Mycosynth Lattice

Legality

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

Printings View all

Set Rarity
Battlebond (BBD) Mythic Rare
Darksteel (DST) Rare

Combos Browse all

Mycosynth Lattice

Artifact

All permanents are artifacts in addition to their other types.

All cards that aren't on the battlefield, spells, and permanents are colourless.

Players may spend mana as though it were mana of any colour.

Browse Alters

Mycosynth Lattice Discussion

SynergyBuild on War of the Spark EDH ...

1 hour ago

I wanted to take this time to go over every card I think that will play a role in the EDH format from War of the Spark.

I will grade cards based on how many colors they require, how useful they are in how many decks, and will note where and why each could see EDH play.

Because there are 36 different planeswalkers, I think the planeswalkers are the proper place to start with this list.

The first ones I want to go over are the rare and mythic planeswalkers that will see play like the normal planeswalkers; value engines:

Liliana, Dreadhorde General - 9/10 - This card is a really good engine at 6 CMC in black. It has serious tribal synergies, aristocrats synergies, hits each player on the -4 (which draws you cards), and feels like a better Elspeth, Sun's Champion for black. It is worth it in most 75% black lists and any casual deck that can afford it.

Nissa, Who Shakes the World - 7/10 - Mono-green card? two color decks can use it too, but seriously a powerhouse. Mana doublers are always nice, and while green is perhaps already the best at ramp and so may not need it, but it does also untap a land per turn giving you ~2 additional mana, and the ultimate is insane. The issue with it as a mana doubler is that, being a planeswalker it can just die. It does, however protect itself. Seems possibly great, but probably just another really strong green ramp 5 drop.

Jace. Wielder of Mysteries - 7/10 - This card appears to be a normal Jace Phyrexian Arena effect for most mono-blue decks, but can be really strong givne you are a blue-black deck. If you can afford triple , I think using it with Demonic Consultation , naming a card outside of your deck so you exile your deck, then draw a card with Jace's +1, winning the game. It is a cheeky combo, but I see this card perhaps using it to win some number of games.

Nicol Bolas, Dragon-God - 6/10 - I know I am not super high on this card, but that mana cost is really the issue. Otherwise, it is a great walker once it hits, giving you huge card advantage, 4 cards in your favor with each opponent exiling and you drawing, and the static gives you a lot of advantage in a planeswalker deck or against them. It has removal, it has a lot. The ultimate seems... weak? Not bad, however.

Ugin, the Ineffable - 6/10 - Great walker for colorless decks. So far all of the colorless walkers has been good before, but they have been good outside of just colorless decks, however, I don't think that makes this bad.

Tamiyo, Collector of Tales - 5/10 - 2 colors makes this worse, and being singleton the +1 isn't great, but the static ability makes up for that a lot, giving it serious value. The +1 is self-mill, so you need a deck that can abuse that to get true mileage out of it. Even without, the -3 is Regrowth and I think is very strong. It feels about right for the mana cost, but need to be in a self-mill deck, or needs to be in a metagame wiht a lot of discard/sacrifice effects running around.

Vivien, Champion of the Wilds - 5/10 Green walker that draws you a card a couple of times maybe and has some flash use. It doesn't seem bad, but not something particularly powerful outside of green lists that need more card advantage or selection.

Chandra, Fire Artisan - 4/10 Red Chandra with card advantage. Static and ultimate seem medium. Not much better in many ways than the enchantment varients on this.


The more specific walkers that need a specific strategy are listed here. I rated them out of ten, only for decks in which they fit, like lifegain for Sorin, Vengeful Bloodlord .

Saheeli, Sublime Artificer - 9/10 - Stellar card for artifact decks with the loyalty ability. It works with numerous other archetypes, however, token strategies like Brudiclad, spellslinger decks that storm off and now have a token army to back it up, etc. It works in walker decks and protects walkers whenever you cast more. It is just really strong for its cost, which is very versatile.

Tezzeret, Master of the Bridge - 7/10 - A

Huatli, the Sun's Heart - 6/10 - All of the Assault Formation effects for the walls deck are useful. Its lifegain isn't even irrelevant.

Ajani, the Greathearted - 5/10 - Good in some W/G walker decks or some +1/+1 counter lists? Bad +1 makes this medium, and you can only use the -2 twice... Still strong as effects go and low cost.

Gideon Blackblade - 5/10 - A white-weenie aggro card that gets around your own sweepers, protects other creatures, and is really good with the -6 as well. Lifegain and other combat tricks aren't bad on this either.

Ral, Storm Conduit - 5/10 - A storm combo card, that has some value effects. It doubles spells and could be strong in some spellslinger lists.

Ob Nixilis,the Hate-Twisted - 4/10 - Good walker for Nekusar, not gonna see play much outside of that.

Sorin, Vengeful Bloodlord - 4/10 - Mass lifegain anthem effect, some targetted damage, and reanimation makes this pretty strong.

Sarkhan the Masterless - 4/10 - Good for dragon decks? Not really great in them, but can see play there.

Domri, Anarch of Bolas - 4/10 - REamp, anti-counter, and anthem effect. Not bad.

Kiora, Behemoth Beckoner 3/10 - Good in Stasis decks or decks that have large numbers of big creatures? It is ramp, while not being great.


Here are the hate-planeswalkers, cards that aren't value engines, but reall like hate enchantments.

Narset, Parter of Veils - 10/10 - Not even bluffing, an effect like Notion Thief or Leovold that doesn't die to creature removal, this is mono-blue, gives you card advantage, and has a high loyalty for its mana cost. It could be really scary with Windfall effects.

Karn, the Great Creator - Becasue sideboards aren't allowed if a single player in the pod doesn't allow them I won't be going indepth with the Mycosynth Lattice combo. Liquimetal Coating is another combo that llows you to destroy lands with the +1, and can kill 0-mana artifacts. It is pretty powerful as a one-sided Null Rod too. Great anti-artifact card.

Ashiok, Dream Render - 7/10 - Anti-graveyards, self-mill or opponent mill, and anti-search? This card hates on a ton of really powerful effects, and is entirely one-sided.

Teferi, Time Raveler - 6/10 - Combo with Knowledge Pool , one sided, flash for your Sorcery, removal/card draw for a bit. Really strong effect.

Dovin, Hand of Control - 5/10 - Not a great stax-piece, but technically one. Feels anti-storm. Had benefits against voltron as well.

Teyo, the Shieldmage - 3/10 - You have hexproof, protects itself a bit, great in a deck that uses walls however.


Outside of walkers, there are a ton of other great cards, I will go over the following in sets of cards:

Lands:

Blast Zone - 10/10 - Perhaps the best card in the set, there are extremely few decks I wouldn't put this in. It is a land that can hit any non-token, nonland, non-0-CMC permanent given some time, enters untapped, and taps for mana too, unlike Maze of Ith or other effects I'd argue are almost worse.

Emergence Zone - 5/10 - Bad flash enabler, but colorless and to all effects, beating Winding Canyon by enabling non-creatures. Enters untapped, for mono-colored decks that want this effect, no reason (mostly) not to run it and not bad.

Karn's Bastion - 5/10 - Needs to be in an infect, +1/+1 counter, or planeswalker deck, but it can do work. Sadly in a deck like Atraxa, I don't think it'd be great since colorless mana is hard to run in the landbase. Still good in numerous decks.

Interplanar Beacon - Strong for some walker lists, that is about it.

Mobilized District - 3/10 - Basically just a wall for some walker decks. If it gets to be free or 1 mana and becomes pretty worth it.

Colored artifacts:

Bolas's Citadel - 10/10 - A huge engine, hard to cast, can fail with double land, but just wins games. Few black decks would miss this in the 75% or casual circles. Like a free-cast Ad Nauseam forever. Comboes with both of Sensei's Divining Top 's abilities.

Vivien's Arkbow - 7/10 - It lets you discard bad cards to hit creatures when you are losing steam and have tons of mana. Really powerful.

Parhelion II - 5/10 - I don't care that this isn't good... look at it...

Oh god I love this. Angellic Helicarrier of DOOOM!!!! <3

BTW the other 2 are bad in EDH

God Cycle:

Ilharg, the Raze-Boar - 7/10 - Combo with Medomai the Ageless . Not a ton else, but all of these gods are very hard to kill, and this one can cheat out eldrazi... seems good.

God-Eternal Bontu - 5/10 - Great in Aristocrats, can be really strong for draw, is really hard to kill.

Gof-Eternal Oketra - 5/10 - Great in some white decks like Karametra, would be a sweet commander with effects like Whitemane Lion , Kor Skyfisher , Stonecloaker , etc. to trigger her a ton of times. Sweet with Odric, Lunarch Marshal , with a token and her out all of your creatures gain doublestrike and vigilance!

God-Eternal Kefnet - 4/10 - Not sure where this fits? It is card advantage, and could work in some decks that draw on opponents' turns? I am not thinking this is a great card. Good Body and is pretty strong with the god invulnerability effect.

God-Eternal Rhonas - 4/10 - Green five-drops are often better than this. Not bad, just kind of not a strong ability. Good with other anthem effects as a finisher if you have some trample enabler.

Finale cycle:

Finale of Devastation - 9/10 - Reanimate and tutor a creature to the field? This seems incredible. Green Sun's Zenith that also reanimates a card is huge! Also, like instant win if you use it at x=10+

Finale of Revelation - 8/10 - Better Mind Spring is good. Also, High Tide storm make it a little scary if that ends up being a thing.

Finale of Eternity - 7/10 - Really strong, but mana intensive for a triple Murder . Great black removal spell for many decks however.

Finale of Promise - 7/10 - Also really strong, this card seems to be for spellslinging. Requires instants and sorceries to double up on freecasting, but is still good.

Finale of Glory - 6/10 - Big White Sun's Zenith at sorcery speed with huge benefit at x=10+. Seems strong? I can't say taht the vigilance on the tokens are bad, but being a sorcery it isn't hard to sweep.


This will be updated with ~30 more really cool cards from War of the Spark!

DrukenReaps on Understimated Commanders

4 days ago

I had a Karn, Silver Golem deck that was underestimated for a short time. Even 10-ish years ago there were dirty combos to play in it, lol. I did Darksteel Forge + Nevinyrral's Disk + Mycosynth Lattice several games in a row and since then I rarely get a game where I go unmolested for long. Doesn't matter what I play now but I deserve it, lol.

Funkydiscogod on Mono Green Myco Tron

5 days ago

I thought about doing something like that before, with Stony Silence , Mycosynth Lattice and Ghostly Prison to stop the opponent from using the creatures they had on the battlefield, and wait them out with Darksteel Reactor because Stony Silence completely locks everyone (except, cards with Convoke can be cast, if the entire cost can be Convoked, and Simian Spirit Guide still works).

Anyway...the problem I see, is that on their turn, if they still have creatures, they will attack Karn, and I think there's a very real possibility they will break the lock if you don't have an answer to their creatures.

Gleeock on Sisay has the answers | cEDH | Primer v2.0

2 weeks ago

Karn will also enable the alternate wincon/lockdown of Mycosynth Lattice

abenz419 on I need help cutting cards, ...

2 weeks ago

@Madcookie I realize Edgar Markov is banned in 1v1. He bought the precon and then like 2 days later it got banned, so instead of it being a waste for him we've always just allowed it because we're just playing for fun, even if we are being competitive and trying to win. To be fair, I do play Prossh food chain against him and it's not fun getting comboed out on turn 6 or earlier either. Sol Ring is also banned in 1v1 but we build our decks for multiplayer for those rare times we actually play in a pod. We also follow multiplayer rules when we play 1v1 just because.

I agree with you about Spine of Ish Sah . The deck may not be focused on sacrificing artifacts, but I do have several ways to sac it and get repeated use out of it, and it's not hard to cast it for free. I'm also a fan of Hour of Devastation . Like you said, Edgar requires board wipes or you get over run, so I can't just rely on Blasphemous Act and it's costed well compared to other board wipes in these colors. I will be adding Cyclonic Rift when I can get another copy of it. Right now my 2 copies are in other decks.

I realize Tamiyo's Journal may be a little slow, but I want to give it a try. I know I'll probably replace it eventually, but like I said before, an artifact that creates more artifacts in an artifacts matters deck is good. Not to mention it's also card draw or a tutor. So it has versatility. Plus it basically requires my opponent have artifact removal in hand that they haven't used already on a board full of artifacts. If not, then it never just does nothing. Originally when pulling cards out for this deck, I had other cards that created clues in mind. But as cards were cut so were the other clue producers.

I know there are other combos with Mycosynth Lattice so I'll have to look into that. I'm not familiar with all the combos it has so it wasn't at the top of my mind when I was thinking of cards. Some other cards I think I need to add as I'm able to acquire them are Blightsteel Colossus , Ugin, the Spirit Dragon , Reshape , and Fabricate ... probably Darksteel Colossus and Emrakul, the Promised End too.

Madcookie on I need help cutting cards, ...

3 weeks ago

First off I just feel I should point this out... Edgar Markov is banned as commander in 1v1 and for good reason. I've playtested my decks versus my edgar vampire deck and its pretty much draw a boardwipe or bust. Very unfun. I'd suggest you ask your friend to swap it for some other legendary in the same colors like Mathas, Fiend Seeker and keep markov in the 99, if its just the 2 of you. It will make more exciting gameplay in my opinion.

Second, Spine of Ish Sah is a very good removal in a Saheeli deck as it can be cast for 0 and destroys any permanent which in these colors can be hard. I'd also keep Hour of Devastation I really like it, it is reasonably costed, hits planeswalkers and it has Nicky B in the art so that a win in my book (lul). I'd only replace it with Cyclonic Rift if budget allows it.

Tamiyo's Journal on the other hand feels a bit off in this type of deck. Since the tokens are of almost no use to you and 3 turns for tutor is too slow, I'd cut it for Treasure Mage or Mystical Tutor to get a needed spell on demand.

I'd suggest Mycosynth Lattice as it is nice synergy with your commander. If you feel friends are overrated add Vandalblast to destroy all permanents opponents control, or mass land destruction like someone above me suggested. Obliterate is my personal go to as it can't be countered. Everyone loses everything, but you still have Saheeli.

Hope this helps, cheers!

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Mycosynth Lattice occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Blue: 0.18%

Red: 0.19%