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~~~~> So this is the working model of my Mishras Time-Storm, as I call it. I was trying to make a well-rounded deck suited for both Duel Commander, as well as Multiplayer formats like big FFA, King, or Two-Headed Giant. ( Ive even experienced success with this deck in emperor before ) I've been nursing this deck together piece by piece ever since picking up the MTG Novel Artifacts, and read about Urza and Mishra's upbringings, and misadventures. I Had always been a fan of artifact spells, just unsure of how to compose them into a commander deck. Mishra brought it all together for me and despite what people tend to say about him as a commander, I will list my reasons below for feeling quite the opposite. All questions , comments, suggestions are welcome. Thanks in Advance for your time and consideration.

~ Whats in a Name? ~

The deck derives it's name from the standard Mishra stax shenanigans, using cards like Nether Void and Possibility Storm , These cards are epic with this commander, in that they effectively counter the ability to just outright cast spells. Take Nether Void , for example. It globally counters all spells unless the caster of the spell pays (3). Thats fine for Mishra as you let the nether void counter your artifact spell, placing it in the graveyard, then resolve Mishra to retrieve that same artifact spell from the graveyard to play. So its great in one on one, and even better in multiplayer.

Mishra of course doesn't bother worrying about Possibility Storm either. In fact, There is nothing that Mishra combo's better with. For most other players, once this card hits the field they lose some color in the face. Not being able to directly cast spells makes it hard for some to remove the permanent or use any spells in hand at all, so they have to ditch their whole game-plan and hope for a decent top-deck. But, when Mishra sees you cast an artifact, as his ability triggers also when you cast an artifact spell, you let storm resolve then reveal a free artifact from the top of your library and put it right onto the battlefield, after which resolving Mishra's trigger, you can grab the original artifact spell you cast from the bottom of your library and put that into play as well... which means that a Mox Opal can easily summon a Blightsteel Colossus from out of nowhere, and still get the mox drop.

This deck also derives it's name from having provided itself with a few ways to take extra turns with cards like : Lighthouse Chronologist & Ral Zarek, and in some cases effectively take infinite extra turns, With combos like: Thopter Assembly + Time Sieve , Academy Ruins + Mindslaver , or Aggravated Assault + Sword of Feast and Famine .

Hence; Time-Storm,

I also feel that this matches Mishra, Artificer Prodigy 's flavor text, quite well.

Mishra is wonderful for getting to cast artifact spells right through a counterspell as well. Any time something counters your artifact spells, be it spell or ability, you can just go grab the spell from whatever zone it entered, and put it into play. This is, in my opinion, one of the best reasons to run Mishra with an artifact deck.

~The Ramp~

The ramp in this deck is unholy in some games. I cant tell you how many games ive gotten 10+ mana by turn 3 or 4 . And mana aside, it's even nicer when you don't need the mana at all, since its all synergy. We use our mana rocks like Thran Dynamo , Gilded Lotus, Chromatic Lantern, Mox Opal, Metalworker , etc, copy them with a Sculpting Steel , or Phyrexian Metamorph and quick ramp to use our tutors ie:Demonic Tutor or Fabricate, to put fetch-n-play types like Kuldotha Forgemaster, Arcum Dagsson or Reshape to hand as we need them. The deck is equipped with 2 infinite mana combos, Grand Architect+Pili-Pala, and Basalt Monolith + Rings of Brighthearth

~Protection & Removal~

This deck also is equipped with Eldrazi titans for mill protection, cost reducers/tutors , Eye of Ugin & Conduit of Ruin, they generally sit well with the artifact colorless synergy when you slam some heavy removal like Ugin, the Spirit Dragon , All Is Dust , or use Spreading Plague to turn Mishra into a Grixis board-wipe and have your opponents blow their own fields up in frustration. Other removal considerations like Capsize, Cyclonic Rift, Steel Hellkite, and the ' Mycosynth Lattice & Hurkyl's Recall ' combo, allow you to get rid of anything that your opponents may have managed to play through Possibility Storm and Nether Void .

Building a safe-space for Mishra to assemble his combo win-cons is not always easy to do, so with the ramp, global casting control, removal, and tutors we have stacked up in defence, we also look into protecting the precious cargo that is our board-state, Especially with how big on permanents this Mishra build is.

Combo pieces are good to have in a pinch or in a multiplayer game format such as 2-headed giant or King rotations. In order to protect them We have removal-bait like Platinum Angel , Platinum Emperion, but with items like Lightning Greaves or a Darksteel Forge on the field, or bigger, deadlier removal-bait like Kozilek, the Great Distortion who also doubles as a counter-engine, as well as a gut-shot of a Cryptic Command Ive found its pretty decent protection, considering your opponents require an exile spell / ability to get around your board-state, and who knows how they will summon that with a PStorm or a NVoid on the field.

~Win-Cons~

The Deck has afforded itself some convenient 2-card win-cons that are great to fetch in a pinch. Combos to look for are:

Aggravated Assault & Sword of Feast and Famine. Infinite combat phases and post-combat main-phase with land untap trigger.

Thopter Assembly & Time Sieve . Actual Infinite turns, Provided we have mana to cast Thopter Assembly.

Leyline of the Void & Helm of Obedience. Exile your opponents Library by removing their graveyards from the game, and putting cards to exile instead, Then, Challenge them to put even 1 creature in their graveyard with the helm for an instant win on their next draw! This can be an early win-con for the deck as leyline can enter the battlefield turn 0.

Mindslaver & Academy Ruins. Effectively infinite turns, Taking control of opponents turn, then returning it to hand by using Academy Ruins at end of turn.

Blightsteel Colossus & Rogue's PassageNothing says game over like an unblockable 11/11 with infect and indestructible coming at you.

Dust Bowl & Drownyard Temple. Sac DTemple to dust bowl, destroy a land. Return Dtemple to field, Repeat. This early game combo is a for sure lock/out....

Mycosynth Lattice & (Hurkyl's Recall/ or Memnarch/ or Goblin Welder / or Karn, Silver Golem/ Or Tezzeret, Agent of Bolas/ Darksteel Forge, or really anything else you want to do)

Also, since most of these combos are 2-card oriented, Karn Liberated can always (+ability x2 targetting self , then Ult. ) to exile the pieces from your hand and attempt to restart the game with them in play, its a fun way to win!

~In Conclusion~

It is a work in progress, but this is a working version that I have experienced great success with. It is currently French duel commander legal as well as has a sideboard for multiplayer encounters.

Please let me know what you think about this deck, and any suggestions are welcome.

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Date added 7 years
Last updated 7 years
Exclude colors WG
Splash colors BR
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

29 - 1 Mythic Rares

57 - 3 Rares

9 - 1 Uncommons

5 - 0 Commons

Cards 100
Avg. CMC 4.57
Tokens Copy Clone, Thopter 1/1 C, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
Folders EDH decks
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