Mycosynth Lattice

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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
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Mycosynth Lattice

Artifact

All permanents are artifacts in addition to their other types.

All cards that aren't on the battlefield, spells, and permanents are colourless.

Players may spend mana as though it were mana of any colour.

Alearin on Magda of the Maskwood [[Guide]] Updated for MKC

1 week ago

Saljen, your deck Treasure, Dwarves, and Dragon's; OH MY! definitely takes Magda, Brazen Outlaw in a different direction, with it focus on damage doublers/triplers and ping damage but not using infinite combos to do it. Biggest downside I could see is none of the doublers/triplers are directly searchable by Magda.

As for your suggestions:

  1. Hammer of Nazahn - Good card in equipment focused decks and giving Magda indestructible is always good, but to me it is a build up card. It does not impact the game greatly when it hits the field by itself. You either need to have the mana open to cast an impactful equipment, 5 more treasure to search for one, or wait until you have either of the above. That being said Hammer of Nazahn not being in my maybeboard was an oversite that has been rectified.
  2. Magmatic Galleon - I feel the cost is too high so I would not want to see it in my hand to hard cast. That means I would be using a precious Magda activation to bring this out and I am not sure it is worth it, in most cases vs getting a combo piece.
  3. Mycosynth Lattice - Does this work like Maskwood Nexus? Maskwood says "The same is true for creature spells you control and creature cards you own that aren't on the battlefield.". Where as Mycosyth says "All cards that aren't on the battlefield, spells, and permanents are colourless.' I take that to mean in the deck cards are colorless, but do not become artifacts until the enter the battlefield. Which would mean you do not get to search for an extra cards since they are not artifacts yet.
  4. Sculpting Steel - This is a card I like and have tried in my desk, but have moved it the maybeboard as a card to keep in mind for alternative builds. It is not in the main deck because to me it feels like a 'win-more' card. Is doubling the triggers you mentioned powerful? Yes it is. However, if I am getting even one of those to trigger I am probably winning the game. I don't need to double the triggers to win.
  5. Spiteful Banditry - This is a card that I am not sure how to evaluate. My current thoughts are it is not worth adding, despite the lack in interaction in the deck. My thoughts shortly after it came out, "I debated putting this in the main deck, there is 1 thing that kept it out. The worst sentence to see on a card in Magic, in my opinion, "This ability triggers only once each turn". If that wasn't on this card it is an auto include variable boardwipe that gives me treasures for killing my opponents creatures. As it stands the best case scenario is to play it when you have no creatures out or the creatures with the highest toughness and wipe your opponents board and get 1 treasure. There might be metas this is more useful in, which is why it was included in the maybe section. I doubt I will ever slot it into the main deck; unless, I am completely misunderstanding the card, since at most 1 treasure per opponent's turn seems unlikely and slow."
  6. Crime Novelist - Another card that I am not sure on my evaluation of. It is currently in the maybeboard of this deck since I can't convince myself of what to swap it with. I have played games with it in my deck and had it be great, allowing me to search for Helm of the Host and then equip it, or search for one combo piece and cast the other from my hand or even just drop a big dragon on the field on turn 3 or 4. However, I have had just as many games where it doesn't seem to do much. That said I think I should try to find a way to get it in my deck without cutting lands or interaction, so if you have a suggestion for what to swap with it I am open to ideas.
  7. Steel Hellkite - I just replaced this card for Cavern-Hoard Dragon. While I had it my deck for removal as you suggest I replaced it for something that is more likely to get get the treasure I need to combo out. Given that the deck aims to win on 2-4 activations of Magda, I felt getting treasures off Cavern-Hoard Dragon was the better play then paying for Steel Hellkite's effect and hoping it does damage to remove a problem piece.
  8. fluffyeel on Urza Lord High Combomaster

    1 week ago

    Some small thoughts for fun things and stuff:

    Saljen on Magda of the Maskwood [[Guide]] Updated for MKC

    2 weeks ago

    I went a different direction with my Magda deck, you're welcome to check it out if you like: Treasure, Dwarves, and Dragon's; OH MY! . I hadn't thought about Helm of the Host, I'm definitely going to find room for that in my version.

    Here's some suggestions that I've found very helpful in my Magda deck:

    Hammer of Nazahn - can save any creature at instant speed if you've got 5 treasures up, will also let you attach Helm of the Host for free

    Magmatic Galleon - provides removal, a tapper effect for your dwarves, and the occasional extra treasure. Great first tapper to search out

    Mycosynth Lattice - functions similarly to Maskwood Nexus, in that it'll let you search out any card in your deck, works well with Darksteel Forge to make board wipes one sided

    Sculpting Steel - lets you copy Roaming Throne or Illusionist's Bracers to get extra treasures, or any of your other artifacts

    Spiteful Banditry - board wipe that gives you random treasures throughout the game

    Crime Novelist - Sac your 5 treasures, search for your thing, get 5 +1/+1 counters, and RRRRR mana. Insanely easy to combo out with this guy, insanely powerful with Magda

    Steel Hellkite gives you the option to remove anything, even things you wouldn't normally be able to like enchantments

    Profet93 on Hangry Boi Needs a Snack

    3 weeks ago

    Cloud key/artifact cost reducer + Sensei's + mystic forge = Infinite draw

    Karn, the Great Creator + Mycosynth Lattice = Hard lock. Both are helpful in their own right.

    Everflowing Chalice (4 counters) + Rings of Brighthearth + Voltaic Key =

    Metalworker (2 artifacts in hand) + rings + voltaic =

    Basalt Monolith + Forsaken monument =

    Basalt + Rings + 2 mana = . Add top to make it infinite draw

    Blinkmoth Well + Blinkmoth Urn = One sided ramp

    Profet93 on Eldrazi 2.0

    3 weeks ago

    FYI, Library of Alexandria is banned. Not sure if ur group is okay with it, just wanted to let you know. Also, colorless decks are notorious for combos.

    Cloud key/artifact cost reducer + Sensei's + mystic forge = Infinite draw

    Karn, the Great Creator + Mycosynth Lattice = Hard lock. Both are helpful in their own right.

    Everflowing Chalice (4 counters) + Rings of Brighthearth + Voltaic Key (manifold wont work) =

    Metal worker (2 artifacts in hand) + rings + voltaic =

    Basalt Monolith + Forsaken monument =

    Basalt + Rings + 2 mana = . Add top to make it infinite draw

    Scorched ruin + rings + Deserted Temple =

    Blinkmoth Well + Blinkmoth Urn = One sided ramp

    Phyrexia's Core - Sac outlet to prevent theft, exile and to remove The One Ring if it gets out of hand.

    temeref on The Malevolent Sink Eater

    1 month ago

    Commander_JAR yeah pretty much! Red's pool of tutors is limited, but it's able to generate a ton of mana in a pinch. Sarkhan's Triumph exists and I was running it for a while before realizing that it's almost always worse than Dragonstorm if you're tutoring a 6+ mana dragon -- and that's if you tutor for only one dragon. There has been 0 times out of the last... 7? Games I've played with this deck where I haven't been able to get the storm count to 1 before casting it, which is just a solid rate overall (and is difficult to interact with/counterspell because storm is busted as a mechanic lol). If there's something like Mycosynth Lattice in play you'll get even more mana generated back with no further setup by tutoring for & swinging with Cavern-Hoard Dragon. That's pretty much the whole point of the deck; shenanigans which result in lots of treasures for shimatsu.

    'Course, if you want to add more dragons like Scourge of Kher Ridges or Knollspine Dragon that can work too. I just never found the need for it myself since making treasures en-masse tends to be enough. Also exiling them to impulse draw is rough! The deck's land count is low for the same reason.

    Profet93 on Karn? No, Voltron!

    2 months 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 Affinity for Rubber Chickens (Chiss-Goria EDH)

    3 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

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