Gerrard's Hourglass Pendant

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Gerrard's Hourglass Pendant

Legendary Artifact

Flash

If a player would begin an extra turn, that player skips that turn instead.

, , Exile Gerrard's Hourglass Pendant: Return to the battlefield tapped all artifact, creature, enchantment and land cards in your graveyard that were put there from the battlefield this turn.

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 Rumblin' Bumblin' Stumblin'

1 month ago

PuffMagicDragon

Blinkmoth Well - Synergy with blinkmoth urn + politics

Gerrard's Hourglass Pendant - To recover after a wipe.

Mystic Forge - "Draw"

Although not on theme, given the lack of draw, perhaps a Kozilek, the Great Distortion?

Profet93 on Karn? No, Voltron!

1 month ago

I think it's a great first start jake1511. Nice avg cmc of 3.52. You might want to increase the speed a tad but given it's a colorless deck that's easier said than done.

Howling Mine - Without a way to untap, it provides opponents more advantage. I understand you need draw, but IMO, this isn't the way to do it

Lithoform Engine - Winmore

Mirror Shield - IMO hexproof redundancy is not needed, other ability is not typically useful. Really depends on how much redundancy you need

Pariah's Shield - I don't see a synergy. Put it on your commander and hope it tanks the damage? 8 mana total is steep

Portal to Phyrexia - Way too costly for what it does.

Ratchet Bomb - Depends on how often you actually can find it useful. Usually charging it for a few turns hoping to get the right amount of counters is difficult.

Shield of Kaldra - Without other Kalrdra, this isn't helpful enough

Sword of Hours - This is not a 1/1 counter deck

The Immortal Sun - Anti-synergy with 3 of your walkers, potentially swap for Staff of Nin for similar effect without anti-synergy

Trading Post - I like the saccing artifacts to draw, making tokens in a pinch. Just doesn't feel like it does enough

Vexing Puzzlebox - Mana rock for 3cmc with a unlikely ability to reliably use

Vorrac Battlehorns - Unimpactful

Aladdin's Lamp - WAY too costly

Anduril, Flame of the West - No benefit to use tokens, aside from skullclamp maybe

Azor's Gateway - Hoping this goes 5 turns uninterrupted is a big ask

Brass Knuckles - Kind of cool but not good on it's own. I do sort of like it, plus the art

Golem-Skin Gauntlets - Kind of cool, but not good on it's own.

Basalt Monolith - Ramp + Combo with Forsaken Monument for

Cloud Key/Semblance Anvil - Ramp

Sensei's Divining Top - Dig

Cloud Key/Anvil/Artifact cost Reducer + Mystic Forge + Top = Draw your entire deck

Expedition Map - Find the land you need, ensure you get your land drop.

Might want to add 1-2 more lands depends on your ending avg cmc and amount of rocks + personal playstyle.

Gerrard's Hourglass Pendant - Recover from a boardwipe

Darksteel Citadel - Artifact land for Karn

Mycosynth Lattice - Lots of shenanigans, super double edged sword.

Lattice + Karn, the Great Creator = Hard lock. Karn has a lot of useful abilities on his own, ignoring lattice.

Profet93 on How to lose your friends (Kozilek Edition)

2 months ago

Junjun1216 +1

Blinkmoth Well - Synergy with blinkmoth well + interaction

High Market > Gallifrey Council Chamber - Same tapland argument as above. You mention you wanted a way to destroy your commander to destroy more cards, this does that easily, with a sprinkle of light. It is also synergystic with Klayer of loyalties and even wurmcoil engine.

Maybe Phyrexia's Core - High market for artifacts/Sac outlet for Mana vault, blinkmoth urn and the one ring. Also prevents artifact theft.

Sanctum of Eternity > Zhalfrin Void - Synergy

What does Vesuva copy, an opposing Cabal Coffers? Another card to potentially add is Thespian's Stage, perhaps for The Grey Havens? Seems unimpactful. You mention you want a lot of ramp and it's a early-mid game deck but these tap lands (particularly Havens) seems to go against that. Do they really warrant an inclusion/provide that much benefit to the deck?

Karn, the Great Creator > Portal to Phyrexia - Portal costs 9 mana and IMO, doesn't provide that much impact. It needs to survive a turn to be able to provide value which doesn't always happen. How has your experience been with it? Karn is great because 1) 1 sided null rod to slow down faster decks for when you don't have ramp early game 2) Animate opposing artifacts to eventually remove + politics, 3) Recursion for the exiled artifacts that buried ruin can't recur. Not to mention it's cmc is much lower. Would love your thoughts.

Gerrard's Hourglass Pendant - Synergy with Emrakul + mass recursion for artifacts get destroyed from a wipe. Anti synergy with your extra turn card.

How has The One Ring been playing for you? I see only Kuldotha Foremaster to remove it should it deal too much lifeloss to you.

I disagree yet respect your decision to exclude rings, I understand it's not what you're going for. A quick note, in your description, you mention it combos with manifold/voltaic key, however, it only combos with voltaic given manifold states another artifact, not allowing you to untap it with rings. Not that it matters given you're not running it but good to note. I do think that you should definitely test rings a lot and see if it eventually warrants an inclusion.

This is a great deck, I love Kozilek Distortion and have always wanted to build a deck around him. I look forward to your response to each suggestion.

Profet93 on Hold your colour

2 months ago

Kagiyama

Buried Ruin - Recursion

Sanctum of Ugin - Tutor

Basalt Monolith + Forsaken monument =

Gerrard's Hourglass Pendant + Emrakul = Good synergy. Hourglass helps with recursion from a vandablast.

Maybe a Vedalken Orrery/Liberator, Urza's Battlethopter/Skittering Cicada for flash so you don't overextend as easily? Colorless decks almost always have high cmc and lots of artifacts so any opponent worth their salt after a few games should recognize this and adjust their plan. This helps keep them guessing. Not necessary but nice to have.

Rings of Brighthearth + Basalt Monolith + 2 mana = + top = Cast your entire deck

Rings + Voltaic Key (swap out manifold) + everflowing chalice (4 counters) =

Metalworker + Rings + Voltaic key =

Card Draw - Colorless doesn't have too much, you already run both kozileks which is great. Commander is a value engine which is nice. You could add a Staff of Nin for more but IMO it's not needed. How do you feel your card situation is?

Removal - Colorless has expensive removal options, you have all the good ones. Everything seems solid.

Mana Curve - A bit high but understandable for a colorless deck, especially with your commander. You could add more ramp should you feel you need. I usually recommend the most ramp in Kozilek commander decks because your commander is a draw source but here I'm unsure. Your ramp seems sufficient, how do you feel?

Profet93 on Affinity for Rubber Chickens (Chiss-Goria EDH)

2 months ago

seshiro_of_the_orochi

Mystic Forge + Top + artifact cost reducer = Draw your deck. Forge is great "draw" so to speak as well.

Ugin, the Ineffable - "Draw", removal and ramp

Buried Ruin/Gerrard's Hourglass Pendant - Recursion

Liberator, Urza's Battlethopter/Vedalken Orrery - Flash. Might be anti-synergstic with the haste commander but mitigates over-extending and allows your "trigger each turn" card to trigger more often. Plus, isn't it cool to be like the blue player?

Maybe Strionic Resonator - Double attack and ETB's, also note Lithoform Engine for flexibility

Mycosynth Lattice

Profet93 on Karn Mono

2 months ago

ALostWanderer

Voltaic Key + Rings of Brighthearth + everflowing chalice (4 counters) =

Forsaken Monument + Basalt =

Rings + Basalt + 2 mana = + top = Draw and cast your deck

Mystic forge + Top + artifact cost reducer = Draw your deck

Metalworker + Voltaic + Rings =

Mycosynth Lattice + Karn Creator = Hard Lock

Sanctum of Ugin - Tutor

Gerrard's Hourglass Pendant + Emrakul, the Promised End = Fun times

Mystic forge + aetherflux + top + artifact cost reducer = Kill everyone

Cursed Totem has anti-synergy with 8 of your creatures, how has it been working for you?

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.

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