Arcane Laboratory

Arcane Laboratory

Enchantment

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

Latest Decks as Commander

Arcane Laboratory Discussion

connor_s on Not Another Zur Deck

5 months 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

5 months 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.

Keqing420 on Absolute Control

8 months ago

Arcane Laboratory and Erayo, Soratami Ascendant  Flip. wouldn't recommend building any sort of prison deck though unless you really want to lose friends. they're not fun to play against because nobody likes not playing magic while they play magic. former friend of mine used to play the aforementioned erayo lockdown during casual games, and the group unanimously banned the combo.

Spell_Slam on EVERYONE LOVES TO DRAW

11 months ago

Arcane Laboratory seems like it would work quite well, since it will keep your opponent's hands full, slow them down and force them to discard to hand size, which works with your cards like Raider's Wake and Nath.

Darigaaz, the Igniter could be a cool way to deal tons of damage.

Dreamborn Muse could easily mill opponents by 10 or more every turn.

Jace's Archivist lets you Windfall every turn.

Multani, Maro-Sorcerer seems like a perfect fit for your deck.

Meishin, the Mind Cage can make pretty much any creature useless at attacking.

Nightmare Unmaking seems like a decent boardwipe that you could control to some degree.

Price of Knowledge could be a cool way to deal tons of damage.

Realm Seekers will usually be huge and provide you with as much ramp as you'll ever need.

Sword of War and Peace is amazing, but is even better in your deck.

Vicious Shadows can combo with a board wipe to kill a whole table at once.

RNR_Gaming on Nekusar Has Heelies

11 months ago

notion theif (I'd mainboard it always if the group I'm playing with aren't hard core casuals) and Arcane Laboratory put such a damper on everyone's day :)

Snake_Oil on Going about building a RE …

11 months ago

Black also has a lot of disease/plague effects, so along with Zombies you're solid.

Adding Blue opens you up to Laboratory style cards like Arcane Laboratory, Laboratory Maniac and Laboratory Brute.

Blue/Black gives you a few good commander options too, the best to my mind being Gisa and Geralf -- You can cast a zombie from the grave each of your turns and you could say they're like The Ashford Twins (minus the weirdness and plus the good-natured antagonism). Grimgrin, Corpse-Born is also a good card just in the deck, a big Tyrant style zombie albeit with a setback.

You could add mutate creatures in like Dirge Bat and Insatiable Hemophage but it's a really shallow pool and mechanic, you're better off focusing on zombie synergies.

But, for some real fun, look to equipment with Living Weapon like Batterskull, Lashwrithe, Scytheclaw and Skinwing -- Equipments that have that bioweapon vibe on top of creating germ tokens to act as your T/G Virus!

Hope this gives you some ideas!

0rc on Augustin STAX EDH

1 year ago

In order of importance: Sphere of Resistance Drannith Magistrate\Lavinia, Azorius Renegade, Frozen Aether, Arcane Laboratory, Rule of Law, Hannah, Ship's Navigator. Dream Trawler would be a fun addition as he serves triple duty as an evasive beatstick blocker that produces great card draw. I’m concerned that consecrated Sphinx will fill our hand too quickly given the grinding-halt board state we intend to produce. We need to dramatically reduce the number of creatures. We should take out Thalia as she’s better for creature-based strategies (such as Derevi) and is counterproductive to enchantment and artifact based strategies. We could remove world queller, Teferi (I know, it hurts!), Vedalken mastermind, and Elesh Norn (yes, that’s rough). We need far more countermagic to protect our oppressive board state. I recommend Dovin's Veto, Miscast, Force Spike, Spell Pierce, Mana Tithe (is amazing because it’s off color) and last but not least Disrupt. You could replace some of your counters with these and you will be satisfied because of their synergy with a stax build. Just be sure to know exactly how much open mana your opponent have at all times. We need to devise a secondary win con (stax struggles with this so be creative). Good luck.

Oof_Magic on A Quest for Power: Unrestricting …

1 year ago

Caerwyn I don’t care about what Wizards does or supports. I’ve been off of them for a long time now.

You told me not to be nebulous about my choice so we could avoid the ‘bad matchup argument’. It sounds like I’m getting the bad matchup argument. So you’re saying a deck with maindeck Leyline performed well against the collab? You can say that the Storm deck would get enchantment removal but if you want to speculate about having cards in hand like Daveslab2022 about forcing Lavinia, well the enchantment deck can back up Leyline with Deafening Silence and Arcane Laboratory, along with its own counters. So it seems the enchantment hate plan would need testing. Especially considering the effect on consistency vs redundancy. Can mulliganing down to your enchantment hate fight the redundancy of hate (and counters) from the enchantments?

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