Blinkmoth Urn

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Dandan Legal
Duel Commander Legal
Highlander Legal
Judge's Tower Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Blinkmoth Urn

Artifact

At the beginning of each player's precombat main phase, if Blinkmoth Urn is untapped, that player gains for each artifact they control.

Profet93 on Kozilek - cEDH

1 month ago

haki2022 +1

Voltaic + rings + Everflowing Chalice (4 counters) =

Scrap Trawler + Myr Retriever + Krark-Clan Ironworks + Sol Ring + Junk Diver - Combo

Scrap Trawler + Sculpting Steel + Krark-Clan Ironworks + Foundry Inspector - Combo

Blinkmoth Urn = Ramp, add Blinkmoth Well to make this asymmetrical + politics (which also is synergy with winter orb)

Karn, Legacy Reforged - Ramp

Have you thought of swapping out Void Winnower for Emrakul, the Promised End? Given you're in colorless, it can be hard to interact with the board at times. Emmy is a powerhouse which can potential be cheaper to cast that Void, not to mention it's potentially high ceiling. To sweeten the pot, Gerrard's Hourglass Pendant is synergy with it and helpful on it's own given your potential for over-extending (assuming no flash enabler).

Phyrexia's Core > Treasure vault(?) - Core acts as a sac outlet to prevent artifact theft, exile and most importantly, remove The One Ring. Ironworks is the only other card that can remove it. Having another card (a land which can be tutored for) is an additional form of redundancy that you might find more useful than treasure vault if you meta is on the more competitive side.

Potential cuts....

  1. Blast Zone - Too slow, especially for potential higher powered or cEDH games.
  2. God-Pharaoh's Statue - Unless you ramp into it, it's not that impactful. Given you already have a lot of redundancy, this is your weakest card in the deck IMO. You could potentially swap it out for another control card such as Ward of Bones but you're better off lowering the avg cmc of the deck.

Very solid deck and low avg cmc, great job

Profet93 on Liberator of Cinnamon Rings

2 months ago

Sanctum of Ugin - Tutor

Eye of Ugin - Tutor + Ramp

Buried Ruin - Recursion

Mystic forge + Sensei's Divining Top + artifact cost reducer = draw your whole deck

Basalt Monolith + forsaken monument =

Rings of Brighthearth + basalt + 2 mana = + top = draw + cast your entire deck

Rings + voltaic key + Everflowing Chalice (4 counters) =

Metal worker + voltaic key + rings =

Scorched Ruins + Rings + Deserted Temple = . Temple has the added benefit of politics or ramp with urza land.

Emrakul, the Promised End + Gerrard's Hourglass Pendant = Strong synergy, each piece is good on it's like (like many of the combos I've listed)

Karn, the Great Creator + lattice = Hard lock

To synergize with darksteel monolith, you could add some flash (which also has the added benefit of limiting your overextension into a boardwipe) such as Vedalken Orrery/Liberator, Urza's Battlethopter/Skittering Cicada

Blinkmoth Well + Blinkmoth Urn = One sided ramp. Well can deal with opposing artifacts and urn always makes you ahead. Should you feel inclined, Winter Orb might be worth it (if you don't like friends) as you can break parity with it. Even if you can't, you use primarily artifact ramp anyways. It can help slow down the faster pace decks.

darkemoji on Titans, The Clean-Up Crew

3 months ago

Profet93

A) Just another mana rock with sub-utility, acting as an equipment mid-to-late game.

B) Considered in the original decklist, however I've been favoring non-basic lands that offer side tech for the deck.

C) Not sure about this one. Nonbo with Abstruse Archaic and our own commander Kozilek, the Great Distortion.

D, E, F, G) Appreciate the thorough evaluation here of Chimil, the Inner Sun. Will play around your other suggestions against counterspells/interaction with Defense Grid and/or Cavern of Souls. For sure, I would consider these cards over Conqueror's Flail.

H) Noted! Might switch The Immortal Sun for Blinkmoth Urn.

I) Metalworker Very good card that ramps hard and can combo off with certain pieces in play. Current decklist runs pretty well without it due to the amount of fast mana, mana rocks, and cost reducers that are already in the deck.

Profet93 on Titans, The Clean-Up Crew

3 months ago

darkemoji

  1. Got you, wasn't sure of intended power level but I saw some combos and thought you might want more. I will say, most people who do play against stax would prefer for that user to have combos to end the game rather than suffer. Nevertheless, noted.
  2. As above
  3. Expedition map could find you blinkmoth well which is nice.
  4. Great
  5. The combo is fun but yes, niche. But Karn himself is great. In EDH, people are bound to have lots of mana rocks. But if it isn't for you, I understand.
  6. Perfect swap

A) What is the purpose of The Irencrag?

B) Darksteel Citadel - Artifact count increase

C) Cursed Totem - Only anti-synergy with one card in your deck and can stop mana dorks and other pesky abilities. Pairs well with torpor orb.

D) Regarding your question if Chimil, the Inner Sun, I suppose it would depend on your meta's amount of blue players. My issue with it is that it, itself can be countered. My other issue is that sometimes there is a card thats 6cmc+ and you lose it because of it. It can produce some value for sure. If you're really worried about blue, then perhaps add some of the following....

E) Cavern of Souls - Easiest solution

F) Conqueror's Flail - Might not be the best but forces interaction pre-combat. Not just anti-blue either.

G) Defense Grid - The least impactful but easiest to use. You only have one instant and you don't need to equip anything.

Do be aware that they can still activate abilities, just not cast spells. Cursed totem could fix that of course, just worth mentioning. I love your numbering system, great job.

Other cards in your maybeboard worth including are....

H) Blinkmoth Urn - Synergy with blinkmoth well and will always put you ahead of everyone else.

I) Metalworker - Assuming this is due to $ or power limiting reasons?

SufferFromEDHD on The H. P. Lovecraft Horror Show

9 months ago

One last thing to consider: Blinkmoth Urn for ramp and Blinkmoth Well to shut it off on your opponents turn.

MrHighscore on Annihilate with Rocks

9 months ago

@Profet93 I had a couple of games with this deck on friday, and I won both of them. Opponents simply did not draw enough answers. Had lot's of fun card in play in both games (e.g., Blinkmoth Urn, Darksteel Monolith, Mirage Mirror, and Planar Bridge). Even with lots of artifact removal in the second game, I was able to hold my ground and kill them with annihilation. In first game I got 8+ permanents from It That Betrays ;-)

I played Artisan of Kozilek in both games without getting anything from the graveyard, so think I might be ready to swap it for Ulamog, the Ceaseless Hunger.

Cheers

MrHighscore on Annihilate with Rocks

9 months ago

Profet93 thanks for the feedback and valued suggestions!

Sensei's Divining Top, Voltaic Key and Liberator, Urza's Battlethopter were actually the last cuts I made before publishing this edition.

Just for me - and any readers - sanity, I'll summarize here.

I already have the following pieces in the deck

You are suggesting I add

  1. Sensei's Divining Top (+2 powerful combos).
    1. combo 1: Mystic Forge + Sensei's Divining Top + Ugin, the Ineffable : As much draw as I want
    2. combo 2: Basalt Monolith + Rings of Brighthearth + Sensei's Divining Top : As much draw as I want
    3. combo 3: Great for finding the right CMC card to sink into Kozilek, the Great Distortion's counter ability. This was my initial thought for short-listing it
  2. Voltaic Key (+2 combos).
    1. combo 1: Everflowing Chalice + Rings of Brighthearth + Voltaic Key (4 counters required) : Infinite mana
    2. combo 2: Doubling Cube + Rings of Brighthearth + Voltaic Key (Use extra trigger to untap Voltaic Key) : Infinite mana
    3. combo 3: It's also carries it weight with some of the 2+ rocks.
  3. Blinkmoth Well to turn off Blinkmoth Urn on my opponents turns
  4. Liberator, Urza's Battlethopter as redundancy for Vedalken Orrery

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  1. Since it ends up being useful in at least 3 case, and is useful on it's own, this would be a nice addition.
  2. It's fine. On top of my head, I'm more worried about consistent mana rocks than infinite.
  3. Not too important, but not an annoyance either. Would just need to cut another land (not Wastes, need those for fetching basics)
  4. Would be nice, but again, what to cut?! :)

I'm keen on adding Sensei's Divining Top and Voltaic Key but have a hard time coming up with cuts.

I want a reasonable chance to have a starting hand with enough mana and enough rocks to go off in round 4 or 5. Generally infinite mana only does so much for me. Once I get past the first cast of Kozilek, the Great Distortion I'll most likely have enough value to keep it going.

What would you cut?

Cheers

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