Urza's Saga

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Urza's Saga

Enchantment Land — Urza's Saga

(As this Saga enters the battlefield and after your draw step, put a lore counter on this and activate and/or enable the ability of tied to the required number of counters. Sacrifice this after you put the third lore counter on this.)

: This gains ": Add ."

: This gains ", : Create a 0/0 colourless Construct artifact creature token with "This creature gets +1/+1 for each artifact you control.""

: Search your library for an artifact card with mana cost or , put it onto the battlefield, then shuffle. (Lands do not have a mana cost, not a mana cost of , thus it cannot be searched for this way.)

_AoxomoxoA_ on Veni, Vidi, Vici

6 days ago

10/24/24 Revisions

Why?

A bit of a fast follow-up here, I know. While I liked where the deck was at, I couldn't help but notice that it was still far too slow. Sure, when you get to turn 7 or so, the deck was able to start pumping out, but those first turns were grueling. Essentially having 0 ways to cheat for extra mana put me far behind any deck that is even slightly competitive. So, this change was hard to make, but definitely feeds the machine of progress through the entirety of the game. Reducing the CMC of the deck with the removal of certain high-cost low value cards will ensure a better early game while not damaging the late game potential too much. One of my favorite parts of this deck is how resistant it is to being board wiped, and I think this has improved that, instead of spending an entire turn to play a 6-cost card like Elspeth, only for her to be killed the next turn I can spend my turns playing more combo pieces and not have a large cost card that's dead in hand.

Captain of the Watch: 6 Mana to create 3 tokens, plus vigilance and +1/+1. Personally I think the card is pretty good, but in White it's very slow for a mid payout. In this deck +1/+1 and Vigilance isn't nearly the game changer it would be if it were in a deck that only cares about swinging

Colonel Autumn: While his Exploit ability is pretty good, especially with the amount of legendaries in this deck, it's still not good enough and it's another case of the actual damage done during my attack phase doesn't matter nearly as much as the triggers I get off the phase

Talisman of Conviction: Replaced by Moxes, I like the Talismans but too slow compared to the 0-cost moxes

Talisman of Hierarchy: Replaced by Moxes, I like the Talismans but too slow compared to the 0-cost moxes

Talisman of Indulgence: Replaced by Moxes, I like the Talismans but too slow compared to the 0-cost moxes

Evolving Wilds: Not terrible, but there's better options. Takes 1 turn to be usable.

Myriad Landscape: You get to waste 2 turns AND spend 3 mana to get 2 tapped lands. Not ideal.

Intangible Virtue: Similar to Autumn and Captain of the Watch, at this point I care much less about the damage dealt by the tokens and more about their usability in triggers

Elspeth, Sun's Champion: 6 mana chonker for either 3 tokens, or 1/2 of an Austere Command. If she lives it's great, but she's a pretty big target for elimination. I like her, but once again, too slow and too risky to dump 6 mana into

Keeper of the Accord: I have 4 basic plains in the deck, and I almost never have less creatures than everyone else. If this card needs to come out, I have probably already lost the game and am far behind.

MacCready, Lamplight Mayor: This kind of hurts to remove. MacCready is super interesting in the deck and gets a good amount of damage to sneak through, but at the late game, most of my tokens are too big for his ability to use.

Commander Mustard: He provides WAYYY more value than Captain of the Watch in the form of trample and haste, as well as he costs 1 less than it, is a human soldier and his 2nd ability is very synergystic with the rest of the deck, even for 4 mana. Basically he provides two triggers of impact tremors when I swing out, giving my tokens more value

Priest of Forgotten Gods: This card is actually kind of busted. Forcing enemies to sacrifice creatures gets around indestructable, or big boys, pings their face for 2 damage, free mana, and card draw. All of this for a two cost card and sacrificing 2 creatures. Actually kind of insane to have all of these effects for 2 1/1 tokens.

Jeska's Will: Free mana is exactly what I was looking for. Against a deck that uses thought vessel, or reliquary tower, ad nauseum, ect... just any deck that draws cards easily (90% of decks especially with the One Ring still unbanned), this will work wonders for my X-cost cards, or just getting some of the bigger boys out.

Chrome Mox: Better Talisman IMO

Mox Amber: Almost all of my creatures are legendary, free money. Arcane Signet for 0 mana

Mox Diamond: 0 mana for any color I need every turn

Phyrexian Altar: Essentially just Ashnod's altar

Afterlife Insurance: Amazing protection against boardwipes, or punishing people for blocking me. 2 mana to recover all my tokens

Phyrexian Tower: Exactly what I was looking for, a way to generate more mana than just 1 colored.

Urza's Saga: No brainer, free colorless for 2 turns, then I get a Sol Ring, Mox, Mana Vault. Whatever fits my needs

Prosperous Partnership: 3 mana to generate 2 creature tokens and treasure tokens when I'm not ready to swing with my entire board. Also works well with vigilance!

SlangNTrees13 on Embers of Queen Disa (Best Win Pyro EDH Primer)

1 month ago

You know -nothing-, Urza's Saga is one of the should be an auto-include in any deck that runs Mana Crypt no less just for sol ring as you mentioned. Another I just don't personally play a lot so have slept on here. My question for you, what land would you substitute it for? I really don't want to lose any of my other non-basics...Scavenger Grounds would be my top candidate as its only a rare save your ass if someone else is beating us on the graveyard abilities answer, but the few games I have lost recently were because I was unable to deal with opponents graveyards...Will we be just fine mana fixing wise to take out another swamp so we just running two...I could see that and leaving in Urborg, Tomb of Yawgmoth to help us in that aspect. Or just a straight up Tomb out and Urza in...what do you think?

SufferFromEDHD on Torbran's Goblin Hose

2 months ago

Just spitballing some ideas. Nothing more.

I agree with your card analysis and reasoning. The enchantment is winmore considering Torbran boost. Only card I'm gonna push back on is Aether Vial. This is an aggro deck. It is 1/3 creatures.

5 1-drops

9 2-drops

14 3-drops

Vial's upkeep is a MAY trigger. You keep the charge counters at 1,2 or 3. It guarantees an instant speed, uncounterable creature a turn while allowing you to keep mana open for whatever. I run Urza's Saga in my deck to find it.

SufferFromEDHD on Lier, Disciple of the Drowned

2 months ago

Sorcery: cut none! Solid list of powerful utility.

Instant: cut Divide by Zero, Redirect and Slip Out the Back.

Artifact: cut Grim Monolith (no way to abuse it)

Cut 2 islands for the Sanitarium and Urza's Saga

Murrow on The Brood x Blade (Combo Core)

2 months ago

Vandoren4

No worries for the essay hahaha. I appreciate all of the suggestions and insight. I'm considering Arbor Elf since you've mentioned it. I've built so many variants of this combo already. I have a selesnya build that is using Rosie Cotton of South Lane but I haven't tested it.

As for Endless One and Stonecoil Serpent those are mainly enablers for Glaring Fleshraker. I'm focusing on fleshraker as the main plan/backup plan in conjunction with the Blade of the Bloodchief to hopefully act as a "fair" game plan, while I wait to get off the main combo of the deck. Being able to tutor/dig for the blade with Ancient Stirrings, Urza's Saga, and Malevolent Rumble really appeals to me. That and saga allows me to make something to trigger fleshraker again too.

But your build is quite different then mine and has my mind going in all different directions again! hahaha I love it.

I have a bit of a commander background so I'm honestly looking at Arboreal Grazer and Utopia Sprawl simply as ramp for the deck, but the Arbor Elf really could be a consideration in place of maybe the grazer. I like the grazer because it just needs you to have a forest and another land in hand which is relatively easy. Utopia sprawl, a forest, and arbor elf seems more like waiting for stars to align. That said I haven't played it yet to know how sequencing and everything really plays out in this deck. I'm printing up some proxies now to find out!

Howd your play testing go anyways?

sergiodelrio on Eldrazi Seasons

4 months ago

That's exactly my point tho... any land other than Deserted Temple would provide you with 3 mana total from all land sources on turn 2 as well (*if you play a tap2 land on T1)...

I guess what I'm saying is you could look for replacements of Deserted Temple which add maybe utility or sth else without actually sacrificing anything important here imho. Maybe even go with a split: 1x Gemstone Caverns 2x Cavern of Souls 1x Blast Zone you have many great options actually ... Inventors' Fair, Mutavault.

Sorry if I'm being annoying, that's not my intention, I just feel you're overselling the role of Deserted Temple in this particular deck imho, which I still think is very nice no matter if you keep deserted temple or not.

Cheers!

Niko9 on Skrelv's Toxic Masculinity

4 months ago

Sorry to double post, but I just realized that Umbral Mantle might be fun to play around with here. Not too sure how powerful it will be, but you have lots of options to use an untap.

Also, Urza's Saga and Inventors' Fair seem like they'd be good for finding artifacts

Saljen on Magda of the Maskwood [[Guide]] Updated for DSC

4 months ago

Urza's Saga lets you search out Clown Car by the way, one more redudant way to get a tapper onto the field.

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