As long as Trinisphere is untapped, each spell that would cost less than three mana to play costs three mana to play. (Additional mana in the cost may be paid with any color of mana or colorless mana. For example, a spell that would cost to play costs to play instead.)
|Have (2)||rockleemyhero , Thunderbeard|
|Want (3)||LeftyRoadster , kadabura , houdeah|
Printings View all
|Masterpiece Series: Kaladesh Inventions (MPS)||Mythic Rare|
|From the Vault: Exiled (V09)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Trinisphere occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
All decks: 0.31%
All decks: 0.02%
3 days ago
Servbot40 come on buddy, lets read for comprehension next time. Everything I'm about to post is already ^ up there.
- Urza gives mana, taps, and free casts. The mana comes from artifacts. Running more artifacts over big flashy draw spells improves board state while still allowing you to accrue card advantage later. Running this as draw-go instead of artifact stax means you're going to be spending much more time reacting to the board than advancing your own game plan, and you will have to devote further slots to card draw to make up for 1-for-1 trades in a 1v1v1v1 format. The entire focus of this build basically ignores the benefits of running Urza as the commander. It is a weak CVT with some extremely minor swaps, and the minor uptick in card quality is negated by running cards like Recurring Insight.
- Claiming that Dramatic Scepter is less reliant than Chain + Teferi is silly when the outlet for Dramatic scepter is STILL the commander. It requires fetching two pieces + rocks, instead of fetching one piece + rocks. This list tries so hard to be able to function without the commander but is still locked out by turn 1 Pithing Needle naming Urza. I understand the intentions of wanting higher resilience and saving slots, but the philosophy and the application simply do not match here. The back up outlets require even more pieces to assemble, and are hard to tutor. Part of the reason this deck so desperately needs card draw is because it is poorly built and doesn't have good tutor outs or good topdecks. It requires lots of digging to find piece A and then Piece B, whereas CVT simply needs to find piece A and cast the commander.
- As far as gas goes, any artifact slotted over any cantrip over 2 CMC in cost is going to improve efficiency and also help with card advantage. Has anyone even read what the commander does? You realize you can pay outside of having infinite mana right? Running more artifacts = more mana = more activations. 17 Artifacts in an Urza list is bizarre. The philosophy about inclusions and exclusions is viewing Urza as your generic carddraw.dec commander. He isn't.
- Believing there is only a small pool of cEDH cards that are viable is why we have an Urza list with 90% match to CVT list. Once again, this deck should have some extremely easy includes with Howling Mine Expedition Map Trinisphere and Ensnaring Bridge, and those are just off the top of my head. It is stifling to the development of decks to be so obtuse as to how different commanders allow different card choices based upon what the commander does. No one is questioning slotting Rhystic Study or similar. Expensive draw spells and the focus on policing the table via counterspells are whats being focused on. Its a losing strategy as Urza doesn't provide the kind of card advantage needed to control the board with counterspells. His ability relies on PERMANENTS IN PLAY to put more GET FREE CASTS. Every additional counterspell is another brick from Urza actives, and slotting more draw spells actually loses mid game value instead of raising it, while also losing early game value.
Once again, I know this community believes these brewers are infallible, but this list is a joke. It makes intentionally sub-par card selections because "Urza might be unavailable" and then relies almost exclusively on Urza activations to assemble the win. It runs almost no problem solving cards. It ignores artifacts in an artifact centered commander to run high density of expensive instants and sorceries. It doesn't win fast, it doesn't win reliably, and if its shut off it has limited answers for solving problems. The answers it does have are temporary, and involve 2-for-1'ing yourself with a bounce THEN a counter to solve problems, or passing multiple turns. This is not a good deck, and the people worshiping it are drinking the Kool-Aid, so to speak.
3 days ago
You clowns slapped a new commander on top of CVT and called it a day. I know that these authors are treated as if they walk on water around these parts, but at a certain point this is just getting ridiculous. Compare the lists between Chain Veil Teferi and this one. Do you really think the two commanders are that similar? There are probably less than 10 cards of difference between these lists. Do you really believe that a PW commander and an artifact centric commander should have a 90% overlap in their lists?
You guys seriously have to stop slotting Legacy's Allure . Its a slow meme card that only performs if its in your opening 7. It is a complete dead draw later in the game. It doesn't advance your own position. Its relevance on the board turn 3 and 4 depends largely on your position in the turn rotation. The card type makes it the worst for interactions in your own deck. It isn't guaranteed to land against important creatures, because it is based on Power. It crumples to creature buffs while its on the stack. This is a pet card, and I'm extremely tired of seeing it pop up in lists because some noob saw it here first. Aether Spellbomb outperforms this immensely in an Urza list, especially since this particular list runs out of gas and struggles with card draw. Spellbomb also can activate itself via tap when Urza is out. Spellbomb also adds further resilience in this deck by not relying on creature stealing effects, which can be negated via Homeward Path . Having this AND drake shut off by a card that can be grabbed by Crop Rotation is poor deck building. Especially consider that this deck runs ALMOST NO WAYS to handle resolved threats, but more on that later.
Recurring Insight is another pet card inclusion. Its a dead card in your hand until turn 4 or 5, dependent on opponents resources for functionality, and is sorcery speed. Slotting this card while slotting other big 4, 5, and 6 cmc spells like Fact or Fiction Time Spiral Future Sight and Tezzeret means you are going to have far more hands that require mulligans due to having multiple of these cards in hand. Insight also proves to be garbage when playing against any decks that run handstax effects, Oppression Necrogen Mists Bottomless Pit Mindslicer Sire Of Insanity and more.
I find it telling you do not run Mishra's Workshop . The artifact density in this deck is far too low for an Urza deck. Its also why it has problems with gas later. If you had proper artifact support and leaned heavier into stax pieces, you could activate Urza casually for card advantage while still advancing board position. Workshop lets you hit the board with extreme speed and build a presence. Unfortunately, there is nothing for Workshop to ramp to, because the authors are so absurdly worried about not being able to protect Urza while holding 12 counterspells. Pro tip: Your list would actually gain resilience from slotting greater synergy between the 99 and the commander, as well as adding ways outside of the commander to access large amounts of mana.
Speaking of the commander, and returning to removal, this deck folds to a resolved Pithing Needle Phyrexian Revoker Sorcerous Spyglass Cursed Totem or Linvala, Keeper of Silence . The lack of layering and the lack of permanent removal mean if any of these permanents hit the table naming Urza, this deck might as well as scoop. The tutors you do run lead mostly to artifacts, and there aren't slotted artifacts that can handle this problem. This deck can answer problems in one of four cards outside counterspells, namely Gilded Drake (good) Legacy's Allure (bad) Chain of Vapor (good but temporary) and Cyclonic Rift (also good but temporary). There is a single card that can tutor into these, Mystical Tutor . Seriously hope you're holding one of 5 cards in your 99 while piloting, or else you're going to look like a joke when turn 1 Needle shuts off your entire gameplan. Your combo outside of Urza is tedious to assemble, and you're simply not going to be able to outrace real combo decks.
The decision not to include Rings + Monolith is silly. Especially when you're having gas problems, adding in additional A + B pieces and layering with other pieces increases resilience and will allow you to, you know, win faster. You'll have more dead opening hands, but if you cut out the garbage like Recurring Insight your overall starting hand strength will raise. Rings is an especially good piece, as it allows complete combo tutor off Muddle, and allows value generation from fetches and various effects like Inventors' Fair . Also consider Rings + Monolith as a combo versus Grim + Power Artifact. Rings has MUCH better usage than Power Artifact outside the combo, and the speed benefit from Grim is marginal compared to Basalt.
Speaking of Fair, it also shocks me that Expedition Map is not in this list. Map -> Fair -> Scepter is a line kids, and having pieces that fetch into the line means greater resilience and layering. Map also has value in fetching Tabernacle against Tymna decks, since this list runs pretty much 0 other answers to Tymna.
This deck is missing some artifacts that should be shoe-ins. Howling Mine is a no brainer. Even if Urza isn't on the field the entire game, receiving 7 cards during the game while giving 2 to your opponents is still beneficial to the pilot. Ensnaring Bridge should also be a no brainer. Slow beats from Pod decks, and stop Tymna, and shut off some infinite creature swinging combos. Trinisphere is another no brainer. It is such a massive slowdown piece. It doesn't matter if you decide to turn it off for a rotation. The pilot gets the decision of when to turn it off, not the opponents. I should not have to explain the benefit here. Even turning it off, the pilot still has the choice between stax effect or mana every time they use it. Even if its turned off on turn 5, if it delayed a turn 4 spell to turn 5 when its turned off it has done significant work.
This is without a doubt the most uninspired and phoned-in list I've seen attached to your names sickrobot ShaperSavant Lerker LabManiac_Sigi. Congratulations on building a $4000 turn 9 combo durdle machine, would give this a downvote if I could.
1 week ago
Do you guys even play in competitive pods? Stax is a very easy match up for flash hulk players. Just hold removal before you combo if one of the 6 pieces that shuts you off is actually in play.
With the exception of stax pieces that shut off the flash hulk combo, almost every other stax piece actually helps the flash hulk player, because it lowers interaction from other players and allows them to combo in peace. Yes, the stax will hurt the flash hulk player, but its hurting the other players even more. You're creating an advantage for them by deficit, because the deficit is bigger for other players.
- Rule of Law and variants don't hamper the finding or executing of flash hulk
- Sphere of Resistance , Trinisphere , Winter Orb , Static Orb , and similar lower the amount of interaction other players are able to meaningfully hold against the flash hulk. Flash hulk must only assemble 2 mana to execute the combo, so even with tax or slow down pieces it doesn't take long for them to assemble the mana, even under Trinisphere
- Creature wipes or other board wipes don't really slow the flash hulk game plan, unless your wipe is at instant speed. The new fish hulk allows players to hold priority and fully execute the library flip into GY and stack the trigger before passing priority, negating instant speed wipes as a method for interacting
- Grave hate pieces are now irrelevant unless they stop the death trigger, as fish hulk can execute without reliance on GY
- Artifact hate like Stony Silence hits back up lines or fast mana for flash hulk, but doesn't stop the actual hulk
- Handstax are too slow unless you get a great play like Entomb into Reanimate on a Sire Of Insanity . Incremental handstax like Oppression or Necrogen Mists are certainly strong, but don't dump player hands fast enough to fully stop the flash hulk, but they do whittle away interaction from opponents trying to stop flash hulk
There's only a small handful of cards that stop the flash hulk combo outside of counterspells. We're looking at Pithing Needle Phyrexian Revoker or Sorcerous Spyglass naming Nomads en-Kor . There is also tutor hate with Aven Mindcensor or Stranglehold (and Leonin Arbiter , but thats just a delay, not a hard stop). Finally, you have big creature hate effects like Cursed Totem , Linvala, Keeper of Silence , or Suppression Field . Finally, you have creature hate that removes small dorks, like Plague Engineer , Elesh Norn, Grand Cenobite , or Night of Souls' Betrayal
Not all of those pieces are good enough to warrant slotting. Also slotting all of these pieces would lower your card quality significantly, which causes more losses against all decks that AREN'T running hulk (read: the two other players in the pod)
Part of the reason why its such a big slice of the meta and pretty much the deck to beat is because it is highly efficient, there is strong layering, it plays around stax, and the color identity gives it access to big draw engines, the most efficient tutors, and the most efficient removal.
So you land your Linvala against the T&T fishhulk player. All they have to do is continue to draw cards or tutor up a Path to Exile or any other piece of removal before jamming their combo.
Even if you decide to run Extract and pull the hulk from their deck, the deck isn't dead. You can Thrasios + infinite mana (dramatic scepter most likely) as a win-con. You get labman + consult as a wincon. The deck has very good layering. Even when you shut down the primary goal, it has still been advancing towards the second combo too. The Sylvan Library that was played turn 1 is now digging for consult pieces instead of hulk pieces. The tutors can be used to find those pieces instead. The best part, is that the stax pieces which shut off hulk combo don't shut off the other combos, which is why those combos in specific are layered underneath the hulk package.
I'm going to level with you Megalomania. You have told me you play flash hulk. Then you suggest the solution to fish hulk is to build a deck that makes it easier for fish hulk in pods. Then you say you have limited experience, but "just build the right archetype bro". So my question now is, are you just an extremely bad player who bought a $4000 deck, or are you an angle shooting dickhead trying to spread bad information to help avoid a ban for your $4000 deck?
Honestly, I kind of expect both sides out of flash hulk players. While I do suspect you're a competent dickhead spreading bad info, it wouldn't surprise me in the least if you're a dummy who looked up the most popular tier 1 deck and bought it. Either way, I really need you to stop spreading your garbage information by posting. There are already enough bad players on tappedout, we really don't need any more help in that department.
StopShot The effects from Faerie Macabre and Ghost-Lit Raider are activated abilities from a creature, and are thus turned off from Grand Abolisher . Similarly, Simian Spirit Guide is shut off as well. Similarly, Linvala and Cursed Totem also turn off all three of these creature abilities.
Besides that, you do state succinctly why hulk should be banned over flash in response to the article. I agree. Hulk being legal forces specific and jank deckbuilding requirements.
2 weeks ago
GrizzlyAtom: Just wanted to say that I absolutely loved the list! Safe to say you hit the nail on the head on almost all of your choices. However, I do highly recommend you make a couple of changes for the general consistency of the deck.
Seeker of Skybreak : Same thing as before, though considerably weaker since you NEED the dork to be out, so this is a potential dead draw or another 2 drop 1 mana dork.
Krosan Restorer : I get the need to overload the deck with repetitive effects, but this can over saturate your deck with non impactful creatures.
Greenweaver Druid : This is just bad, even with the cost reduction.
Elvish Piper : With the lack of high cmc creatures, this is just a gimmicky card we wish can always run.
Elvish Harbinger : Though being a two thanks to Nylea, top of the deck tutors aren't too great.
Sword of the Paruns ; As you said, 7 mana is too much.
Elvish Guidance / Growing Rites of Itlimoc Flip: I get why you want to run this, but it ain't worth it to run both. I'd drop the Rites over the Guidance, since you can use Arbor Elf on a forest with guidance.
Leyline of Lifeforce : You have enough of this effect, even if this would be super awesome turn 0.
Once Upon a Time : Doesn't scale too well in EDH.
These won't be direct swaps to the cuts and more of a series of cards that you should highly consider as I don't want to cramp your style.
Emergence Zone : Adds the ability to set up OR win on someone elses' turn for a land swap.
Oakhame Adversary : Draw to get your combo pieces and an elf for your count. More often or not a 2 drop in most cEDH metas and a 1 drop in some cases for you.
Runic Armasaur : More draw, draw from fetches and creature based combos.
Seedborn Muse : I know what you're thinking, "I barely have instants". Your commander is an indestructible digger, every turn you'd get to refill your hand.
The Stax pieces: Go for them, you have the outlet in the command zone and you break parity with mana dorks and a cost reducer at the helm. Tangle Wire , Trinisphere . Root Maze , Manglehorn , Collector Ouphe , Null Rod , Winter Orb , Thorn of Amethyst , Sphere of Resistance and maybe Defense Grid are worth it. Hall of Gemstone :Not good because it can lock out interaction that could be needed to stop another player.
Great Oak Guardian : Recognize that your wins are generated by untaps, and an instant speed board untapper is a recipe for success. It can also save your field from damage wipes and goes infinite with Temur Sabertooth . Also makes Tooth and Nail better.
Carpet of Flowers : Ridiculous ramp, 100% must.
Beast Within : Catch-all removal in monogreen. Definitely a staple.
I hope this helps, I love the deck, will be keeping up with it. Final recommendation would be to use a similar categorization that I used in Yeva for your list as it helps you visualize your deck based off function and see where it is lacking.
1 month ago
Consider replacing your big beefer stuff with more small utility stuff and upping the wipes. Small red creature blasts like Pyroclasm Whipflare and Sweltering Suns will massively slow down any decks relying on dorks to supply mana and kill weak commanders. I'd also recommend peeking Open the Armory for some nice early tutors, and Sigarda's Aid + Hammer of Nazahn for free equips. Additional pieces to slow other decks will help you leverage more swings, so consider slowdown pieces like Smoke Tangle Wire Eidolon of Rhetoric Oppression Trinisphere .
I'd cut almost all your creatures 5 CMC or above except possibly Avacyn and Massacre wurm and Aurelia.
2 months ago
I knew I was forgetting something! I have a Flagstones copy at home that'll get shuffled in soon, haha. Thank you for reminding me of that Card! Glowrider is fine, but we certainly have enough Taxes within the list currently... It came down to Vryn or Glow for me and I took the flyer. You can swap Ravages of War for Balancing Act as an alternative Wrath (one I'm trying to squeeze in) which cuts the cost by $100 and certain Rocks could be taken out for less efficient ones... Sub $500 may be difficult, as Cards like Humility and Trinisphere are a must, but they can sub out for alternative Stax elements. Yes! Anje gets hit pretty hard from this list, haha. Suppression Field is a gross one.
2 months ago
This entire list reeks of win more to me.
When you get the Karn Lattice lock on the battlefield, you can win by attacking with 1 point of dmg every turn until they concede because they can't do anything against you. Forces don't work because of Lattice turning all colored cards into colorless, lands can't be tapped, walker abilities can't be used - how can you lose with the Lattice lock on the battlefield unless you intentionally play into an already on board Collector Ouphe ?
You never ever ever have to activate any one of Memnarch's abilities. Why? Because once you can, that means you already have the Lattice lock on the battlefield, and your opponent will 100% concede before you activate Memnarch once. If you don't have the Lattice lock on the battlefield, Memnarch is pretty much useless, which makes it a win more combo.
2 months ago
Cards to Add: Ensnaring Bridge Bottled Cloister Grand Abolisher Stony Silence Static Orb Hokori, Dust Drinker Torpor Orb Coalition Relic Scroll Rack Mind's Eye Crackdown Austere Command Terminus Worn Powerstone