d add but are out of budget.
And do you think you’ll ever add Winter Orb as there are a few artifact tappers that would make you immune to it.
5 months ago
Skillville Misogynistic on top of being a poor thinker, _what an absolute shocker. _
They aren't "what if" scenarios. It's a "when" scenario you clown. Turn 1 Mishra's Workshop into Trinisphere . Literally what does this overpriced pile of garbage do? Wait to top deck into Cyclonic Rift ?