Mishra's Factory

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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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Oldschool 93/94 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.

legendofa on Surrak the Size Queen

2 weeks 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

3 weeks 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 …

1 month 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.

legendofa on Corrupted Zendikon and Mishra’s Factory

3 months ago

Yes. Corrupted Zendikon doesn't remove any of the land's abilities. As an additional note, Mishra's Factory will become a 2/2 Assembly-Worker, as defined by its own ability, instead of staying a 3/3.

hiddengibbons on Corrupted Zendikon and Mishra’s Factory

3 months ago

If I put Corrupted Zendikon on Mishra's Factory, can I still turn it into an assembly worker?

Max_Hammer on Shorikai go vroom

4 months ago

So, right now, Commander included, you've got 126 cards. Seeing as you're only 26 over the cap, this shouldn't be too bad.

This is a low mana cost deck with a lot of draw, you probably only need 34-36 lands if you're being generous. If I were you, I'd drop some of the slower lands, such as Temple of Enlightenment, Skybridge Towers, Prairie Stream, Azorius Chancery, Castle Ardenvale, Castle Vantress, or even Port Town.

You might also want to include more fetch lands, too. Flooded Strand, Fabled Passage, and Flood Plain all come with a pretty high price tag, but they're all good.

On the other side of the coin, Brokers Hideout, Obscura Storefront, Evolving Wilds, Terramorphic Expanse, Myriad Landscape, Esper Panorama, and Bant Panorama are all cheaper fetch lands that you could use.

Drawing mana late game can be a dead draw a lot of the time, so being able to remove that excess from your deck can be a really nice tool to have, so you can draw just what you want. Maybe take out cards that are fast, but not necessary such as, Skycloud Expanse, Sea of Clouds, Mishra's Factory, and Crawling Barrens.

Changing it to this (or a list of just 35 mana), should bring us down to 122 cards.

As for non-land ramp, you have a lot. I’m going to say you want to kick out Silver Myr, Gold Myr, Mind Stone, and Ornithopter of Paradise. Normally I’d say more, but for this specific deck that seems to love ramp, this seems more than fine.

118 left.

For the rest, I’d say Ondu Inversion  Flip, Access Denied, Tezzeret the Seeker, Tezzeret, Artifice Master, Phyrexian Metamorph, Cultivator's Caravan, Invoke Justice, and An Offer You Can't Refuse, all mostly because they’re too expensive.

That leaves you with 109

Okay, so, this decklist is surprisingly tight for being 30~ cards over and I don’t know where to kick the last 9 off. Maybe Artificer Class? Maybe some of the creatures/vehicles? Idunno, good luck.

Niko9 on Braids, just.. Braids..

4 months ago

I really like the use of Eradicator Valkyrie I've definitely had games where it has run away with things and people are like, what is that card : )

And I'm not sure if any of these would help, but here are a few that I've found useful in a sac deck.

Mishra's Factory because sometimes you just need one more body to clear their board : ) But you do need a lot of black for you creatures, so I'm not sure if it would work.

Deadly Dispute is just such good value and it's one of the best spells to cast on their end step.

Nether Traitor is great fuel for sacs, and with a couple on the board can really add up damage.

Shambling Ghast goes so well with effects like Braids, Arisen Nightmare The ghast can sometimes effectively double your removal.

But your list looks pretty solid as is, I just figured to throw out a few things that have worked for me : ) Looks awesome!

DreadKhan on Flying into the Chasms

6 months ago

I gather you are looking for suggestions in the area of counterspells? I suspect you might consider whether you usually need to counter creature or non-creature spells, as there are Negate and Essence Scatter at 1U, as well as An Offer You Can't Refuse for a mere U. As you're in mono-Blue, if you didn't mind upping the budget a bit there is Counterspell, which is a fine card in many ways if not really suited to more competitive arenas.

Pretty out there, but Spiketail Hatchling, Spiketail Drakeling, and Spiketail Drake can all be sacrificed to counter an opponent using fairly large spells/effects, especially stuff like wipes. There is also Judge's Familiar to help with this, but it's more narrow. You mainly use these guys to protect something more important, including to counter an opponent's board wipe.

If your games tend to go pretty long, Gargoyle Castle can be useful, a 3/4 flyer trumps a Delver. The key is that it uses a land slot to be potentially a very solid body. There is also Mishra's Factory that can offer you a body, with Mishra's Factory being very hard to deal with as it's only a creature on your turn, and you don't have to summon it, so it blanks a lot of solutions and saw play in control decks historically for these reasons. I mention these two because you run a decent number of lands, perhaps you wouldn't notice having some colourless lands with so many Islands, and could benefit from some situational bodies.

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