Mishra's Factory

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Planar Constructed Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Mishra's Factory

Land

: Add

: Mishra's Factory becomes a 2/2 Assembly-Worker artifact creature until end of turn. It's is still a land.

: Target Assembly-Worker creature gets +1/+1 until end of turn.

Neotrup on Mindlink Mech crewed by an …

2 months ago

I do believe the ruling is wrong, but it's not entirely clear. The reason Mindlink Mech is different from the other examples is that the copy it becomes is not a creature. Anikthea, Hand of Erebos can set the power and toughness of the copy because it explicitly states that the copy is a creature. Mindlink Mech only states that it's a Vehicle artifact in addition to it's other types. So when it becomes a copy of Mishra's Factory the copy effect makes it an Artifact Land - Vehicle. The reason it's still a creature is that it is still crewed, and if you somehow turn a Mishra's Factory into a creature using a crew ability it will in fact be a 0/0. The issue is, this should also apply to if it becomes a copy of a vehicle, because vehicles can't have power/toughness unless they're crewed, exactly like every other non-creature permanent, so there isn't really a reason to treat them differently in this case.

208.3. A noncreature permanent has no power or toughness, even if it's a card with a power and toughness printed on it (such as a Vehicle). A noncreature object not on the battlefield has power or toughness only if it has a power and toughness printed on it.

The reason to say a vehicle would still be a 4/3 is the next subrule, but it should apply to any permanent (including a land). The reason it might not apply would be that it's discussing power/toughness setting effects (Layer 7) rather than copy effects (Layer 1), but as it doesn't explicitly say such, I believe it would still apply and make the Artifact Land a 4/3.

208.3a If an effect would be created that sets the base power and/or toughness of a noncreature permanent, or otherwise modifies its power and/or toughness, that effect is created even though it doesn’t do anything unless that permanent becomes a creature.

DreadKhan on Using shrazarad

3 months ago

I think back then you could try to build White Weenie and throw Shahrazad in as more Goodstuff since your deck is almost certainly lower to the ground (and WAY more consistent) than anything anyone else was bringing to the table. On the downside you have to grind through extra games, but the more layers you pile up the better your deck tends to get, and the worse your opponents end up, because your deck has lots of interchangeable small creatures. There was also Mishra's Factory for a man-land, because you'd certainly want to run a few extra lands. Oh, and vs the mirror I suspect you might catch them off guard using Land Tax to dig out lands before they know you're on Shahrazad, at which point they not only are they land thinned for each mini-game, they also have dead Land Tax cards to stare at when they're behind on lands, because they don't know if the opponent has another Shahrazad up to punish them.

DreadKhan on Katilda WIDE boi

4 months ago

Harmonious Archon would probably play incredibly well in here since it sets base power and toughness, and the counters your Commander puts out mean that even a single use of the ability means all your creature outclass all of your opponents. If you wanted to make a lot of enemies you could try Humility, but that's also fairly expensive! If you did want to try it out (maybe as a proxy for awhile to see if other people hate it) the idea would be to develop a wide board and put a counter on each, then play Humility and stomp everyone with Overrun effects (Green has a bunch that are budget). If you have the Archon out it'd be hilarious to use Nacatl War-Pride to clear someone's board (it also means everything else of yours gets in vs that player since their creatures get tokens to block).

Since you already use +1 counters, you might like Metastatic Evangel, Proliferate is a really strong ability if it's at all relevant to your strategy, and this is a repeatable source. If you Proliferate a counter that doesn't stack (like a Trample counter), you can move it with Nesting Grounds. If you have any other Proliferate cards kicking around, maybe Evolution Sage or Contagion Engine, these would be great in here too I suspect.

If you find people are clobbering you with artifact and enchantments I'd use Aura Shards, assuming your opponents aren't going to flip the table, I also like Soltari Visionary as a repeatable removal and evasive creature. Transmogrifying Wand is good without Proliferate sources, but if you add both the card is pretty strong creature hate.

YMMV naturally but I suspect your deck would run more smoothly if you could sneak a few more lands into the list; if you really want to keep your creature count high you could try throwing in a few man-lands like Mishra's Factory and Treetop Village. If you want I could dig around for a few more, I'd want 33 or 34 lands for a deck like this, especially since you don't run a lot of land ramp (stuff like Rampant Growth). You might also look into Modal Dual-Face Cards, Strength of the Harvest  Flip is the GW option, but Bala Ged Recovery  Flip is amazing, and many good players swear by Ondu Inversion  Flip, this type of card shines brightly when you'd probably want the type of effect the card side produces but are running the MDFC as a redundant copy of the effect; you don't run Ondu Inversion as your only wipe generally, you run it as your 3rd or 4th one, and if you don't need a wipe it's a land. I wouldn't cut lands to add MDFCs at your present land count, but if you were at say 33 true lands and snuck in 2 or 3 MDFCs you'd probably much happier with how this list plays out.

If you want more help with anything in particular I or someone else could probably give some ideas! Hope you have fun with your list, I love building a deck out of what I've got kicking around, you usually end up with so much character and flavor.

DreadKhan on My nadu

6 months ago

I have no idea if you want random input on this, so ignore this if you don't!

It might clog up your mana base, but you could sneak a few more creatures by throwing in a couple man-lands to replace other lands. With Nadu you'd put them directly into play, and even if they ETB tapped they can still become a creature and be targeted. There are a few that only use 1 mana to transform (such as Mishra's Factory and Inkmoth Nexus/Blinkmoth Nexus), but a few that turn on for 2 mana exist as well (Treetop Village, Faerie Conclave, Lair of the Hydra, and Mishra's Foundry), I feel like with all your 'free mana whenever a land ETBs' effects you'll easily be able to use them when you need them. The ETB tapped ones are worse (but usually offer colored mana), but as noted you'll usually see a given land when you're using Nadu (because you go through so many more cards with Nadu than you draw normally), so all that matters is they are creatures too, when I was testing this the issue was running out of creatures and not being able to continue, I often had gobs of mana I had no real use for (I will say the deck can easily hold up a hand full of interaction after using Nadu, even if you don't truly 'go off'). I took a quick look at your land list, and if I wanted to pull a couple lands I think Talon Gates of Madara has low synergy, I'd also consider Nesting Grounds, and since you have a few removal spells you might even switch out Homeward Path, depending on how theft-heavy your meta is.

Since you can generate a fair bit of mana in this deck when you're going off (and playing it for 4 or 5 mana in a slow game could also be a solid play) I think Awaken the Woods might do work in here.

It's pretty minor, but Whir of Invention costs one more (but has improvise fwiw), it doesn't require you to have an existing Artifact out, and it's an Instant so you can use it on an opponent's end step to get your Shuko out so you can go off on your turn. I think this is more than you can do with Reshape, ymmv.

It's a niche use, but if you switch out Amphibian Downpour (a card I legit love btw) for Curse of the Swine you'd have the option of targeting all of your disposable creatures and replacing them with brand spanking new piggies! These can be targeted anew, meaning if you draw into it at the right time it should win the game. It can also be used aggressively to excellent effect (and can do both at the same time), it sucks that it's a Sorcery though!

This is really splitting hairs a bit, but with your Commander I wonder if good old Sunderfoil might be better at doing what Mana Vortex does? Sunder's an Instant (so you can play it on an opponent's endstep), and as long as you've already got Nadu and a free equip out you'll be fine on your turn, but it's also a much worse Blue Silence effect you can use during your combo to make it much harder to interact with you, and you just keep digging out new lands so it's all good? I love Mana Vortex and think it's doing a different enough thing that both could be fun. You could also try out Winter Orb and Static Orbfoil if you're feeling, well, 'orbsy', both make it much harder to use lands, and you get to cheat a ton in untapped if all is going well.

Hope your testing is going well!

Oh, it looks like you have 99 cards, what a lovely problem to have!

DreadKhan on Please help me improve my …

1 year ago

If you like stealing creatures and have access to Blink Thassa, you might like Callous Oppressor. I'd also look at Helm of Possession for the same reasons. TBH I think I'd run Sower of Temptation over Gilded Drake with your Commander (Drake is a great card, but at least if you kill off Sower's creature you can just flicker Sower to get a new creature, at which point you can flicker Sower to steal something else), either way it's also worth a look.

If you're looking for ramp in Blue, I'm a fan of the usually clowned-on Dreamscape Artist, Myriad Landscape and Retraced Image, but I think it's probably a reasonable choice to run stuff like Arcane Signet/Fellwar Stone if you're struggling to get your ramp numbers high enough. A sneaky trick I heard about from The Command Zone (it's a Youtube EDH channel) is that you can use creature lands like Mishra's Factory or Faerie Conclave as a form of Blue ramp if you can copy them when they are creatures, Magic has few issues with cloning/copying lands if they are also creatures. Another unusual form of 'ramp' is to use the odd card like Walking Atlas to cheat extra lands in, but you probably would want a few more lands or card draw.

As one-off theft effects go, I find Bribery, Inevitable Betrayal and Cultural Exchange to all be pretty solid, Exchange does want you to have token generators, but Blue isn't bad at making small tokens. Bribery effects can be a LOT bigger than a theft effect, so Betrayal is deceptively powerful vs the right type of deck, but most decks have a few really strong creatures at least, and you should have multiple opponents to choose from.

It's not a Theft effect, but Rite of Replication is hilarious in practice, getting a single copy for 4 is pretty much market rate, getting 5 copies for 9 is crazy when it happens.

legendofa on Fuck Around And Find Out

1 year ago

With Keruga, the Macrosage as a Companion, manland cards like Blinkmoth Nexus, Mishra's Factory, Mutavault, Faerie Conclave, Ghitu Encampment, Mishra's Foundry, and Treetop Village give you some options for the early turns.

Xargus on You've got Pox

1 year ago

I think Nether Spirit and Tombstalker are problematic together as they anti-synergize. You may use delve to remove additional Nether Spirit from graveyard but I found this combo to be risky when you end up with both in the graveyard. I'd say you either you go creatures in general or you stick to 1-3 Nether Spirit and use artifact creatures from lands like Mishra's Factory or Chimeric Idol.

berryjon on What is Wrong With “Generically …

2 years ago

A card that is Generically Good is a card that doesn't have to do anything to be a good inclusion in a deck. New Norn isn't something I would call Generically Good because she is highly dependent, as you said, on ETB triggers.

I agree that New Sheoldred is a problem because she doesn't have to do anything to win the game, just sit there, and her cost means there's little effort to putting her into play. (That she's practically the curve topper in mono- Control in Standard isn't helping her case.)

Another card that you can call Generically good is Mishra's Foundry, from Brother's War. It's a land, and colourless, so it can fit into any deck, provides mana, and can become a creature in a pinch - and if you have multiples, they can add onto it if it's attacking. On larger formats, compounding this with Mishra's Factory can be quite viable if you don't mind having a large component to your mana pool.

Generically Good isn't bad. Just be careful that you don't wander over the line into Generic GoodStuff, which is, as noted above, cards that tend to be auto-includes when they are even remotely viable options. Just look at what pops up in 5CGoodStuff decks to see what I mean.

Load more