Arcane Laboratory

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Legality

Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Penny Dreadful Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal

Arcane Laboratory

Enchantment

Each player can't cast more than one spell each turn.

DreadKhan on Utopian Prosperity

6 months ago

Luminarch Ascension definitely can attract attention when you play it, you either need to be in a pillowfort or have a wide board already. It makes lots of sense in a White deck that doesn't play a lot of other flyers, and would love to have access to some mid/late game, and expects to be able to block/be a bad player to swing at for whatever reason. In a deck where you already have a flyer on board usually (and possibly others as well), Ascension looks a little worse, but it also means you are more likely to be able to stop flying attackers to help get counters on Ascension. My solution is to run it in a deck where you have lots of support for it, I run it in Zur, where I put it in because he could fetch it, but found I liked drawing into it (especially early) a great deal. I'll list some stuff that can help it out below, first some 'fun' stuff, and second a bit of 'deeply unfun Stax' stuff, I'm not sure what you play against/people will tolerate.

Stuff like Archon of Emeria or Eidolon of Rhetoric (or even Rule of Law or Arcane Laboratory, or Deafening Silence or Ethersworn Canonist) can slow down players' ability to progress their board states, but your Commander comes with a mana sink attached that you can dump mana into. Rule of Law is a funny card, because it's really good in cEDH and against fairly competitive decks that hope to storm off, but vs decks with lots of big spells it can feel pointless, so it's not an especially salty stax piece in Casual play, even if it can be at the highest levels. Anyways, Ascension also likes stuff like this, it provides you with a potentially much stronger outlet for your extra mana, while possibly causing your opponents to waste some every turn due to Rule. Note, if you have Rule out, destroying Ascension will probably use up someone's spell for the turn, which probably will feel pretty bad for them. You could try Sterling Grove, which can find Asension or protect it, depending on the order you draw them. Greater Auramancy also exists, but it's pricey and does only one thing that may or may not matter, great to have both out though.

There are also stronger (and nastier obviously) things you can run like Crackdown, which will seriously hinder combat for anyone not running White creatures, which you (and your angel tokens) could ignore, but I'm not sure if this is appropriate for your power level, just mentioning that nastier stuff exists that make cards like Luminarch Ascension feel much better.

mlequesne on Neon Gitaxias Evangelion [Primer WIP]

11 months ago

I LOVE your deck it is as bastard as it can get :) I was thinking though that Arcane Laboratory doesnt allow you to win by either of your combos.

drummerjosh91 on Jin-Gitaxias helps break friendships

11 months ago

Arcane Laboratory if you wanna be really mean.

legendofa on

1 year ago

Rule of Law and Arcane Laboratory. Ethersworn Canonist limits it to artifacts, and Deafening Silence limits to creatures. Pull of the card database of your choice and search for "can't cast more than one" to get all options.

connor_s on Not Another Zur Deck

1 year ago

DreadKhan I used to have Rule of Law in, but ended cutting it for Arcane Laboratory so it can be pitched to Force of Will more regularly. It can absolutely get in the way of the consultation win, but I play with Ad Nauseam players and it hurts them far more often. I dont know why I never thought of copying Helm of Obedience . Maybe ill put Mirrormade back in.

I dont think I've ever even seen Web of Inertia . Worth considering for sure.

In my playgroup, I have a hard time winning through voltron. I took All That Glitters out, but with more copy enchantment/artifact effects, it would be worth including again

Thank you for your suggestions!

iplayBANJO on Prototype Control

1 year ago

If you're playing a very heavy control theme in commander your win condition is going to probably be a game lock. There are a few different kinds of those. Hard locks will literally stop your opponents from being able to play the game at all. You accomplish this by setting up a situation where they can't cast spells, they can't untap, or they can't generate mana. Soft locks are where you severely diminish an opponents ability to play the game. This is often done by forcing your opponents to discard all of their cards.

The hard locks I would suggest with this are the Karn lock and the Knowledge Pool lock. The Karn lock is very specifically Karn, the Great Creator + Mycosynth Lattice . Your opponents can't activate any abilities of permanents on the battlefield. This means that opponents can't tap anything for mana. The cards are also useful to you individually because Karn, the Great Creator stops opponents from using mana rocks and Mycosynth Lattice helps you cast opponent's spells by allowing you to spend your mana as though it were any color.

The Knowledge Pool lock has only one required card. Knowledge Pool exiles every spell that any player casts from their hand. Players can then cast a spell from the previously exiled cards. This means that a player must cast two spells for anything to resolve. Rule of Law prevents casting any spell after the first spell. Effectively this means to no one can play spells from their hands. But you can cast cards from other players hands if you have Sen Triplets out. This is also true for Arcane Laboratory , Eidolon of Rhetoric , Archon of Emeria , Drannith Magistrate , Teferi, Time Raveler and Ethersworn Canonist to an extent. All of those cards, are also things you use to limit the amount of actions other players can take as a part of your control strategy.

The soft locks all involve preventing players from drawing cards. Narset, Parter of Veils , Hullbreacher , Alms Collector , and Notion Thief . All of these prevent opponents from drawing cards to some extent, which benefits your control plan. The lock is formed when you have one of those pieces out and you cast a spell like Windfall , which makes everyone discard their hand and draw new cards. But they can't, so only you draw new cards. Cards like Windfall are also very strong as they allow you to refill your hand. Similar cards are Echo of Eons , Day's Undoing , Jace's Archivist , Time Reversal , Commit / Memory (Probably pick two or three, not all of them).

You could also use the Laboratory Maniac combos as a win condition, since you are in the right colors for it. It's probably the most common win condition in high powered competitive decks. The way it works is you draw through your entire deck while Laboratory Maniac or Jace, Wielder of Mysteries are on the board then you attempt to draw a card and you win. Similarly, you can draw through your entire deck and then play Thassa's Oracle . The ways you "draw" through your deck are either Tainted Pact , Demonic Consultation , or Doomsday . Because they are common competitive win conditions, some of those pieces are expensive.

Allow me to advise you on getting to these win conditions though. You can tutor for these pieces with Vampiric Tutor , Enlightened Tutor , Demonic Tutor , or similar cards; but you probably would rather draw into them because that also gets you your control cards. Two cards that are surprisingly good for this are Ad Nauseam and Peer into the Abyss . You have to keep the mana cost of spells very low for Ad Nauseam, but it's worth it especially because it was reprinted recently and is only a few dollars I think.

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