Urza, Lord High Artificer
Legendary Creature — Human Artificer
When Urza, Lord High Artificer enters the battlefield, create a 0/0 colourless Construct artifact creature token with “This creature gets +1/+1 for each artifact you control.”
Tap an untapped artifact you control: Gain .
: Shuffle your library, then exile the top card. Until end of turn, you may play that card without paying its mana cost.
|Want (3)||Yettii , PELOS_TIZNE , spaceyjdjames|
Printings View all
|Modern Horizons (MH1)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Recommendations View more recommendations
Latest Decks as Commander
Urza, Lord High Artificer Discussion
1 day ago
jconeil1988 good point! I'll probably not run the Foundry/Sword combo in this deck due to this actually. The individual pieces don't warrant inclusion on their own, and I want my commander out as long as possible.
Also, I played my Alela deck for the first time last night!
I played Grand Abolisher, Grand Architect, and Swiftfoot Boots and passed the turn with Urza, Lord High Artificer and Tribute Mage in hand. Next turn I played Tribute Mage, searched for and cast Pili-Pala. Equipped Swiftfoot Boots to give Pili-Pala haste, and made Pili-Pala blue with Grand Architect. Then I made infinite mana, cast Urza, and exiled my entire deck except 3 cards. For free, compliments of Urza's ability, I cast Grim Guardian and then Enchanted Evening, and I cast the rest of my permanent cards exiled with Urza's ability, and played a land to kill everyone else off with Constellation triggers.
Lastly, I also have a small CMC 3 or less enchantments package to tutor with Zur the Enchanter, and will be adding Contamination + Dreadhorde Invasion to combo with the mana rocks already included for the Isochron + Dramatic Reversal.
I thought my lack of focus on either artifacts or enchantments would hurt the deck, but it seems the multiple-prong attack is tough to deal with, and the ability to win out of nowhere all of the sudden is pretty good. Tossing out faerie tokens is a potential aggro win-con and a byproduct of the other strong combos I guess?
I can post a list if anyone would like to brew and compare decklists!
1 week ago
The last few sets have given some very interesting mono-color commanders. Obviously cards like Urza, Lord High Artificer , Yawgmoth, Thran Physician , K'rrik, Son of Yawgmoth , Emry, Lurker of the Loch , and Torbran, Thane of Red Fell are all standouts amidst a sea of Legendary creatures. But I'm a fan of the underdog. So I'm curious how people would build the following if starting from scratch (incl Theros Beyond Death if you'd like) on the following commanders: Massacre Girl , Fblthp, the Lost , Sephara, Sky's Blade , Gargos, Vicious Watcher , or Neheb, Dreadhorde Champion .
I'm curious to see what people come up with!
1 week ago
Well, you are running a bunch of eldrazi and mycosynth lattice/darksteel forge/vandalblast combo in a mostly artifact deck. No wonder you are seen as a threat. It looks like a fun deck if you can get it going. Maybe more mana rocks could help smoothen out your games. Izzet Signet , Mind Stone , Star Compass , Wayfarer's Bauble , Sky Diamond , Solemn Simulacrum , Fire Diamond and Firemind Vessel are all pretty good options.
Also if you are running big things you might need some ways to cheat them into play. I like to run Thran Temporal Gateway , Planar Bridge and Master Transmuter to help cheat my big stuff into play. Master Transmuter also offers some protection shenanigans. You can activate it to return an artifact that's about to be destroyed or exiled back to your hand. Thran Temporal Gateway's activation protects spells from counters unless it's a Disallow .
This is a pretty artifact heavy deck, Daretti, Scrap Savant might be good here. Also as you are running so many strong cards, you might as well run Urza, Lord High Artificer . Turn all your artifacts into mana and you'll be able to play all those bombs no problem.
This is just my opinion. These colors are hard to ramp with but I find that putting in a bunch of mana rocks work as a pretty good substitute. If you can get like 5-8 mana rocks or more stuff like your Burnished Hart or the stuff I mentioned above, your games might end up running a little bit smoother. Either way good luck on your deck!!
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 .
2 weeks ago
However, I highly recommend Mirrormade for this list. Much more shenanigans can be had with it included.
2 weeks ago
Looking for any suggestions to adjust the power level of this card. I'd like it to be on par with someone like Urza, Lord High Artificer .
Legendary Creature - Merfolk Artificer
Artifacts you control have Flow.
(Exile cards off the top of your library equal to the converted mana cost of the spell cast. You may put one of those cards into your hand and the rest on the bottom in any order.)
For each artifact revealed this way, add a torrent counter.
Remove a torrent counter, choose one:
-Untap Target artifact
-Tap Target artifact
-Draw a card
You may remove 3 torrent counters for each turn cycle.
Any and all suggestions welcome. Just looking to make something fun and interesting.
EDIT: -Removed green from cmc as I felt that the abilities of the card filled no criteria for it be in the color pie. -Removed Cascade and added in a custom keyword Flow. Not sure if something like this exists as I'm still fairly new to the game.
2 weeks ago
3 weeks ago
I think you may be misunderstanding how regeneration works. Regenerating a creature means that the next time it would be destroyed instead you remove it from combat, remove all damage marked on it and tap it. Regeneration does not return a creature from the graveyard to the battlefield and it does not prevent sacrifices.
701.14a If the effect of a resolving spell or ability regenerates a permanent, it creates a replacement effect that protects the permanent the next time it would be destroyed this turn. In this case, “Regenerate [permanent]” means “The next time [permanent] would be destroyed this turn, instead remove all damage marked on it and tap it. If it’s an attacking or blocking creature, remove it from combat.”