You may look at the top card of your library at any time.
You may cast the top card of your library if it's an artifact card or colourless nonland card.
, Pay 1 life: Exile the top card of your library.
|Want (2)||leetsupa , Blobbicus|
Printings View all
|Core Set 2020 (M20)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Mystic Forge Discussion
1 day ago
I know you said this is made of stuff from around the house, but I know you have some of these: Power Conduit, Urza's Factory, Coretapper, Walker of the Wastes, Ghostfire Blade, Champion's Helm, Tenza, Godo's Maul, Shadowspear, Basilisk Collar, Cloud Key, Wayfarer's Bauble, Ichor Wellspring, Mystic Forge, Karn's Bastion, Terminal Moraine, Crystal Vein, I know you don't have Mana Vault, but I would be willing to trade one of mine to you for a pile of cards TBD over time if you're interested.
1 week ago
At the moment I feel like Bolas's Citadel, Mystic Forge, and Future Sight all offer the same primary game winning line when combined with Sensei's Divining Top and they feel pretty interchangeable. Since I've included the Bloom Wheel combo package I've been running the Citadel lately because of how nicely it pairs with it. Being able to cast Summer Bloom off the top of the library with life total can facilitate the combo without needing a Waterlogged Grove type land in play, but the loop isn't infinite without Gingerbread Cabin or Angel's Grace. I'm not exactly set yet on what "cast from the top of library" piece I want to use so I'm playing around with each and seeing how I like it, right now it's the Citadel's turn and it's been a good performer in the role. Usually digging 20 or 30 cards with the Top combo itself is more than enough to find the pieces required to close out the game and the Citadel kind of performs as an Ad Nauseam for more in that kind of situation.
Smothering Tithe is a card I've done a small amount of testing with also but it simply isn't needed very often with the Bloom Package and standard Dork/Rock set up pretty consistently providing absurd mana very quickly. Playing it in addition was very much "win more" in performance terms and playing it without the other ramp pieces tended to lead to losses due to tapping out/low at critical moments and being unable to interact effectively. I think there are some cEDH decks where it makes a lot of sense to run it (Wheel Thief concepts definitely come to mind) but most T&T decks likely might not want to since they have better ramp options that are dramatically less risky and dramatically more consistent in terms of opening hands. I've not really had enough games with it yet to know if the mixed bag performance is to be expected so I've got more testing to do with it. My gut tells me that needing to realistically think about casting it on turns 2 and 3 is too much to ask for most of the time in competitive settings unless you're fine with just gambling on losing the game on turn 2 or 3 trying to greed cast it and understanding that casting it in the mid game turns 4 and 5 has a very close to zero chance of it resolving or sticking around for more than one turn cycle, all while the more fortunate ramped out opponents don't mind paying with that extra Mana Crypt that's just lying around not doing much.
Witch's Cottage and the Cabin both initially got a "just for fun look" and then some how managed to perform admirably enough to warrant real looks. I've since learned Gingerbread Cabin is only worth running if Bolas's Citadel is included, but the Cottage has been quite wonderful as a back pocket silver bullet. Being able to fetch it to return an already binned Notion Thief or Ramunap Excavator to lift off the top with a Tymna swing has sealed a number of wins. At this point I'm willing to run Witch's Cottage very liberally in T&T builds that run any important creatures that might draw interaction. I have yet to see many builds running it, but many cEDH staples should consider Witch's Cottage a must run in properly constructed lists due to the prevelance of Ashiok, Dream Render, wheel effects, and counterspell interaction that often bins important combo creatures the first time they get run out. Mystic Sanctuary, likewise, should at this point be considered a must run card in cEDH deck lists, particularly T&T lists.
As for Island count, the deck runs a plethora of them and has no issue reaching 3 in play very quickly and very easily. Partly due to typical play patterns induced by Summer Bloom and "play land from graveyard" effects, but mostly due to fetch lands just being busted.
I've liked the Bloom Wheel package performance so far, but the inclusion of it rather takes up the card slots that other packages could slot into, such as the Inception concept. I've not figured out a way to include both set ups all that effectively but the best bet so far has been to roll without the Top Combo package. I've got more fiddling to do with that before I've gotten enough data to know what combination of packages is universally ideal, but I do have some decent data so far about certain packages in situational meta circumstances and a ton of work ahead of me to update the list and primer. Of course with COVID-19 lock down I've got plenty of time to work on it, but it's still a bit of a daunting task.
1 week ago
I've got to say I love this deck, however, I have one question which is why you are running Future Sight as opposed to Mystic Forge for the Sensei's Divining Top combo? It has a lower CMC while also being an artifact which is very valuable with Urza on the board. Otherwise, this deck is sweet!
2 weeks ago
I've encountered this problem when building with small tribes before, and that's the temptation to just fill the deck with Changelings. I've found it doesn't actually fell that tribal when you have one member standing next to two Changelings. I prefer to use cards like Kindred Summoning that put cards or tokens into play that amplify the presence of actual tribe members.
Since Scarecrows are all artifacts and you're going 5-color, you have more options than most to do that. Emry, Lurker of the Loch, Muzzio, Visionary Architect, Mystic Forge, and Saheeli's Directive can all be gas in this deck.
Scarecrows are also weak. You can take advantage of that with cards like Dusk / Dawn, Alesha, Who Smiles at Death, Mentor of the Meek, Reveillark, Slaughter the Strong, Grenzo, Dungeon Warden, and Elspeth, Sun's Champion to take advantage of that.
2 weeks ago
Hey, consider cutting a few of the less good high CMC cards for more support?
Deal Broker, ignore the bullshit draft text, it can be a repeatable source of draw and it's an artifact. Unwinding Clock is good in muliplayer Commander when playing many mana rocks to make mana on each of your opponents turns to pay for mana sinks or cast cards. Use it with Broker to draw into your deck. Unwinding untaps artifacts that don't normally untap such as Mana Vault. Basalt Monolith is another source of colorless mana that doesn't normally untap.
Shimmer Myr is a way to use mana from rocks on each of your opponents turns to cast artifacts. Shimmer is very good with Mystic Forge. Mind's Eye repeatable source of draw and Unwinding with rocks gives you mana to pay on each opponents turn.
Cards to consider cutting:
- Desolation Twin
- Pathrazer of Ulamog
- Platinum Emperion
- Bane of Bala Ged
- 1x Wastes
Good luck with your deck.
3 weeks ago
Correct, you still have to pay the mana cost while using Mystic Forge. You only get to skip the mana cost if the effect specifically says you cast the spell "without paying its mana cost".
Cards that let you easily avoid paying large mana costs are purposefully few and far between, as the mana system is a core part of what makes the game work properly. Some classic examples include Sneak Attack, Through the Breach, Reanimate, Goryo's Vengeance, Show and Tell, Mind's Desire, etc. One of the "Deck Help" forums would be a better place to go to ask for card suggestions.
3 weeks ago
Do you know of any cards that will let me cast my ELdrazi high mana cost cards without paying their mana cost? Mystic Forge requires that we have a mana cost for the card being cast, instead of a free casting without paying mana cost, correct?
3 weeks ago
So far I am making a Dimir-Colorless Eldrazi thought-warping deck.
Thought-warping is just my fanciful term for the mechanic of looking at the other player's hand and exiling cards. I have 14 cards for this.
I need help with the mana curve on my Eldrazi!
What Eldrazi cards should I use or remove?
What are some good Dimir cards I'm missing?