Power Artifact

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masters Edition IV (ME4) Rare
Antiquities (ATQ) Uncommon

Combos Browse all

Power Artifact

Enchantment — Aura

Enchant artifact

Enchanted artifact's activated abilities cost less to activate. This effect can't reduce the amount of mana an ability costs to activate to less than one mana.

Price & Acquistion Set Price Alerts

ATQ

Ebay

Have (0)
Want (1) awalloftext

Recent Decks

Power Artifact Discussion

Azdranax on Reduce ability cost of artifiacts

2 weeks ago

Another option to mimic Power Artifact would be to pair Karn, Silver Golem with Training Grounds, but that seems very situational and expensive for the potential benefit.

brandonsperry25 on Reduce ability cost of artifiacts

2 weeks ago

Looking at this thread it seems that Power Artifact is your only bet. This is an older thread though so it's possible something new has come out, though I doubt it.

Azdranax on Reduce ability cost of artifiacts

2 weeks ago

Power Artifact is your best available option, but not exactly budget friendly.

AlwaysSleepy on Oona: Queen of the Storm

3 weeks ago

ItsFoxay

Sure, I can go through some of the lines.

So first things is we'll go over the win-cons:

  1. Isochron Scepter + Dramatic Reversal + Rocks
  2. Grim Monolith + Power Artifact

These are the ways the deck wins. You may infinite mana and then exile all libraries with Oona. Between the two, about 90% of games are won by using Scepter. You need to win post infinite mana, and Isochron makes hitting color requirements much easier. Another outlet in the deck is Staff of Domination, which is in the list solely as a pure colorless outlet, and a statistically significant amount of games will end with you first finding that card to draw your deck off of either a or and then winning by killing the table.

So now the question is how to you get there?

There are a few ways which the deck assembles its combo:

The first one is straight forward, and that's just playing it out like a fast combo deck. Sometimes you get the fast mana and a tutor or two, you go find the pieces, and then you win. This is what makes Oona have potentially blistering speeds, and easily can outrace or keep pace with most decks in the format with the correct draws, which happens decently often. However, it's by no means a majority of the time, and the deck isn't consistently that fast, but it's certainly nice when it does happen. Because of how many redundant pieces are in the deck and how cheap, mana-wise, the combo is, this type of win will pop up.

The second is when you can't just find the pieces. This is when you start using storm lines to find them. The first is getting to and casting Ad Nauseam. You will draw a bunch of cards, untap, then more or less assemble the combo and win. Based on how many tutors you find, you can build up mana for protection and then win, or if you only find a single tutor, something like Mind's Desire after a lot of spells will get you a chunk of your deck to play for free, and then you will generally get there.

Another way is going on a Necropotence line. A black mana source plus Dark Ritual leads to a fast Necropotence where you can then either play grindy by simply having a full hand at all times if the table calls for it, or you can pay 30 odd life and go all-in with a hand sculpt to win on untap. Depends on the game. I tend to go all-in much more than slow roll, but playing storm more will give you an idea of what you want to be doing when. Necropotence is obscenely strong though, and it's worth learning the lines to learn how to win off it post-sculpt effectively. Especially since it tends to come online earlier than Naus.

The third major line is using Notion Thief with a wheel from the table, either your own or an opponent's. This nets you 20+ cards, and essentially kills the entire table by ripping their hands apart. It's pretty awesome as a line, but it happens the least.

After these lines, I tend to look for smaller storm lines to see a bunch of cards or if I'm behind I'll for for a storm-count 8-10 Mind's Desire to try and pull myself back into the game. These do happen though, and sometimes you'll have to take less safe lines which can miss, since sadly our lovely Queen won't help us if we miss, but also sometimes you won't be in a position to wait any longer.

Goldfish the deck a bunch to see what cards work where. Go for Ad Nauseam lines, then Necropotence lines, and then try storming off without those cards. The last one though might miss, significantly more-so than the first two. Generally I go for storm lines if I have 1 tutor and gas, but multiple tutors tends to lead to the fast combo line. However, in games heavier on countermagic and stax, it might be worthwhile to go for a 1-card line (like Naus) plus protection rather than just find the combo parts.

Hope this helps.

Lhurgyof on Beg, Borrow, Steel

1 month ago

Acquireboard doesn't show up for other users. I usually just put them on the Maybeboard so that other players can see it.

+1, I really like Memnarch. Are you trying to combo with him? Power Artifact is always a power house with Memnarch.

Edit: Somehow Power Artifact is now worth over $100. Probably not the best suggestion. Training Grounds and Heartstone are a lot more budget-friendly so you should be all set.

MonoBlackCoffee on The Golden God

2 months ago

no list online right now but basically the important things are Rings of Brighthearth +Deserted Temple/Scorched Ruins or Rings of Brighthearth + Basalt Monolith, and Power Artifact + Basalt Monolith for infinite mana to cast a giant Exsanguinate and sometimes a Villainous Wealth, as well as Basalt Monolith + Mesmeric Orb + Laboratory Maniac as a way to win with lab man other than Doomsday, which I run as well as Gush, High Tide, and Brainstorm to win with Laboratory Maniac, I'll look into moving my updated list online soon but this is the important bit really.

Winterblast on The Incredible, Undisruptable Hulk

2 months ago

Wurmlover it's there because it can protect my stuff during ALL turns (which was the main purpose in almost all games in which I had spellskite) and because I can pull off the hulk combo in an opponent's turn as well...and it's easier to cast if it's outside the hulk combo. Double white isn't easy to get for a 2 drop. Another bonus is that it has the potential to interact with targeted stuff that opponents want to cast on their own creatures and artifacts, for example to steal a Power Artifact or something like that.

I might exchange Vexing Shusher with grand abolisher though...but then, if Abolisher doesn't even resolve, the shusher is better again.

KylerStar on Sharuum, Matron of Esper

2 months ago

somewhatclever, as is, it's definitely more of a win more card. Infinite Mana only exists as a byproduct of a combo that gives infinite life. Though, it would definitely give reason for Rings of Brighthearth and Power Artifact to be put back in. For they were taken out because I had no outlet for infinite Mana.

Load more