Semblance Anvil

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom 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
Scars of Mirrodin (SOM) Rare

Combos Browse all

Semblance Anvil

Artifact

Imprint — When Semblance Anvil enters the battlefield, you may exile a nonland card from your hand.

Spells you cast that share a card type with the exiled card cost {{2}} less to cast.

Semblance Anvil Discussion

Saljen on Karn's Pillowfortress

1 month ago

@wallisface - Semblance Anvil is here because we aren't running green for Ancient Stirrings or Sylvan Scrying , nor are we running Chromatic Sphere or Chromatic Star to cantrip through our deck. We rely on Serum Powder to get as good an early Tron setup as we can, however that is less consistent than the aforementioned methods. Thus Semblance Anvil for a little more consistency in our ramp. It also has the added bonus of Karn, the Great Creator being able to -2 to put the exiled card back in our hand. You can exile pretty much anything you don't need right that moment, knowing you'll have access to it again in a couple turns.

This is still entirely a brew though, so I'm tinkering. Let me know if you have any suggestions.

wallisface on Karn's Pillowfortress

1 month ago

Semblance Anvil seems weird here when you’re running Trinisphere and Tron lands.... feels like it shouldn’t be here?

RedYeard on Metalworks V2

1 month ago

What about some number of Myr Retriever 's? Borrowing it from KCI 2.0.

It seems like it could fit well into our deck as a win condition with Grinding Station + Semblance Anvil (or Cloud Key ) and its a easier to assemble than our primary combo. Plus people would assume more than they do now that we are KCI 2.0

Pros:

  • can pick any artifact out of our graveyard, I'm thinking if a combo piece gets destroyed or we want to restart our eggs engine

  • has good synergy with Grinding Station as a win condition; and other cards in our deck

  • is easier to assemble than our primary combo

  • distracts OPP from our other win conditions

Cons

OurDarkCloud on Magic the Gathering Presents, Cats

1 month ago

Once again, thank you Gadianten, for your comment. I'll try and explain why I choose to not run the cards you mentioned.

Brass Squire and especially Semblance Anvil are interesting, but I found to not be worthwhile. Although they let you play your equipment, and equip them faster, the deck doesn't need them. Since they are quite clunky as they are at 3CMC, and only help with half the mana cost of equipment, being that one only helps equip, the other only helps cast. As such I try and keep my mana ramp to low CMC, being 1 CMC tutors and 2 CMC Dowsing Dagger  Flip and Sword of the Animist .

Leonin Shikari , was in the deck for quite a while, but was consistently found to be too low impact. I'm not interested in moving most equipment around once they get onto Kemba, Kha Regent . It does work well with some equipment but proved to be not worthwhile.

Emeria, The Sky Ruin , also used to be in the deck, and it was there for a really long time. It always ended up just being a bad Plains . It is a powerful card, and the opportunity cost for running it here is low. But in this deck, it isn't worth the times where you needed it to be an untapped land. Since it rarely recurs anything significant.

Balan, Wandering Knight does a really bad impression of Kemba, Kha Regent which I am not interested in. Simply put, he doesn't deal commander damage, would come up too rarely, and takes away from the focus of the deck.

Enlightened Tutor would be 100% worthwhile putting into this deck. However, I only have a single copy, which is in another deck being 5C_Paradox.

Gadianten on Magic the Gathering Presents, Cats

2 months ago

While I agree you would not want the entire cast I mentioned before I do think that both Leonin Shikari and Balan, Wandering Knight would add a great deal to the deck with Balan being a good backup if people keep removing Kimba. A couple of artifact mentions worth looking at is Brass Squire and Semblance Anvil for speeding up the pain train.

Also look at Emeria, The Sky Ruin as it provides a very low cost opportunity for repeatable resurrection for creatures to the deck. I am assuming by your list that you don't have an Enlightened Tutor or that its currently out of budget, but if you are able to acquire one I think its one of the few cards you do not have that is close to a must have.

lagotripha on Heartless Myr

2 months ago

The battle I've always had with heartless decks is that without it a lot of the deck becomes dead weight. Semblance Anvil does a bunch to fix that, but it still hits some major headaches in the reliability front.

To combat that, I'd look at making a backup plan- personally I'd run Slag Fiend and Zombie Infestation to give a 'none of this is helpful, I'm gonna hit you in the face' option, but that can be less than appealing when you have to make the choice turn two on whether to abandon your hand entirely.

There are fifteen sideboard slots to look at- a transformative board is very possible, with things like Ravenous Chupacabra and Avalanche Riders offering a lot of value to face down graveyard hate.

oberien on Metalworks V2

2 months ago

I liked the v1 list and played it at two FNMs. However I didn't find it complex enough being used to Hardened Scales, KCI and Amulet Titan (and Amulet Bloom back in the day). I love the solve the puzzle aspect of decks. The old version felt more like a "cheat 10/10 into play and beat the enemy down" with the infinite loop feeling more like a backup. The new list above seems to focus more on infinite loops, which satisfies my inner MTG player :)

I took the above list to the FNM with slight modifications and went 1-1-1 (could have been 2-0-1 if I knew the deck better). I didn't have any Conjurer's Bauble so I replaced them with Akroma's Memorial , Ghirapur AEther Grid and Karn, Scion of Urza . I really enjoyed playing the deck and slowly discovering more and more ways to win the game :) For those interested, I went for this sideboard: 3 Nature's Claim , 2 Dismember , 2 Abrade , 2 Firespout , 1 Engineered Explosives , 2 Nihil Spellbomb , 1 Grafdigger's Cage , 1 Sun Droplet , 1 Sorcerous Spyglass .

Infinite Combos

General loop: Metalwork Colossus (MC) and Scrap Trawler (ST) on the battlefield, at least {3} mana reduction on the battlefield (e.g. 1 Semblance Anvil and 1 Cloud Key ) and enough CMC for MC, a Metalwork Colossus in the graveyard (GY). Sacrifice MC and ST to the MC in the GY. ST-trigger of MC gets back ST, ST-Trigger of ST gets back any {0}, {1} or {2} mana artifact. Play MC and ST for free. We're back to the beginning but have an additional artifact in hand and increased the storm count.

Another possible loop if artifact reduction is only at {2} is to not sacrifice ST, but only MC and the {2}-mana artifact, ST-trigger of MC get back that artifact, play both. If artifact reduction is only at {1}, it's possible to draw some cards with Conjurer's Bauble (until there are no more artifacts in the GY) or to include Chromatic Star and draw infinite cards. There must always be enough non-creature artifact CMC on the battlefield to cast MC for free.

Infinite Card Draw: Get back Elsewhere Flask and play it (-> draw), then sacrifice it to get it back again in the next iteration. If there's a sac-outlet on the battlefield, it's possible to get back any egg and sacrifice it to the sac-outlet before sacrificing MC and ST to MC in the GY.
Infinite Damage: With Ghirapur AEther Grid in play, just do the most simple version of the loop and tap both to-be-sacrificed artifacts to grid before sacrificing them, dealing one damage. Without grid sac the Mortarpod token for 1 damage, sac Mortarpod and MC to the MC in the GY, ST-trigger of MC gets back Mortarpod . Rinse and repeat.
Infinite Mana: Tap Mind Stone for {1}. Sac MC and Mind Stone to the MC in the GY. ST-Trigger of MC gets back Mind Stone . Rinse and repeat.

Card analysis

I'd like to go through some cards:

  • Arcbound Ravager : I really like this addition. I was missing a sacrifice outlet to get the second Metalwork Colossus into graveyard before. Arcbound Ravager being fetchable with Sanctum of Ugin is just amazing and allowed me to go off in two games in the FNM which I otherwise couldn't have.
  • Grinding Station : I'm not sure about this card in general. I've previously played some variations of Krark-Less Ironworks lists ( Semblance Anvil and Grinding Station ). I see this card in this deck mainly for 3 reasons. (1) Milling the opponent with the infinite combo, (2) using it as a sac-outlet, (3) milling yourself to get a Metalwork Colossus into your graveyard when you already have one on the field to start the combo.
    I don't see the reason for (1), as we already have infinite card draw (eggs) and infinite damage ( Ghirapur AEther Grid or Mortarpod ).
    For (2) I find Arcbound Ravager better, as it can be fetched for with Sanctum of Ugin and doesn't need to be tapped (even though you can respond to the untap-trigger of Grinding Station by tapping it whenever an artifact ETB).
    For (3) I can't really judge that yet, as I didn't really try it out yet. I usually don't have problems finding the second Metalwork Colossus among Ancient Stirrings and Sanctum of Ugin . In longer matchups Inventors' Fair can also be used, even though I didn't need to crack any fairs so far. It might help against Blood Moon .
  • Mortarpod : This is the easiest and cheapest go-to infinite damage card. Even if drawn without a loop, it's still one damage that can take out a Snapcaster Mage to slow down the clock of an opponent ifneedbe.
  • Akroma's Memorial : I personally love this card in this deck. I've added it to the old version, and I also have it in my current deck. First, given {2} to {3} mana reduction, it's pretty easy to cast. It triggers Sanctum of Ugin letting you fetch Metalwork Colossus . If you have it deployed, and have any mana reduction on the field, MC is already free. Nobody expects this card. It adds another sort-of wincon. You can win with this card out of the blue. While I think it may be somewhat a win-more card, it has already won me several games single-handedly. I was able to fly over my opponent's elves. Giving Vigilance, it allowed me to attack with two MC against Spirits, which needed to block one, which left them without lethal and put me into a better spot. I just love this card.
  • Ghirapur AEther Grid : I think this card deserves to be a one-of in the deck. Against creature-based decks, it enables easy removal of the creatures. Control decks can barely do anything once it's deployed. And otherwise it still allows an infinite damage combo if Mortarpod has been exiled.

These are some cards, which may be good, but I don't see their effectiveness quite yet:

  • Greater Gargadon : As an earlier post suggested, this is a possible sac-outlet and threat. The problem is that we usually want artifacts on the battlefield to make Metalwork Colossus cheaper. Additionally, if we're able to get to 10 artifacts, we most likely already have a win condition.
  • Karn, Scion of Urza : I'm very unsure about this card. It gives us card-draw, but I don't think that's important in the current decklist. The only real reason for it I can think of is for the super-large token when we have lots of artifacts in play. But for that it might be too slow. It might help in grindy matchups, but in those MUs we'd just like to combo off anyway. And against control MUs it's not needed as this deck already has an amazing control matchup.
  • Salvage Titan : This card might be worth investigating, but I'm unsure if it goes well with the other ideas of the deck. We don't necessarily want to sacrifice 3 artifacts for a 6/4.
  • Silent Arbiter : This might be good against creature-heavy matchups and go-wide strategies.
  • Torpor Orb : Unsure if there are enough MUs which this card is good in.
  • Sun Droplet / Golem's Heart / Dragon's Claw : These might help against burn / fast strategies. May also help agaist phoenix decks.
  • Ratchet Bomb : Cheap (probably free) boardwipe. Helps against chomp blockers and tokens. Probably shouldn't be cracked for {2} :)
  • Engineered Explosives : Also possibly cheap boardwipe and a one-answers-all type card. Especially useful with Prophetic Prism .

Mana Base

I'm not sure about the landbase. I prefer utility lands over the Aether Hub s. I think that the old mana base fits better. This is probably mainly because I still like having Prophetic Prism over Elsewhere Flask . I haven't tested a lot with the landbase yet, so I'm not sure what the correct way of handling this is.
I often times lose against the deck itself just due to only drawing lands / having no lands. I'm not sure if this is just plain misfortune or if the number of lands is hard to balance between having enough lands on the starting hand and not flooding.

Weaknesses

Matchups

  • Through the Breach / Nahiri, the Harbinger : Alchemist's Vial completely shuts them off. Therefore, this MU is amazing.
  • Control: The Control MU is probably one of the best out there. Always remember having a sacrifice outlet for any Metalwork Colossus on the battlefield, be it Phyrexia's Core or a Metalwork Colossus in the graveyard. Whenever they try to exile one from the battlefield, get back one from the graveyard and get the otherwise exiled one in the graveyard.
    I even won two out of two games against Legacy Miracles (low sample rate, but we both felt like the MU is highly favoured for Metalworks Combo)
  • Very fast creature decks: This deck seems to always just be one turn too slow for very fast creature based MUs. In fact I lost 4/4 games against Sliver.

I don't have a lot of matchup data so far, and the above are mainly just estimates and gut feeling playing the matchup.

Please leave feedback on my observations so far, I really love this deck and it feels like it still has potential.

Load more

Semblance Anvil occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%