Lotus Petal

Lotus Petal

Artifact

, Sacrifice Lotus Petal: Add one mana of any color to your mana pool.

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Trade

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Printings View all

Set Rarity
Mystery Booster: Store Edition (MYSTOR) Common
Mystery Booster: Convention Edition (MYSCON) Common
Masterpiece Series: Kaladesh Inventions (MPS) Mythic Rare
Tempest Remastered (TPR) Uncommon
From the Vault: Exiled (V09) Mythic Rare
Tempest (TMP) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
2019-10-04 Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Lotus Petal occurrence in decks from the last year

Legacy:

All decks: 1.3%

Commander / EDH:

All decks: 0.07%

Red: 0.16%

Blue: 0.17%

Golgari: 0.14%

UBR (Grixis): 0.49%

Lotus Petal Discussion

TCK_Green on mono white indestructeble plays

5 days ago

Avacyn out of the Helavault, backed by other angels and with a plan to destroy the world? Sounds like a fun deck! :D you've asked to keep it budget, so most of the suggestions below should cost <$1 each. I've split my advice into sections, hopefully that'll help break it down into more bite-size chunks.

CHOOSE YOUR BATTLEFIELD

It felt like you had lots of fun cards in the deck, but it's not entirely clear how all of them fit in - at the moment it feels like you're trying to do a bit of everything. It might be worth (A) choosing what direction you want to take the deck (e.g. lifegain / big angels / destroy the world), (B) what your win-con and win-con cards are going to be for A, and (C) what cards would feel awesome to draw when you're winning / terrible to draw on an empty board. Hopefully those three questions will help shape what cards you choose to add and remove :) I decided to go human-angel tribal for one of my first decks that I built (Brisela, the confused angel), and whilst it wasn't my best deck (and is definitely in need of an update), you'll notice that there aren't (m)any creatures that aren't humans or angels. (I've also build a 'destroy the world'-style Oathbreaker deck, which does funky things with boardwipes, Dingus Staff/Dingus Egg and Second Sunrise!)

Well, with a slight plan of where you want the deck to go, let's think about some things you might want to consider. I've tried to keep the advice below quite general - if you're struggling to know what to remove, then do let me know and I'm happy to offer specific suggestions.

PROTECT THE GENERAL!

I really like how you've got 'fair' "destroy all" board wipes in there, which become one-sided when Avaycn is around. However, do be careful if someone exiles Avacyn in response to your Armageddon (or similar) - you really don't want to be on the receiving end of your own wipe! Avacyn is great, but she is vulnerable to pesky cards like Swords to Plowshares and Path to Exile that keep appearing in EDH. You might want to add some cards that give Avacyn hexproof or protection - I like the Mirror Shield and Flicker of Fate in the deck, but that's very little Avacyn 'protection' for 99 cards. Some suggestions here are artifacts like Whispersilk Cloak and Swiftfoot Boots. (Lightning Greaves is the best of these, but is a little more expensive - definitely a commander staple, so do pick one up at some point!). Creatures that give protection are also great, and those have the added bonus of providing you some early-game safety, especially those with repeatable protection. I'd suggest adding Devoted Caretaker to the deck, and either Benevolent Bodyguard or Alseid of Life's Bounty (with plans to upgrade to everyone's favourite Mother of Runes - another commander staple! - and Giver of Runes if you're happy to spend a little more).

Now that Avacyn's bodyguards are sorted, let's have a think of how we can get her out as fast as (reasonably) possible.

RISE AND SHINE, ANGELS

Since you have got a lot of high CMC creatures, I'd be tempted to chuck some more mana rocks in there - Worn Powerstone and Hedron Archive are good places to start - as well as card that reduce the cost of your high-end cards - Oketra's Monument is especially great here since it also gives you extra creatures to block with, Pearl Medallion is also good if you can stretch the budget. (I'd personally definitely remove Lotus Petal - it doesn't do a huge amount for you, and it takes up a slot that could be used by a repeatable mana rock.) Rocks/reducers will allow you to get more angels out quicker, meaning that you're more likely to have a board presence in the midgame - and rescue Avacyn from the Helavault as early as possible!

The creatures you have could do with some tweaking - I think it might be worth trimming your choices, but how you want to do that will depend on what 'theme' you want to have.

MAYDAY MAYDAY, WE'RE OUT OF AMMO!

The most important resource in MtG are cards. You use cards to get mana and play creatures that ultimately win you the game - if you don't have any cards then it's very hard to win games. I don't currently see much in the way of card draw in your deck, so I imagine you'd be top-decking quite often with this, hoping to get the card you really need from the top. (There are also a couple more lands than usual - standard EDH decks run 40 lands - meaning that you're a little more likely to have a 'dead draw' than you would otherwise be.)

Unfortunately we're in white so what we have is card advantage instead of card draw, but do have a think about what cards you could add that might help - Mentor of the Meek is a favourite of mine, but you need to have enough low-power creatures to make it work (or cards that create small tokens - like Oketra's Monument!). If you have a bit of budget then an Endless Atlas is a safe staple for EDH mono-colour decks, and Well of Lost Dreams is really nifty in a lifegain deck :) also, cards that fetch to the battlefield effectively count as card draw, so I'll also allow cards like Myriad Landscape, Reya Dawnbringer, and Brought Back (which can even function as a ramp card if you manage to use it on lands like Myriad Landscape).

WATCH THE WORLD BURN

I heard you like board wipes? End Hostilities is cheap, but if you want to go OG then the purest wipe is Wrath of God, though it's younger brother Day of Judgment) is a lot cheaper. Fumigate, Rout, Martial Coup, Phyrexian Rebirth and Nevinyrral's Disk also fit in that slot. Finally, if you can make it fit then I'd perhaps look at adding Worldslayer. It's a lot of mana to equip, but once it's on Avacyn there's no way anyone else is coming back from that!

Do remember that all of the above are just suggestions, let me know if you have any questions, good luck, and remember - once all the dust settles and the other players die, "Only one may stand!"

king-saproling on The Brown Frown

1 week ago

Cool deck! Ever considered Codex Shredder or Conqueror's Galleon  Flip? Return cards from grave in colorless!

These might interest you too: Lotus Petal, Salvaging Station, Lion's Eye Diamond (infinite mana with Salvaging Station and Karn), Dross Scorpion, Cauldron of Souls, Scrapyard Recombiner (finds all kinds of dudes including Metalworker and Voltaic Construct (thanks errata!)), Meteor Golem, Scour from Existence, Null Brooch, Warping Wail (surprisingly versatile. at worst it can be used as a delayed ritual to get Karn out a turn sooner), Empowered Autogenerator, Umbral Mantle, Mirrorpool, Endbringer

jaymc1130 on Emry, Lurker of the loch cEDH

1 week ago

bmc10

I think no matter what Dramatic Scepter can have a place in a competitive Emry build, the nature of the combo is simply that strong. If some one wants to run that set up I don't really think it's a poor choice by any means, it simply means the deck will have to be tuned differently to make optimal use of the combo. I've disliked it's performance in the iterations I've had it in so far mostly because I had difficulty in one of two areas: consistently getting Emry out and active as early as possible due to the number of additional tutor elements that feel required to reliably find Dramatic Scepter combo, and consistently hitting quality artifact targets for Emry to recur for value or a win (also due to increased tutor density and decreased artifact density). There is very likely some ideal balance where these issues can be resolved well, but I've had much better luck with the approach that eschews Dramatic Scepter altogether so far for increased consistency playing around Emry value. I'm interested in finding the optimal set up for both approaches in due time and figure the best way to do that is constantly check out other interesting Emry lists for the spicy tech that might make the difference.

When it comes to the keys in Emry I'm not quite sure how much value they would hold given typical play patterns for a number of different approaches. There's nothing wrong with having a nice artifact untap ability or two hanging around to generate extra value from Mana Vaults, Sensei's Divining Tops and the like but I don't think these pieces offer a whole lot as combo elements so they'd likely be pieces that only offer value generation. Makes less sense to run pieces that exclusively provide value without offering combo potential when those slots can potentially do both with something like Chromatic Sphere or Golden Egg. I think if an Emry list wants to get into Urza, Lord High Artificer packages with bounce elements like Paradoxical Outcome and Retract while running perhaps some stax elements like Trinisphere they have more merit as the keys would provide a lot more utility in these situations (particularly Manifold Key letting big constructs swing for 20 to the face). I did initially give an iteration including an Urza package with a key a try but it felt like the deck was pulling in too many directions to perform consistently. Again, with optimized tuning this might be pretty viable competitively, but it feels hard to make it work just right.

Scrap Trawler has been a wonderful performer for me so far. It's definitely going to be a card that Emry variants running a KCI package want to include as it opens up some seriously powerful lines (particularly the Intuition line to tutor for a full infinite combo with a single card at instant speed), but I've had a coupe of games now where Scrap Trawler chains simply for value led to a developmental advantage that secured my ability to win a turn or two later. The important thing to consider with a Scrap Trawler inclusion is that the deck will then really want artifacts in the 0, 1, 2, and 3 slots that can consistently sacrifice themselves for value of their own accord. I had one turn that I recall quite clearly where I had a fair amount of mana available to me and a Semblance Anvil plus Etherium Sculptor in play paired with the Trawler and some random Emry enablers when I drew into Memory Jar. I got to play the Jar, defend it with countermagic, sac Lotus Petal, sac Chromatic Star getting back the Petal, sac Mind Stone getting back the Star, tap and sac Eye of Ramos getting back the Stone, play all my returned artifacts for free plus a new one I had drawn, then sac the Jar getting back and exiling the Eye for later and draw a new grip without even using an Emry activation that I would then later use on a second Jar drop and activaton. I wound up drawing into 2 different engines that I was able to play and subsequently won the game. The value Trawler can generate can be pretty nutty at times when it leads to wins out of nowhere, and the combination of Scrap Trawler, Magewright's Stone, Krark-Clan Ironworks, any 0 cmc artifact, and any 1 cmc artifact as an outright infinite engine for mana (and often draw at the same time) is a solid capstone.

smilodex on Tymna and Vial Smasher

2 weeks ago

When you already play Exquisite Blood you should consider to play the Exquisite Blood + Sanguine Bond-combo.

If you want to take this deck to the next level, you should consider the following cards:

pidyon on Muldrotha, the Resurrected

2 weeks ago

As for False Demise, I only use Kaya's Ghostform for a combo I'm going to add. I need the card to cost exactly one mana otherwise it won't work. Altar of Dementia+Muldrotha, the Gravetide+Lotus Petal+Kaya's Ghostform combine to create infinite mill.

firrlo on Emry, Lurker of the loch cEDH

2 weeks ago

jaymc1130 Thats intresting. Im in love with Mesmeric Orb. I think its fantastic as an early play to start digging through the deck at each upkeep. It wins the game with Basalt Monolith, and Emry. It also wins the game together with Mirran Spy + Lotus Petal or Lion's Eye Diamond. Scepter combo also wins the game with the orb.

I ended up cutting Candelabra of Tawnos as I felt that it diddnt provide enough utility when I drew it. I believe the posibility of a strong hightide turn is not worth the downside of drawing a card that untaps Mishra's Workshop or Bazaar of Baghdad and other utility lands as you mentioned.

Minamo, School at Water's Edge has no downside other than not having synnergy with hightide and being hit by Blood Moon once every x games. It's ability may also be copied with Rings of Brighthearth. Definetly worth the slot!

firrlo on Emry, Lurker of the loch cEDH

2 weeks ago

jaymc1130 Yes, thats part of the reason why Shimmer Myr is included in the list. I have written about this in the description.

Freed from the Real is much worse than Mirran Spy. Its combo potential is more narrow, going infinite with just Lion's Eye Diamond or milling our library with Mesmeric Orb and Lotus Petal. The utility it brings to the table is an upside, allowing us to draw multiple cards a turn with one of the baubles. However, not enough of an upside to make the cut.

Vedalken Archmage or Riddlesmith are not to be tutored for or to be seen as a combo piece. It fills a similar role as Rhystic Study.

Krark-Clan Ironworks is too dead of a card to make the cut.

Magewright's Stone has potential but is a lot worse than Thousand-Year Elixir. Hard to find a slot for it.

Dawncaller7777777 on Austin Howes's [UR] cEDH Nin (PRIMER)

3 weeks ago

In a cEDH setting, Nin is an artifact combo list with a healthy dose of interaction and a little stax. This is because we are slightly slower than the dedicated fast combo decks anyway (Food Chain, Storm, Flash Hulk, etc.), so it is best to pack more interaction to help control the game until we can safely win. Yes, I know Thrasios is king of the infinite mana generals, but I've got a soft spot for Nin and I've enjoyed tweaking the absolute highest power list with her as possible over the years. (I'm confident she's solid tier 2 material. She actually has some advantages over fish man!)

I'll start with the deck's plan, win conditions, my local meta, then break down the card choices by card type. To keep this from being the length of your average thesis, I'm not going to go in-depth into play patterns and such, but I hope you can absorb some of that type of information from my discussion on each of the cards in the list.

Basic Metrics / Gameplan:

Land count: 31

Average CMC: 1.81

cEDH Nin is an infinite mana combo deck. I have tried everything else (Theft, Storm, Sneak Attack Eldrazi) but nothing matches the power and efficiency of the artifact mana kill. Our gameplan is to generate infinite mana using one of our compact 2-card combos and find an outlet to kill the table. Nin fills the role nicely since infinite mana with Nin means you draw your deck (and win, presumably).

Here's how you can get infinite mana:

Plan A: Isochron Scepter imprinting Dramatic Reversal + 3 mana from artifacts

Plan B: Grim Monolith + Power Artifact

Plan C: Metalworker + Staff of Domination + 3 Artifacts in hand

After you have infinite mana, you have a few options. In order to win, you usually play Walking Ballista for X = 1 million and activate its second ability a million times (holding priority) to kill the table. If you don't have it in hand, you can use Nin, the Pain Artist's ability on herself (or another creature you control) to draw your deck. You can also use Staff of Domination (or the suite of artifact tutors to find Staff) to achieve the same effect. If the Ballista gets exiled somehow, you can still kill the table with Expansion / Explosion by casting it and flashing it back with Mission Briefing. If everything has gone wrong and none of those options are available, it's time to start hitting opponents' creatures with Nin to deck them.

Why Nin over X General?

First, no, Nin is not as strong as 4-color Thrasios (No deck is, I believe it is the best deck in the format). This is partially since Thrasios doesn't care about summoning sickness to draw your library, and the extra colors allow you to take advantage of the best green and black spells out there.

But, Nin has a few unique advantages that I've found very enticing. First, the red splash offers a variety of helpful stax pieces (Blood Moon, Stranglehold) and enables unique cards that few other cEDH decks can take advantage of (Dack Fayden). This makes for a deck with all the payoff cards of a mono blue deck (High Tide, Vedalken Shackles) while still having the spiciest interaction. Second, she can hit herself midgame to refill your hand when running low on gas. Since cEDH is so fast and mana costs are so low, it's common for decks to peeter out quickly without a good draw engine. Nin fits the bill extremely well here, and there have been many situations where I've been able to ping Nin with her ability for 5 cards or so EOT, then win with my massive advantage the next turn. That efficiency just draws more cards than Thrasios/Tymna on average, which gives us an edge.

As for other infinite commanders, most either are useless without infinite mana/storm (Oona, Circu) or need colored mana (Tasigur, Breya) and require more complicated combos than the ones seen in this deck. Among other Izzet commanders, the biggest competition is new Jhoira. But that deck is too glass cannon IMO (reliant on the commander) and is forced to play tons of weaker artifacts just to hit critical mass to reliably draw cards. If Jhoira is taken out, it's very hard to get the ball rolling again. Nin can play both the control role and combo role just as effectively.

My meta:

As any tuned deck should, this list is tuned for my local playgroup. If you're looking to take inspiration from this deck, feel free to adjust things if you find they won't be as helpful in your pods. cEDH has a lot of silver bullet stax cards, so it's expected to pick and choose the best for your most frequent opponents. On a given day, I'll be against:

Thrasios + Tymna

Prime Speaker Vannifar

Chain Veil Teferi

Animar, Soul of Elements

Karador, Ghost Chieftain

Arcum Dagsson

Jhoira, Weatherlight Captain

Muldrotha, the Gravetide

Brago, King Eternal Stax

Gitrog Dredge

Yisan, the Wander Bard

Kess Storm

Jace, Vyrn's Prodigy

Food Chain Tazri

Alesha Stax

Meren Stax

Approximately 8 million Flash Hulk variants (Tasigur is the main one in this group)

All of these are at or near the cEDH level. If you're not against other cEDH decks, don't build a deck like this. You'll be seen as a pubstomper asshole and it's kinda rude.

Let's dive into the decklist. Here you'll find a quick explanation for every card in the list - separated by card type.

Creatures:

Gilded Drake: Simply best in slot for commander theft. Obviously better than just killing an enemy commander since they'll need to kill it to use it again. Plenty of cEDH decks rely on their commander (Yisan, Selvala, Animar, Yannifar, etc.) and this stops them dead in their tracks (particularly greedy decks like Gitrog that don't interact at all).

Dockside Extortionist: Excellent new guy from C19 - he serves as a piece of ramp and leaves a body to be hit by Nin afterwards.

Metalworker: Yikes, what a card. Any card that can generate more mana than it costs is a contender for cEDH, and lil' robot provides. With 3 artifacts in hand, he combos for the win with Staff of Domination. Otherwise, often taps for a lot of mana, then gets sacrificed to Nin for a fresh hand.

Spellseeker: Can find Dramatic Reversal for the combo, Transmute Artifact to find the Scepter, or countermagic to protect the combo if you already have it in hand. If you're really in a pinch, go find Cyclonic Rift.

Trinket Mage: Basically Sol Ring on a stick. Still worth it even at 3 mana. Sometimes can snag Grafdigger's Cage when an opponent is eyeing their graveyard or about to tutor something directly into play.

Snapcaster Mage: Excellent all-arounder. Works as a double of your essential card draw spell or interaction against disruption. I prefer this over Mission Briefing since the body is relevant (you can ping him with Nin later to draw cards).

Tribute Mage: An even better variant, since it can find combo pieces such as the Scepter or Monolith. If you need to, it can find a different rock or hate piece.

Thing in the Ice  Flip: A recent addition but welcome one. It blocks well, has a big butt so I can hit it with Nin for cards, and applies pressure when it flips. A 2 mana creature wipe is extremely rewarding, and shines when your meta is dominated by creature combo decks (as mine is).

Walking Ballista: The kill card of choice. With infinite mana, you win the game. Remember to hold priority after each activation of his damage ability to prevent people from interacting with you. Can find it with Trinket Mage, Inventor's Fair, and several other artifact tutors.

Instants:

Pact of Negation: Cheap countermagic is the king of interaction in cEDH. Who cares about the upkeep cost if you win the game the turn you cast it?

Brainstorm: Legacy staple for a reason. Good here because of our shuffle effects (Ponder, Fetches, tutors, etc.). Handy for hiding cards you want in your library right before a Wheel of Fortune.

Chain of Vapor: No one's going to sac a land to copy it. 1 mana bounce is great.

Galvanic Blast: A metagame choice. Brago, Linvala, Meren, Atraxa, Karador, Zur, and Kess are tough to deal with - Blast helps me efficiently deal with these pesky 4-toughness commanders. Sometimes you just have to kill a commander or lose (Yisan, Selvala, Zur). Most don't expect it, and punishes people who go a little too deep with Ad Nauseum. Most often gets rid of a hatebear, which is just fine. Also is a nice spell to imprint under the Scepter when I'm going for Plan D to win, which has happened a few times.

High Tide: 1 mana to make like 5 mana? OK. 1 mana = 1 card with Nin, so I'm down for that. We have lots of basic islands to afford to play with this.

Mental Misstep: A LOT of cEDH cards are CMC 1. The fact that this is free is even better.

Mystical Tutor: Not much that needs to be said here, generically useful tutor effect.

Swan Song: 1 mana hard counter for 3 card types. The bird doesn't matter.

Pyroblast: It's good disruption and combo protection all in one, especially if you know there will be a lot of countermagic trying to interact with you.

Abrade: Very versatile interaction - either blows up a piece of fast mana (Sol Ring, Mana Crypt), hatebear or other relevant creature (Yisan, Thalia, Baby Jace), or stax piece (Trinisphere, Null Rod, etc.). Really helps round out my removal suite since most of my other interaction doesn't hit artifacts or creatures.

Counterspell: Classic. 2 mana is good enough for an unconditional counter.

Cyclonic Rift: One of the remaining board wipes left in the deck, and the one with the most punch. Some decks cut this, but I think Nin makes enough mana to reliably overload it when really necessary.

Dramatic Reversal: Part of the primary combo. Not even terrible when you aren't imprinting it under the scepter, especially when you need to reset Grim Monolith or Mana Vault.

Expansion / Explosion: I'm interested in this as a replacement for Comet Storm (previous back-up plan kill card), so I'm trying it out. You can get Comet storm with Muddle the Mixture, but you can get this with Merchant Scroll. I like that it is a good early interactive spell that can counter opposing counters, or borrow some of black's tutor power when an opponent casts something, all while still being a good outlet for infinite mana when it's time to win (burn an opponent and make another deck themselves, or deck myself and draw into Walking Ballista if I don't have it yet). Besides, I'm not using the burn portion of Comet Storm much since I've been happy with Abrade and Galvanic Blast.

Impulse: Handy and efficient card draw when Nin isn't online. (Can put it under the scepter in grindy games.)

Mana Drain: Oof. I hope you don't need me to explain why this card is busted.

Muddle the Mixture: Secret powerhouse. It finds both pieces of Plan A and Plan B combos, and can also counter things when needed.

Narset's Reversal: Wonderfully tricky interactive spell. Can borrow some of black's tutor power while delaying opponents' tutors, or redirect their removal at their own board. This works nicely against counterspells since you can return your own spell to your hand in response, then recast it.

Negate Unless your meta is filled with Elfball and Creature combo decks, negate will always be great.

Whir of Invention: Chord of Calling for artifacts. The fact that this is instant is huge - not much else to say here. It's a tutor = It's good.

Fact or Fiction: Recently added back into the deck. I thought 4 mana was too much, but turns out that's still a great rate for what you get here.

Force of Will: See Pact of Negation. If this was some 4 color nonsense deck, I'd think twice about using this. We're nearly monoblue, so no regrets.

Sorceries:

Gitaxian Probe: Free card draw. Useful for checking if the coast is clear to combo off, and 0 mana to get a Paradox Engine trigger sounds great to me.

Ponder: Obviously good card selection. Cheap and effective.

Preordain: See Ponder.

Vandalblast: Every cEDH deck uses fast artifact mana, and most use even more artifacts as engines, stax pieces, or kill cards (Like this deck). 5 mana to kill 8+ mana worth of rocks, Cursed Totem, and your Chain Veil? Insane. 1 mana to get your Sol Ring? Still good.

Merchant Scroll: Obvious generically good tutor. Main targets are counterspells, Dramatic Reversal, and Cyclonic Rift.

Transmute Artifact: Best there is. Easiest tutor to sneak Paradox Engine into play early.

Fabricate: Obvious generically good tutor. A tad expensive, but can't complain.

Pyroclasm: Wrecks the elfball / hatebear decks. I wanted a cheap sweeper to fight against creature decks since most of my remaining removal is designed to fight blue.

Wheel of Fortune: 3 mana for 7 cards. We want as many of these as we can get after dumping mana rocks early. Try to use this right after an opponent tutors for something to hand.

Windfall: See Wheel of Fortune.

Artifacts:

Chrome Mox: A lot of these will be busted mana rocks, so let me lay it out here - fast artifact mana is absurd in cEDH. In a game like magic that is balanced by limited resources, if you can have 5 or 6 mana on turn 2-3, you'll win a vast majority of those games. There's no mystery why every powerful deck is filled with these 0-2 CMC rocks (minus Animar). In our deck, more mana = more cards with Nin, and a greater likelihood of doing something insane with Dramatic Reversal + Isochron Scepter or Paradox Engine the moment they hit the field.

Lotus Petal: Yeah, still good enough. See Chrome Mox.

Mana Crypt: Busted. See Chrome Mox.

Mox Amber: It's a mox, albeit the weakest of the bunch.

Mox Diamond: It's a mox.

Mox Opal: it's a mox.

Grafdigger's Cage: Stops Reanimation, Hulk combos, Yisan, and Chord effects. Hardly affects me at all.

Mana Vault: Busted. See Chrome Mox.

Sensei's Divining Top: Provides a little bit of extra digging when you need it. You can stack draw triggers when you have a Paradox Engine loop to draw through your deck.

Sol Ring: Busted. See Chrome Mox.

Fellwar Stone: 2 mana, comes into play untapped, makes colored mana. "Rock" solid.

Arcane Signet: Great new rock! Even better than Fellwar.

Grim Monolith: Busted. See Chrome Mox. One of the pieces for Plan B infinite mana combo.

Isochron Scepter: One of the pieces for Plan A/D infinite mana combo. Don't be afraid to imprint something other than Dramatic Reversal if you can't find the combo after a while. Mana Drain / Impulse / High Tide / Whatever every turn is still pretty sick.

Izzet Signet: 2 mana, comes into play untapped, makes colored mana.

Mind Stone: Weakest among the rocks here, but cycles when I'd rather have something else. Still good enough.

Talisman of Creativity: 2 mana, comes into play untapped, fixes mana when you need colored.

Scroll Rack: One of the best ways to dig through your deck, especially after scooping up a bunch of cards after using Nin to refill your hand or a Wheel of Fortune effect.

Staff of Domination: an infinite mana outlet, and a piece to achieve infinite mana in Plan C. Usually we use this to draw our deck.

Vedalken Shackles: A little expensive mana-wise, but much stronger than it looks. Most creatures in a competitive environment are small, so I usually only need a few islands to threaten to steal anything. Makes strategies that rely on a commander very difficult (Yisan, Brago, etc.). Sometimes just steals mana dorks, which I'm fine with since I can hit it with Nin and steal another one the next turn.

Enchantments:

Mystic Remora: A cEDH staple that has still gone under the radar in a lot of casual circles. Will either force everyone to play slower for a few turns or draw you like 8 cards.

Power Artifact: The other piece of the Plan B infinite mana combo. Usually find this guy via Muddle the Mixture.

Blood Moon: I live off the tears of greedy 4-color manabases. Straight up locks some decks out of colored mana, and doesn't affect me at all. Stops other stuff that's tough to interact with (Gaea's Cradle, Cabal Coffers, etc.).

Back to Basics: Another excellent payoff for being primarily blue with a light red splash. Decimates greedy manabases of 3+ color decks. Unlike Blood Moon, you can play this when opponents are tapped out to completely lock them off of mana (instead of giving them a bunch of mountains).

Planeswalkers:

Dack Fayden: Consistently awesome and one of the biggest payoffs for going UR. There is always a good mana rock to steal.

Narset, Parter of Veils: One of the more recent heavy-hitters in cEDH, Narset is an excellent stax and card advantage piece all in one. Notably, you can Nin opponents' creatures with Narset out, and they'll only draw 1 card (0 if you're doing it on their turn). Also pairs especially well with Wheel effects, since you'll strip opponents of their hands.

Tezzeret the Seeker: Expensive, but excellent. Think of it like a copy of Transmute Artifact, but if you're lucky you can use it twice.

(Notable) Lands:

Academy Ruins / Buried Ruin: Our tiny recursion package, just in case critical cards get milled or destroyed.

Inventors' Fair: It's a tutor!

Notable Exclusions:

Timetwister / Mishra's Workshop / Volcanic Island: The benefit just isn't worth it in real world dollars. I'm not doing any infinite Timetwister loops, so it's just an insanely expensive wheel effect. Mishra's Workshop is not even good, and while including Volcanic Island would be nice, the benefit is marginal for how much it costs.

Past Inclusions + Currently Testing:

Paradox Engine: Goodnight, sweet prince. It was nice while it lasted. RIP

Kuldotha Forgemaster: Too expensive / clunky.

Consecrated Sphinx: Casual all-star, but 6 mana to maybe draw some cards is too much to ask.

Magus of the Moon: Great when Karador, Animar, Kess, and T&T are at the store, but lately there's been a lot of Edric, Yisan, Yannifar, and Teferi (who don't care about this effect).

Great Furnace: Used this to make sure Mox Opal would be active more often, but I've found it's more important to just have Islands (Vedalken Shackles, Blood Moon effects, etc.)

Annul: The blue 1-mana disenchant. The cards I'm most terrified of are Stony Silence, Null Rod, and Cursed Totem - all of which are hit by Annul. Also, there are plenty of scary targets besides the one I mentioned. There are other 1 mana answers that are more useful though.

Thought Vessel: Got cut as the weakest of the 2cmc rocks as more hatepieces made their way into the deck (Grafdiggers, Blood Moon, Stranglehold, etc.)

Voltaic Key: If we're treating this as a mana rock, it doesn't net mana often enough to be worth it. (Grim Monolith, Mana Vault, Sol Ring, Mana Crypt are the only good targets)

Torpor Orb: Karador has mostly left the local meta, so I feel better about taking this one out. The only deck this really messes with nowadays is Animar and Brago, but I have some tech for him already.

Stranglehold: Gets better the more competitive your group is. Brutal when powered out early, since it also turns off fetchlands. Love playing this against Yisan and Sisay players in my group.

Gamble: This card was in the list for years, and it was only recently that I took it out. I understand why it's popular (it's a 1 mana tutor in red!), but in my years of experience I've found it to be overrated. You usually use tutors to find the second piece of your two card combos (Iso/Scepter or Grim/Power). By that time, there usually isn't much else left in your hand, so discarding one of your combo pieces is likely. So, perhaps you use this to just tutor for fast mana or silver bullet stax pieces? But you can't do it when you have any combo piece in hand, since you're SOL if you discard it. Sometimes you're just unlucky. Generally, I only use this card when I've drawn a lot of cards with Nin and the probability of discarding something critical is low. So, most of the time Gamble is a win-more card. I'm testing taking this card out, but who knows. Most cEDH lists use it, maybe I've been using it wrong.

Spell Snare: Just like Mental Misstep, most people in cEDH play cheap spells. This slot was at first reserved for protection against the scariest stax pieces (Stony Silence, Null Rod, Cursed Totem), but I realized that Spell Snare is more useful than most counters not just against these hate cards, but tons of others. Hits Survival of the Fittest, Kataki, tons of hatebears, Isochron Scepter, several counterspells, Grim Monolith, Flash, Thrasios, etc. Currently replaced with Into the Roil since it's more versatile.

Dispel: Turns out cEDH has a lot of good instants to counter. Most non-elfball decks run at least 20-25. Handy for protecting Nin when attempting to shoot herself to refill my hand, or countering disruption during combo turns.

IN GENERAL: the 1-mana "narrow" counter/removal slot(s).... I'm constantly flip-flopping between Spell Pierce, Pyroblast, Annul, and Spell Snare. Judging from other cEDH lists, Spell Pierce is the most popular, followed by Pyroblast...but I'm not too fond on any of these cards.

Thanks for checking out the guide! If you have any questions/suggestions about the deck, feel free to comment below.

(Sidenote: My playgroup allows PEngine, which I've replaced narset's reversal with.)

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