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.
|Have (5)||jecder , PTsmitty , sachiel2nd , FlyMuf ,|
|Want (3)||lampjas , ArtistaFeo , TurophobicMage|
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Mystic Forge Discussion
5 days ago
1 week ago
cost reducer/Cloud Key/Semblance Anvil/ugin ineffable + Sensei's Divining Top + Mystic Forge = draw your whole deck. Then with mana rocks + untapping keys / extra mana , cast your infinite colorless combo. Each piece is extremely synergistic with your deck.
Also note that forsaken monument + basalt = infinite colorless
3 weeks ago
Profet93 Thanks for the recommendations.
I have messed around with Mystic Forge and it's associated combo a bit but I ended up cutting Sensei's Divining Top as I felt that it was unnecessary more often than not and not having ways to shuffle consistently made it way worse if I didn't have a way to go infinite with it. I mighy try Mystic Forge again but I felt that it was too slow in my testing. cEDH nowadays has the "turn 3 rule" where you need to be threatening a win or overwhelming advantage by turn 3 consistently by turn 3 if you want to be relevant. From my testing, cutting a lot of the random value pieces for extra ramp has allowed for a lot more turn 2 or 3 Eldrazi Titans and a lot more success against cEDH decks.
Manascape Refractor has been very good in testing. Mishra's Workshop is my personal favorite but it also copies Inventors' Fair pretty frequently. Ancient Tomb or City of Traitors makes it into a Worn Powerstone (which I already run). Bazaar of Baghdad and Eye of Ugin are useful as well, especially when I have access to Unwinding Clock and can repeatedly activate a random tech land every turn. At one point, this deck ran Candelabra of Tawnos as a way to repeatedly use tech lands but I would argue that Manascape Refractor is a much better way to accomplish that. High Market, Homeward Path, etc. are also surprisingly useful. On that topic, using it as a High Market with access to infinite mana through Rings of Brighthearth + Voltaic Key + Chromatic Orrery (also gives infinite untaps of all artifacts) allowed me to win once as I didn't have access to a different way to sacrifice and recast Kozilek, Butcher of Truth.
I had no idea that Soul-Guide Lantern even existed. I'm not sure if I would call it a strict upgrade to Relic of Progenitus but it is definitely good. I might swap out Tormod's Crypt for it so that all of my graveyard hate can be cycled if it isn't relevant.
Regarding the Metalworker combo, a lot of the primer is outdated. I tried updating it a few times but I ended up changing out 20ish cards so I figured I would wait until I had a pretty stable list to update it. The Metalworker combo is absolutely a backup option though. Typically by the time I would go for that combo, I would have access to casting Kozilek. As for Field of the Dead, I am not a fan of tap lands and roughly 1 out of every 20 games with this deck would even go long enough to get to 7 lands for it's ability to be relevant. I think Field of the Dead would be good in a casual meta but I try to play this at cEDH tables as this deck is ridiculously unfair to play at casual tables.
Reliquary Tower is a good budget option but it might as well be a Wastes with the way the deck runs most games. I typically mulligan for some form of acceleration and try to immediately get to 10 mana which usually empties my hand. Kozilek will get me a new hand, but very rarely will I pass with more than 7 cards in hand, and if I do, I haven't had the scenario yet where I had to ditch anything useful.
The main form of drawing power in the deck is my commander. Mikokoro, Center of the Sea, War Room, Ugin, the Ineffable, sacrificing Mind Stone, Hedron Archive, or Dreamstone Hedron are the only other ones I have for card advantage. This deck is basically an all or nothing deck intent on playing really early Eldrazi Titans, going infinite, or playing stax to slow everyone else down (usually some combination of the 3). As colorless does not have access to particularly great interaction, I have tuned the deck to be about as fast as physically possible. Most games I am able to cast Kozilek, Butcher of Truth on turn 3 or earlier (admittedly almost always at least 1 mulligan for fast mana). Although some times people will have answers, that early in the game is enough to cause problems for most decks. The plan from there is to either just kill my oponents or do as you said where I cast Kozilek, draw some cards, ramp some more, and repeat. Although the situation will occasionally show up where the game goes long, this deck absolutely shines when it is doing terrifying things really early.
If you have any other questions, feel free to ask.
3 weeks ago
Mystic Forge + Top + Cost reducer (ex: semblance anvil, ugin ineffable Cloud Key, etc...) = Draw your entire deck. Given that over 50% of your deck is artifacts, its good on it's own. Top allows you to ensure it works even more effectively. Don't sleep on mystic forge.
Manascape Refractor - What it's purpose here, copy opposing coffers or something? What lands of yours have activated abilities that you need redundancy for?
Soul-Guide Lantern > Relic of progenitus
You mention for the metal worker combo, lightning greaves needs another creature to latch onto afterwards. How often do you have another creature given you have few in the deck. I feel this would be mitigated by adding Field of the Dead - Provides blockers for those times your fast mulligans fail and you're left in the wind waiting to ramp while your opponents are developing a board state. Turns on consistently given your land diversity.
Reliquary Tower - Not needed, but worth mentioning. How many forms of draw do you have in the deck, or are you mostly reliant on casting commander, draw cards, ramp recast and repeat?
1 month ago
Jimmyflip thanks for checking out the list again much has changed obviously.
I had considered The Reality Chip at first but then realized it gives basically the same ability as Mystic Forge just without the ability to exile the card if you don't want it and being specific to artifacts. I think if I still had Forge in the list I would be looking to get the Chip in as well. However while I think both are good options if you find yourself whiffing a lot on turns you're trying to win I think that a playstyle that is slightly less risk taking will allow for that to not be an issue. I would recommend to newer players to the list however that want to learn to play the list finding a way to include both options as they will give a bit more consistency for someone who hasnt played the list very much. This allows for someone to learn the list while still staying competitive. Eventually they will learn the ins and outs of the list and can go to something more aggressive in its choices while making safer and less risky plays
2 months ago
There's a lot of "unnecessary fat" or "chaff" in this list that will lead to performance consistency issues in truly competitive settings. The land count is so low that first 3 turn board development will be very inconsistent from game to game, there is a very limited number of mass draw spells and effects combined with a crippling overabundance of ritual effects (every card in a Birgi helmed deck is a ritual, no need for actual rituals). There are functionally worse performing cards occupying win conditions slots (Aetherflux Reservoir instead of Dragon Mantle or Voldaren Epicure, Experimental Frenzy instead of the simply outright better and less restrictive Mystic Forge. Not to mention functionally irrelevant cards like Twinflame (with no legitimate Kiki style win line), or all the ridiculously useless cantrips.
You can take a look here Birgi Storm Top [cEDH Primer] for a more streamlined version that's been thoroughly tested for several hundred games at this point to achieve close to statistical mathematical optimization in the most competitive possible environments.
3 months ago
3 months ago
Nice deck. I've found two errors in the description:
- Mystic Forge does not give flash to your artifacts.
- You must sacrifice artifact creatures to Arcum Dagsson.
Anyway. Plus one from me.