Ugin, the Ineffable

Ugin, the Ineffable

Legendary Planeswalker — Ugin

Colorless Spells you cast cost less to cast.

+1: Exile the top card of your library face down and look at it. Create a 2/2 colorless Spirit creature token. When that token leaves the battlefield, put the exiled card into your hand.

-3: Destroy target permanent that's one or more colors.

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Trade

Have (3) kpral , Taki117 , orzhov_is_relatively_okay819
Want (3) Rabu , tempDevelopper , EldraziOver-user

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Set Rarity
War of the Spark (WAR) Rare

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Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Standard Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Latest Decks as Commander

Ugin, the Ineffable Discussion

Profet93 on Live to Die

4 days ago

Welcome to Magic the Gathering, where magical ..... well, you know Btw. The strategy you are reffering to is known as Aristocrats.

Rings of Brighthearth - Synergizes with your commander. If you are were to add fetchlands (lands which grab other basic lands from the deck) such as Prismatic Vista, Verdant Catacombs and others, you can get 2 lands for each fetchland by using rings. You sacrifice the fetchland putting the ability on the stack, then pay 2 mana and copy the ability with rings.

Urborg, Tomb of Yawgmoth - Makes all of your lands, including itself swamps. The reason for this is mainly to help you ramp with Cabal Coffers

Imp's Mischief - This card does a lot of 2 mana. Lots of spells in MTG target. Removal such as Path to Exile, draw spells like Overflowing Insight, extra turns like Time Warp and even Counterspells target. A cool thing you can do aside from redirecting a spell that has 1 target is the following..... You cast your commander, they cast Counterspell, targetting your commander. You then cast imp's mischief, changing the target of the counterspell to imp's mischief. Imp's mischief resolves. Counterspell tries to resolve and counter imp's mischief but because it is removed from the stack, the counterspell does nothing. Then your commander resolves. Very useful card! Do not overlook it!

I see you already have some decent tutors which is good. Tutors ensure consistency, help you get a combo like Exquisite Blood and Sanguine Bond. They also help you get whatever you need when you need it, it is black's greatest strength in EDH. Now to discuss weaknesses.....

Black has almost no way to get rid of artifacts and enchantments. If an opponent plays Rest in Peace or something similar, you will find yourself in a tough position. As such, having cards such as Blast Zone, Karn Liberated, Ugin, the Spirit Dragon, Ugin, the Ineffable, Meteor Golem, Ratchet Bomb, Lux Cannon and others can be extremely useful.

I don't know what your meta (the group of people you play with) are like and how powerful their decks are, this seems pretty casual. There are lots of cuts and many more cards you can add depending on what you're going for exactly. If you want ideas of other cards to add and/or what to cut, let me know. Mono black EDH is my favorite.

ZendikariWol on austintayshus

1 week ago

I would argue that

Ugin, the Ineffable ’s ability is exactly as white as it needs to be; colorless.

Bag of Holding is looting- an effect usually reserved for artifacts, red, and blue.

The “Minority Report” sort of hand-detainment effects are undeniably black/white or blue/white in terms of flavor. You need to either be able to rationalize your way around the moral ambiguity or just not care.

austintayshus on austintayshus

1 week ago

ZendikariWol Well, again putting Ugin, the Ineffable 's +1 on another card would be a good start. It allows white to go wide and not get blown out from removal. I would def keep this effect to one-off cards, probably instants and sorceries. Maybe an enchantment or planeswalker or something if it came at an appropriately high cost.

More effects like Mentor of the Meek and Inspiring Commander, but I doubt WOTC will actually do that. They're definitely never going to print IC because they didn't even design it.

Bag of Holding has some good ideas as well. I think this could be turned into a white specific artifact/enchantment.

Alms Collector is also a fun idea. It's taxing and can draw you cards. Maybe a few more cards like that, preferably at lower costs.

This might be a bit controversial, but I think white could play around with discard a little bit too. Perhaps a card like Oblivion Ring that makes opponents exile a card from their hand under the ring instead of a permanent.

austintayshus on austintayshus

1 week ago

ZendikariWol I understand that each color has its strengths and weaknesses. What I don't understand is why White's weaknesses are fundimentally important parts of the game that each other color has access to.

Green has the best ramp, I would also argue that it has the second best card draw. It is tied to creatures and lands, but that is barely a drawback.

Red can draw card by discarding first, but red also has many 'temporary' card draw effects like Light Up the Stage . Red also has plenty of ramp through ritual effects.

Black can definitely draw cards and ramp, usually at the cost of paying life. But over the years magic has definitely proven that life is a very small price to pay.

Blue has the best card draw. Blue also has access some to ramp. Some of it is tied to artifacts like Grand Architect and Urza, Lord High Artificer . They also have effects that can untap permenents like Fatestitcher and even more if you count cards like Rewind . It's not the best ramp, but it is there.

And now white. White's best card draw spells are Dawn of Hope , Mesa Enchantress and Mentor of the Meek . Those are good cards, but must be built around. These cards probably shouldn't be in the same deck together. Knight of the White Orchid and Kor Cartographer are white's best ramp spells and they are not great.

This is why White is not doing well in commander.

The only reason anyone ever gives as to why White can't draw or ramp is 'Color Pie'. A few years ago, Red couldn't draw either except through rummaging. Then WOTC introduced Commune with Lava in Khans block (I believe this was the first effect of its kind, I could be wrong). It immediately opened up a new avenue for red to gain card advantage without breaking the color pie and has since been well supported. Red is still a very aggressive color that wants to win quickly, but they now have to tools to compte in longer formats like commander.

There is a way to allow white the tools to compete with the other colors that doesn't break the color pie. Again, I think Ugin, the Ineffable 's +1 ability feels very white and could be a route to fix this problem. And if WOTC still doesn't want to do that, then they need to give White more stax effects like Spirit of the Labyrinth .

austintayshus on Card creation challenge

2 weeks ago

I def agree that this is not the place for this discussion haha. I feel that I am not communicating effectively. It's 1 am where I am and I'm very tired lol.

I didn't mean to say that white has bad removal. It does have access to the best removal, I was wrong there. I just want better card draw in white. Not necessarily amazing card draw, but better than what it has now. I think white would benefit greatly from an effect similar to Ugin, the Ineffable 's +1 ability while still feeling very white. If red can get a bunch of Light Up the Stage effects while still being the aggro color, then white should get something similar.

And that's the last I'll say on this.

TheMazter13 on Atraxa Super Friends

2 weeks ago

I'd say pick better friends. When judging a planeswalker in other decks, you mainly look at the first 2 abilities and judge how protected a planeswalker is after Plus-ing or how vulnerable they are after Minus-ing and how planeswalkers can protect themselves.

Let's look at how we usually evaluate planeswalkers. Garruk, Cursed Huntsman . 5 Loyalty > Pretty Good Body that can take a bit of damage. A 0 ability isn't the best, but it makes blockers that your opponents don't want to attack into because Garruk gets bigger. -3 kills any attackers while also drawing a card. -6 Win the game with Combat Damage. We're usually going to be looking at the first and second abilities, however, as it can't be easy in all situations to get to -6

Not in Atraxa though.

The amount of loyalty that a planeswalker can get in one turn is much higher than normal, so we instead look at the Ultimates and the Second abilities mainly. A planeswalker in this deck can minus all the way and still live and generate value. Therefore, we play planeswalkers that are stronger in a vacuum

Sure, Kiora or Ajani, the Greathearted are great with creatures on the board and things to interact with, but on their own, they don't go anywhere. On the other hand, a planeswalker like Venser or Teferi may be hard to get to ultimate in a normal game but is almost a guarantee in an Atraxa deck.

For most decks, you look at how averagely the planeswalker does. For example, Jace, the Mind Sculptor . Maybe, in a game, you bounce a few things, brainstorm a couple of times, and start to fateseal. However, Jace's ultimate is very hard to get just by using his +2, so very rarely would we base his power just off that. But in Atraxa, with added proliferate, we can easily get the ultimate for Jace and basically win on the spot.

PLANESWALKERS

Ajani, Caller of the Pride - What creatures? Atraxa maybe, but what creatures will you have early in the game? 1/10

Ajani, Mentor of Heroes - Pretty OK in that it can dig for more planeswalkers. Don't play it for the Counters, you have very few creatures. Gain 100 Life would be used as a panic button, not something you should try to get to, just keep using his second ability until you find better planeswalkers. 5/10

Ajani, the Greathearted - Puts loyalty counters on things. Gives creatures vigilance, which makes them able to block and protect the planeswalkers, but there are few creatures here that block well. 6/10

Ajani Unyielding - Getting to swords something every turn is very powerful, and he digs for more planeswalker. 8/10

Ashiok, Dream Render - Why? Bojuka Bog and Scavenging Ooze are both on color here? As is Aven Mindcensor , which, if you're looking at that static ability, is WAY better because the bird can attack and has flash. It may look worse because it still lets them look at the top 4, but this is 100 card singleton, your opponents never get what they wanted. Also, the flash is super relevant because, against Ashiok, people just hold their tutors until Ashiok is gone, but the bird can come unexpectedly, basically nullifying at least 1 tutor 1/10

Jace, Arcane Strategist - Draws 1 card, but for 6 mana. Can't put counters on creatures you don't have. 1/10

Jace, Unraveler of Secrets - First ability is already good, the second one can make for some pretty good locks, and the ultimate really stalls the game and lets your other planeswalkers build loyalty. 8/10

Jace, Wielder of Mysteries - Drawing 7 cards makes for a pretty good ultimate, even if he's a little hard to cast on turn 4. Very possible to draw 7. 7/10

Kiora, Behemoth Beckoner - doesn't do anything. All your lands tap for 1 mana, don't even have Thran Dynamo or Gilded Lotus , and no big tap abilities that I see. 0/10

Liliana of the Dark Realms - The worst Liliana. It doesn't do enough since everything is tied to your Swamps. Sure with Urborg, it's good, but 1 in 98 (You can't fetch Urborg because in your library it isn't a Swamp). Play Liliana, the Last Hope because EMBLEM. 1/10

Mu Yanling - The only real good thing is the minus because you only have 2 haymakers that would want to attack. The Ultimate would be good in a creature in a creature deck because it lets you attack without blockers, but this isn't a creature deck. Also, your proliferate is not fast enough to keep up with -3 every turn. Mu Yanling, Sky Dancer is cheaper and protects herself while providing extreme endgame value. 4/10

Sorin Markov - "Oops you're dead". Sorin will always -3 on the turn he comes in obviously. However, with enough proliferate, you can Mind Slaver eventually after that. As your opponent tries to claw back, you'll be able to waste all their work. 8/10

Teferi, Temporal Archmage - Pretty good Ultimate with some card selection thrown in. 8/10

Ugin, the Ineffable - Most of your colorless spells are Ramp so static is kinda a meh. However, having played Ugin Jr., the manifest ability is quite good and provides a more interesting form of card advantage. Also, in this deck, you'll be using the -3 a lot more. 8.5/10

Ugin, the Spirit Dragon - The perfect planeswalker for this deck. A powerful ultimate that usually take ~3-4 turns can be done in 2 and can put more planeswalkers into play. 10/10

Venser, the Sojourner - Don't know what you'll be flickering, but it can just be anything for value and still probably be good. Extremely powerful ultimate; wins games. 9/10

Vraska the Unseen - Controls the board and, in this deck, wins the game a lot faster. Versatile removal with the -3, which can be used a lot more often. 9/10

In general, I don't think you have enough proliferate. You have 3 spells with the word proliferate and one of them is Atraxa. You do have a lot of cards that would work great with more proliferate that aren't planeswalkers. Doubling Season, Blightsteel, and Shalai would all work super well with more repeatable proliferate. As with most tribal decks (This is sort of just Planeswalker Tribal), you do need to find the balance between Creatures of the tribe and Tribal Boosters. For example, why play Rhystic Study or Enlightened Tutor when you can just play another Planeswalker or Proliferate card. These cards are there specifically for value, but the Planeswalkers and Proliferate cards are your value engines.

Planeswalkers are very powerful, which is why Atraxa is one of the most popular Commanders, so play more of them. Will Kenrith for value, Tamiyo, Field Researcher for value, Teferi, Hero of Dominaria for more value. Take a look at these planeswalkers to see what to play. These planeswalkers by themselves are incredible and win can easily win games. However, with Atraxa, things get even better

Suns_Champion on OH LORD JESUS IT'S A FIRE! | Neheb EDH | PRIMER

2 weeks ago

thijmnesoy Thanks friend! I'm glad you like the deck, let me know if you test it out!

Driemer84 yeah Tectonic Giant is a gift from the gods, I was so excited when I saw it. Hoping for more goodies from Theros! But maybe that's pushing it lol!

Everyone, I'm looking to add the following cards soon:

And maybe Kozilek if I can trade for him. Cut suggestions appreciated!

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