Mishra's Workshop

Legality

Format Legality
Vintage Legal
Commander / EDH Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Vintage Masters Rare
Masters Edition IV Rare
Antiquities Rare

Combos Browse all

Mishra's Workshop

Land

: Add to your mana pool. Spend this mana only to play artifact spells.

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$982.95 Paper

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Mishra's Workshop Discussion

Winterblast on Augustin's $t4ks (4000$ Solution/Stax)

1 day ago

Thank you VitalisStacs!

I think I have explained somewhere in the comments why I removed winter orb. Keeping permanents tapped is worse than completely removing them, for example with mass land destruction and constant sacrificing effects and it also can't compete with the effect of Land Equilibrium, which prevents multiple lands from even entering the battlefield. Same with static orb, it isn't strong enough to be worth the two-sided effect. Both cards are very weak in the early game and that is where I want to establish control.

I don't play mass removal for creatures because it's a one time hit and doesn't prevent further creatures from being played. Also, it's often just the commander or another recurring creature, probably a combo piece, that is really a problem. I think it's more efficient to disable what creatures are supposed to do than repeatedly clearing the table.

Clever impersonator is a bad Phyrexian Metamorph here, simply because of double blue and not being an artifact (everything that can't be cast with Mishra's Workshop has to be A LOT better than an artifact alternative imo). Grasp of fate is also a problem because of double white. Copy enchantment has too few targets in the deck and defense grid is too situational imo.

As for spot removals...I play a few targetable removals, for example Engineered Explosives, Umezawa's Jitte and Karn Liberated. World Queller can also get rid of certain card types, especially when I don't have one of that type in play at the moment. The good aspect of these cards is that they are all reusable. Playing a spot removal as instant or sorcery in a game of 3 or 4 players means giving card advadvantage to all players who are not losing a spell or permanent. In this deck I never want to trade 1:1 because I wouldn't be able to control the whole table if I did so.

Winterblast on My cockatrice list for GAAIV

1 week ago

I understand your points on the mentioned cards and I agree on most - I don't like to play these "don't untap" mechanisms either because they are easily removed and they don't always hinder the opponents enough. Stuff that messes with permanents while leaving them in play is often not good enough...I see this every time I play my storm deck. As long as the spells don't cost more destroying or disabling the permanents doesn't really disrupt my play then.

However, the power of a turn one trinisphere or Lodestone Golem with the help of Mishra's Workshop shouldn't be underestimated. I don't know how your deck plays exactly but I am usually able to cast cast Augustin in turn 2, sometimes turn 1 and at worst in turn 3. I've had several games with that build in which 2 or 3 other players weren't able to do anything useful at all because the costs of spells increased each turn or every second turn in the early game. My main opponents here are Arcum Dagsson, Hermit Druid, Teferi/Venser (both control/combo), infect and Elves aggro/combo. If you want you can have a look at my list Augustin's $t4ks (4000$ Solution/Stax) and compare it to yours

Winterblast on Stax Enchanter

2 weeks ago

It's hard to rebuild a whole deck in order to change the strategy. It's much easier to list what you absolutely want in every Stax list - at least I could list a basic package of cards that I always use in Stax builds, no matter what the rest is supposed to do. When building a new Stax deck I consider these slots fixed, so the numner of free slots in the deck is reduced by ~33 for lands and the number of cards used for the basic speed and disruption package. The rest depends on what colours I want to use and how exactly I want to play with the deck.

A lot depends on your budget though, because Stax is the most expensive way to go (except for 5 colour with all the duals maybe, but only if there's a lot of other expensive stuff there too). I was lucky enough to get my hands on a playset of Mishra's Workshop around 2008 or 2009, when the playset was below the price you have to pay for ONE copy today and I also got an italian The Tabernacle at Pendrell Vale for 70 euro, wich is a tenth of today's price. You don't have to play these crds, but they make stax a whole lot better and they justify playing cards like Crop Rotation and Tolaria West, which you might not want to include otherwise.

As for the basic Stax package I mentioned, for me this consists of the following cards:

Acceleration:

You see, there are a lot of slots that I consider fixed when I play stax and the rest of the deck should define the specific strategy. I have also listed some blue cards in my basic package, but without blue these could be easily replaced with other must plays, for example Goblin Welder in red. The tutors also depend on the colours you want to use, but with black and blue you have quite a few to choose from. White is good for some of the most perverted masss removals and lockdown pieces.

To complete your deck you have to double-check every card for its power, if it has a direct impact on the game or if it does next to nothing without other cards in the deck (in that case it should be a lock or combo). You also have to check if there is anything similar but better and then make changes accordingly. Also avoid multiple copies of effects that are not cummulative, unless it's an effect you absolutely want to see in every game and which is most likely a top target for removal.

MagicalHacker on In light of the recent ...

2 weeks ago

In light of the recent MTGO Commander Banlist announcement, I thought to ask everyone what the banlist would look like if they made it.

The following proposed banlist is my opinion of what the banlist should look like. You will see 3 criteria for what makes a card unfit for the format, and a list of what cards could be banned based on them:

Proposed banlist Show

MagicalHacker on MTGO Commander changes

2 weeks ago

On the whole, I really like this banlist. Sure there are cards that are on it that I wish weren't on it (Back to Basics to punish multicolored decks, Humility to punish goodstuff decks), but there are lots of cards that are on it that I am glad are on it (literally all of the fast mana, Necropotence, Doomsday, Sensei's Divining Top, etc.) that will help the format. In addition, I wish the list also had Panoptic Mirror which goes infinite with any of the many Time Warp effects, Upheaval which easily turns a game one-sided, Captain Sisay to match all the other commanders that tutor, among others, but I'm glad they removed some of the tamer cards from the list, like Coalition Victory and Worldfire.

If you are curious on what the changes are from the paper commander banlist, I've examined the lists and here are the differences the MTGO banlist made to the official paper banlist:


Added (25):

Removed (9):

Panas on LEOVOLD IS BANNED!

3 weeks ago

A small addition to my previous comment: There's a lot of expensive cards that have that pricetag because of collectors and not a specific format (e.g. Juzam Djinn) while others see heavy play in eternam formats in general (e.g. Mishra's Workshop). So again, don't get paranoid about your investments in old cards.

Winterblast on LEOVOLD IS BANNED!

3 weeks ago

My main problem with the ban policy in commander is that it has hit a somehow expensive card (which I luckily don't own) because it's supposedly "unfun" among casual players. And it's a damn CREATURE, one of the easily removed card types. I really don't see how Leovold would be an unbeatable commander, as there are numerous ways to prevent the card draw lock from happening. So if the comittee considers Leo overpowered enough to be banned, I fear for my high priced cards (and I really don't care for 40 euro stuff, but rather cards like Mishra's Workshop, The Tabernacle at Pendrell Vale, Moat,...which I have kept or even bought especially because they are legal in commander) that are definitely more powerful and enable much more oppressive gameplay than Leovold. A start with Workshop and Trinisphere (or any other acceleration plus cost increasing sphere) is surely harder to break than a 3 coloured creature that has to be followed by a wheel effect in the NEXT turn.

At least Leo is still a Legacy card, but there are many other expensive cards, that you can only use well in commander. Having to fear a ban of cards that are over 50 euro and not really playable in any other format except for commander (and Vintage, but then I would have to buy the power again AND there's no community for Vintage here, so that's no trick) is really stupid imo.

Unbanning a potential turn 1 or 2 win with Hulk while banning leovold for being too strong is a bit ridiculous. I mean what exactly do they want to achieve? In casual playgroups there's good chance that no one can react to a flash hulk at all, which is an extremely annoying and unexpected way to win there...competetive players can handle both, hulk and leovold, while casual groups will be euqualy helpless against both.

The question remains: how has this decision helped ANY player type in this format?

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