Transmute Artifact

Transmute Artifact


Sacrifice an artifact. If you do, search your library for an artifact card. If that card's converted mana cost is less than or equal to the sacrificed artifact's converted mana cost, put it onto the battlefield. If it's greater, you may pay , where X is the difference. If you do, put it onto the battlefield. If you don't, put it into its owner's graveyard. Then shuffle your library.

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Have (1) Azdranax
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Printings View all

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

Combos Browse all


Format Legality
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Oldschool 93/94 Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Transmute Artifact Discussion

Happymaster19 on A Quest for Power: Unrestricting …

1 month ago

That was an early effort. But with Tezz being a tutor in a can, maybe it just need a control shell to buy the time needed to put them together. I was using jank like Transmute Artifact and Reshape but Tezz may be the best option. And a potential toolbox suite as well.

Happymaster19 on UV Stax

1 month ago

I like. And Shuko is cheap enough to get off Transmute Artifact or Reshape. Again, this is a one-meets-two combo which is difficult to assemble with consistency. Hence moving Colossus to a control shell. Make him a one card combo rather than force one-meets-two (what is classically called Splinter Twinning?). Cephalid Illusionist does not have that one card combo potential. Not to my awareness.

Happymaster19 on A Quest for Power: Unrestricting …

1 month ago

DeinoStinkus See how it goes. I tried to use a similar tactic in using Tinker, Transmute Artifact, and Reshape to put Time Vault and Manifold Key together. It was clunky but I should revisit. I haven’t been able to put together a true one-meets-two combo deck in the format so far. Let me know how it works out for you.

0rc on Urza Lord High combomaster

2 months ago

It’s a good start. I’ve played against many Urza decks. I’d recommend every infinite mana combo you can muster: Rings of Brighthearth + Basalt Monolith (you have this), Power Artifact + Grim Monolith, Deadeye Navigator + Peregrine Drake, Palinchron + High Tide, Isochron Scepter + Dramatic Reversal (you have this). You will want tutors for these pieces: Tribute Mage, Trophy Mage, Reshape (you have this), Whir of Invention, Transmute Artifact, Inventors' Fair, Spellseeker, Mystical Tutor, Merchant Scroll. You can literally just run every combo piece available in mono blue and then bark up whatever tree is closest. Win cons include Nexus of Fate (take all the turns), Thassa's Oracle, Laboratory Maniac, and of course decking your opponents with Blue Sun's Zenith and Stroke of Genius. It’s actually quite beautiful in its simplicity. Just remember that playing Urza isn’t about having fun or being creative—-it’s about winning!

RNR_Gaming on YoUrza gonna Win!

4 months ago

Whir of Invention is a must in any heavy artifact deck. Also, Trail of Evidence does some serious work. On a less budget friendly note Transmute Artifact, Timetwister, and Time Spiral would kick things up a notch if you're into that sort of thing.

Brogan54 on Oloro, Ageless Ascetic

4 months ago

My recommendations :

I think most people will tell you that Oloro offers little competitive advantage to you compared to other esper commander like Zur (who can fetch Necropotence into play) or even Aminatou (who is a combo piece in the command zone). I think upsides for Oloro would be that he can do larger ad nauseam and possibly can even run Humility which few decks can win while it is on the board.


Teferi's Protection

Rhox Faithmender

Debt to the Deathless



Merciless Eviction

Anguished Unmaking


Thran Dynamo


Mox Tantalite

Phyrexian Arena

Twilight Prophet

Crypt Ghast

Winds of Abandon


Search for Azcanta  Flip

I would first add better ramp, better draw, potential Stax, tutors and then other win cons.


Dark Ritual

Fellwar Stone

Mox Diamond

Talisman of Hierarchy

Talisman of Progress

Copy Artifact

Mox Opal

Cabal Ritual

Grim Monolith

Lotus Petal

Dramatic Reversal


Ad Nauseam

Night's Whisper



Whispering Madness




Verity Circle (good against dorks)

Plunge into Darkness (a good Impulse)

Mindblade Render

Sygg, River Cutthroat


Drannith Magistrate

Aven Mindcensor

Cursed Totem

Notion Thief


Blind Obedience

Rest in Peace

Torpor Orb


Mental Misstep




Spell Pierce

Spell Snare


Tale's End


Chain of Vapor

Gilded Drake

Yahenni's Expertise

Into the Roil

Blink of an Eye


Vampiric Tutor

Imperial Seal

Transmute Artifact


Whir of Invention

Praetor's Grasp


Academy Rector


CONSULT COMBO Demonic Consultation

Tainted Pact

Jace, Wielder of Mysteries

Laboratory Maniac


Ad Nauseam (draw whole deck, can Windfall and make everyone die while AG means you can't lose

Helm of Obedience

Rest in Peace / Leyline of the Void

Heliod Walking Ballista

Approach of the Second Sun

Dramatic Scepter

Isochron Scepter

Rocks that produce at least three mana total (outlet is extort with blind obedience or crypt ghast) If have pristine Talisman gain infinite life, which is infinite draw with commander

Didn't look at landbase

Shadowater on Kalamaximizing

6 months ago

buzzgsm92 so, originally I had a led breach pack with narset, the wheels and brain freeze, but ultimately, being a control deck, I didn't really want to wheel and refill 3 opponent's hands without narset or breach, so the cards would end up being pretty dead outside of that interaction, and I'm aiming at a mostly non-dead deck. I also didn't like including intuition for the number of slots I'd need to use with it, as mostly I'd like to grab a combo piece, noxious revival and reap, and without either of those pieces, intuition might not be great, but didn't test anything there, I might be completely wrong. About the sinks for inf mana, let me just say that we actually have 20 cards that can "win the game" after infinite mana. We have 2 spells (Expansion / Explosion and Thassa's Intervention) that, if found after infinite mana, will end the game by drawing our deck or finding the right pieces to assemble a draw your deck scenario. We also have plenty of ways to dig our wincons in Brainstorm, Dig Through Time, Frantic Search and Impulse. We can probably use either Noxious Revival and Reap to find a wincon in our graveyard or reuse draw spells. We also have plenty of tutors that can find our outlet spells or Twinning Staff, which can be a wincon after we grab infinite mana most of the time Chord of Calling, Muddle the Mixture, Mystical Tutor, Whir of Invention, Worldly Tutor, Eldritch Evolution, Fabricate, Neoform, Transmute Artifact, Merchant Scroll, Spellseeker and Trophy Mage.

Mike94 on Tymna/Silas Renn - Esper Control

6 months ago

Hi Mordamen, cool that you like my deck! I used to play Bolas's Citadel in this deck but found that the 3 and are just to much for the deck. I also found that it's to expensive to be tutored with Transmute Artifact and/or Whir of Invention, making the deck slow compared to decks in my playgroup. The Citadel is really strong though and maybe if my meta slows down a little I might give it a second chance.

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