Mystic Forge

Mystic Forge

Artifact

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.

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Set Rarity
Core Set 2020 (M20) Rare

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Legality

Format Legality
Vintage Legal
Commander / EDH Legal
Tiny Leaders Legal
Highlander Legal
Limited Legal
Leviathan Legal
1v1 Commander Legal
Oathbreaker Legal
Modern Legal
Historic Legal
Block Constructed Legal
Canadian Highlander Legal
Duel Commander Legal
Casual Legal
Arena Legal
Unformat Legal
Pioneer Legal
2019-10-04 Legal
Legacy Legal

Latest Decks as Commander

Mystic Forge Discussion

Jerakin on Personal 'Emry Forgeworks'

5 days ago

jaymc1130 Thank you for taking a look! Definitely agree that Scrap Trawler isn't as easy to abuse without Intuition but it can still gain you a lot of cards advantage so worth it simply because of that (gets really good with only 1 artifact cost reduction in play!). I also included Mystic Forge for pretty much the same reason. While it isn't busted in the deck because of the absence of Sensei's Divining Top it could still net me quite a few cards because the deck is about 30% artifacts. (At least in theory, a few games of having it out and it have been super strong so I might cut it).

Again thank you so much for sharing your fun deck and for taking a look!

multimedia on Saheeli Pre-Con Upgrade

2 weeks ago

Hey, Exquisite Invention is actually a well made Commander precon by Wizards, but what the precon really lacks are repeatable draw sources. You've done well with upgrading the precon by cutting out most of the lackluster cards.

Jhoira, Weatherlight Captain can be repeatable draw when you cast any artifact or even Saheeli. Mystic Forge can give you an advantage by being able to cast artifacts from the top of your library. The Magic Mirror's mana cost can be reduced with Saheeli's +1 and it gives you repeatable draw each turn and that draw increases each turn you control it. Bident of Thassa is quite good as a repeatable draw source with attacking tokens especially flying Thopters and it's an artifact.

Whir of Invention is an instant artifact tutor that puts the artifact onto the battlefield and improvise helps to cast it with artifacts you control. Reshape is sac an artifact to tutor for and put an artifact onto the battlefield with CMC equal to what you paid for X. Treasure Mage can be helpful because it can tutor for any 6 CMC or higher artifact and put it into your hand for Saheeli's +1.

Everflowing Chalice and Talisman of Creativity are two more good budget two drop mana rocks and can use Saheeli's +1 to help to cast a huge Chalice that can be a repeatable colorless mana source. Inspiring Statuary gives all your nonartifact spells improvise meaning that artifacts you control can be used to pay for the mana costs of nonartifact spells.

The artifact lands: Seat of the Synod, Great Furnace, Darksteel Citadel count towards reducing artifact costs with Saheeli's +1. Trinket Mage can also tutor for one of these artifact lands if you need a land. Other budget land upgrades to consider: Shivan Reef, Spire of Industry, Glimmervoid, Sulfur Falls, Ash Barrens, Grixis Panorama, Temple of Epiphany.

I offer more help to make cuts. Good luck with your deck.

StopShot on Elsha's Infinite Voltron

2 weeks ago

Cards I’d cut:

Basilisk Collar - You don’t need deathtouch and your other lifelink equipment are more desirable.

Helm of the Host - Creating extra 3/3 prowess creatures isn’t worth it.

Sigiled Sword of Valeron, Sword of Body and Mind - the slight power boost and token production aren’t worth it.

Sword of Sinew and Steel, Sword of War and Peace - not enough payoff to justify these. Light and Shadow is a bit weak because you don’t have much creatures to reanimate, but the pro-white/pro-black is good at stopping removal and evading blockers. Truth and Justice feels also weak, but you’re getting a bigger beater every turn which is improving your damage output. Fire and Ice and Feast and Famine are the best swords to keep and not cut.

Sword of Vengeance - First Strike won’t matter when you get enough equipment and 3 to equip is a lot when you want haste. Run Haunted Cloak instead.

Armory Automaton - Cute but doesn’t contribute anything to you smacking your opponent with your commander.

Godo, Bandit Warlord - Clunky. I know he can be used as part of an infinite combo, but infinite combos should be added in when you have your 100 cards set aside and can start replacing them.

Leonin Shikari - It can make a bunch of cute interactions, but I think you can go without it. Run Sram, Senior Edificer instead.

Brainstorm - it might be good for removing lands but you should run Druidic Satchel over it as its a repeatable Rampant Growth in this deck, though since you’re trying to cut cards I think you can go without either.

Remember the Fallen, Serum Visions, Sevinne's Reclamation - Remove these as you can go without them. If you’re worried about losing your stuff you should run Academy Ruins as it only takes up a land slot.

Mystic Forge - Your commander is already doing its job for you.

Masterwork of Ingenuity, Mirrormade - These are situational cards that vary on what you have out. They also provide amazing incentives for your opponents to destroy the original equipment effectively 2-for-1’ing you.

Lanzo493 on Eldrazi Deck Thing

3 weeks ago

Eye of Ugin is super powerful given the cost reduction and repeatable tutor effect it offers you. Mystic Forge will let you gain some card advantage by casting eldrazi from your topdecks. You've got most of the strong budget eldrazi, but in case you missed it, Pathrazer of Ulamog is another one you can add. All Is Dust is almost completely a one sided boardwipe. It's perfect for your deck. Return of the Wildspeaker can offer you a ton of draw with basically any eldrazi you've got in play. Tempt with Discovery can get you lots of sol lands like Eldrazi Temple, Shrine of the Forsaken Gods, and Eye of Ugin all in one go. With how big your eldrazi are, and also with how many cards you have that use colorless mana, I would suggest efficient mana rocks like Worn Powerstone and Thran Dynamo. They'll accelerate you nicely. Some cards that go nicely with Jodah are Blatant Thievery, Clone Legion, and Sunbird's Invocation. I'm certain they'll do well here, too.

I'll make some suggestions for card you could remove, too. Darksteel Forge doesn't do too much for you since it won't help your eldrazi. Eldrazi Monument is actually a bad card for your deck since you don't have enough cards that makes lots of tokens, you'll end up sacrificing your bigger eldrazi which wouldn't feel very good. Elixir of Immortality really doesn't do anything for your deck. Call the Scions is pretty underwhelming and isn't much of a commander card. Skittering Invasion really doesn't do much compared to other 7 cmc spells you could run. Conflux isn't really capable of tutoring anything all that powerful for you, and Enlightened Tutor really doesn't have any worthwhile targets either. I see you have a bit of an exile and process theme with cards like Ulamog's Nullifier but I would personally change it and just go with as many backbreaking eldrazis and other spells you can. With Jodah as your commander, you can run all kinds of nasty plays.

Omniscience_is_life on Bosh throws a fit

3 weeks ago

Wow. Thanks for taking the time to write that all out!

The rocks you mentioned are all good, I'll add around 3/4 of them as I do think card-draw is a bigger concern for the deck. Retriever/Diver are fun, I'll add one if not both. Goblin Engineer only hits small artifacts, so that doesn't exactly work, but the Welder is a welcome addition. I don't think Purphorous is quite on strategy enough to merit a spot, but Daretti is cool. Mystic Forge is a wonderful card, not sure how it slipped under my radar. I don't love planar bridge as much, as high CMC artifacts are only good if they like dying ;D. The Forgemaster's cost to activate is a little too high for the pace of the deck, I tend to play/sac/play/sac/play, not play/play/play/sac/sac/sac. I don't feel like I want to spend 9 mana on an effect really only helps me "choose my timing", but the Boots/Greaves suggestion is a good one as the Head Honcho himself doesn't want to die. Ugin, the Ineffable/Foundry Inspector are likely both going in the deck, appreciate those suggestions. As for Clock/Myr... Not necessary enough. Of the "big ham" artifacts you mentioned, Duplicant/Ancient Stone Idol are the only ones I like. Big artifacts for the sake of big artifacts isn't what I'm looking for, more along the lines of big artifacts that are practically screaming to die. Lattice is a very powerful card, I'll try to fit it in. The ability doublers are smart, I'll squeeze one of 'em in.

As for the cards you're suggesting to remove... Elemental/Servant are good to take out. I like Forge Armor as my general is already a 6-power trampler, if I can just casually put 8 counters on him then my opponent has work around me, even if I don't really want to be swinging in. Nahiri's Wrath, and Azor's Gateway  Flip are all good to take out, we can agree on that. I like the familiar as it comes down early and disincentivize attackers, and then draw me card and Bolt someone later in the game. The comparison of Dockside Extortionist to Wily Goblin is a fair one, but I know I'm getting a treasure from Wily Goblin, and that's important since I'm counting on that early ramp + body. I find Rise to be just solid value, and you didn't suggest a whole lot of card advantage to I don't see fit to remove it just yet. You burn through a lot of cards in this deck, and it's good to keep a steady flow. Scarecrone can get artifacts, from the graveyard, to the battlefield repeatedly. And I like the digger. But he probably needs to go.

multimedia on Eldrazi Deck Thing

3 weeks ago

Hey, good start. Several nice cards here especially the tutors, but you've neglected the manabase in favor of everything else which is not good when playing five colors.

Some staple cards within the budget for five colors to consider adding:

Some cards that would go well with your version:


31 lands is not enough land for such a high avg. CMC of 5.4 and consistently needing one of each color to cast spells. This avg is however deceiving since you will be casting cards for five mana, but five mana is still a lot of mana to want to make consistently with only 31 lands. I suggest 36-38 lands and at least 12 sources of ramp to get the required color fixing you'll need for one of each color.

The main reason to add more lands/ramp is to help your deck function without Jodah. The second Jodah is on the battlefield he will be a target to be removed, for this reason you want to consistently count on him not being around to help with casting costs. Without Jodah this deck will struggle to function without more lands and ramp.


The current manabase doesn't have any basic lands which is strange. At least one of each basic land is wanted. Bounce lands (Simic Growth Chamber) are fine on a budget if you include more basic lands, but they're too slow when the majority of the lands in the manabase will always ETB tapped. With a Bounce land you want to consistently be able to return a land to your hand that will ETB untapped since it can give you an actual advantage, but if you're returning a land that will ETB tapped then the advantage is gone.

You want to avoid playing lots of lands that will always ETB tapped. For five colors Triomes (Ketria Triome) and Tri lands (Frontier Bivouac) can be exceptions; both are better than Bounce lands. The prices of Triomes are displayed wrong; they're not $11 or more instead can get them for around $6 each at TCGPlayer. Tri and Triome lands making one of three different colors is worth the land ETB tapped for color fixing. Triomes are better especially Forest ones because they're three different land types meaning some land ramp spells such as Farseek can search for one of them and Nature's Lore/Skyshroud Claim can search for Forest ones.

I offer more help for the manabase. Would you like more help? Good luck with your deck.

Monomanamaniac on Bosh throws a fit

3 weeks ago

So you might think if adding even more mana rocks like Mind Stone, Thran Dynamo, Hedron Archive, Worn Powerstone, Blinkmoth Urn, Everflowing Chalice, Gilded Lotus, Palladium Myr, or Iron Myr. You should be ramping as much as possible, you could even consider Extraplanar Lens if budget is no concern. You could consider cards like Myr Retriever, Goblin Welder, Buried Ruin, Goblin Engineer, Junk Diver, purphorous, bronze-blooded or Daretti, Scrap Savant to bring artifacts back from the graveyard. You could consider Mystic Forge, Planar Bridge, or Kuldotha Forgemaster for getting artifacts out of your deck and onto the battlefield. Darksteel Forge, Soul of New Phyrexia, or Eldrazi Monument so you're killing your artifacts only when you want to. Unwinding Clock it's good if you combine it with flash from Shimmer Myr or Vedalken Orrery. Ugin, the Ineffable or Foundry Inspector to reduce the casting cost of your artifacts without affecting the cmc. You could go full ham on some big artifact creatures like Myr Battlesphere, Meteor Golem, Duplicant, Ancient Stone Idol, Mycosynth Golem, Darksteel Colossus, Blightsteel Colossus, Platinum Angel, or Platinum Emperion just to name a few. Other ideas might be Hellkite Tyrant to steal your opponents artifacts Mycosynth Lattice to turn your non-artifacts into artifacts, Illusionist's Bracers or Kurkesh, Onakke Ancient to copy bosh's abilities, Swiftfoot Boots and/or Lightning Greaves to protect your big guy, Voltaic Key or Manifold Key to untap your rocks, or Mind's Eye or incidental card draw. Some lands to think about are Myriad Landscape, Darksteel Citadel, and Phyrexia's Core but not much else.

As per suggestions to take out : Catalyst Elemental, Destructive Digger, Forge Armor, Walking Atlas, Nahiri's Wrath, Wily Goblin (use Dockside Extortionist), Azor's Gateway  Flip, Furious Rise, Generator Servant, Pirate's Pillage, Scarecrone, Filigree Familiar just to name a few.

I would like to start by saying I'm not trying to say your deck is bad, just trying to give you a lot of ideas to go off of and pointing out things that don't really go with the theme of the deck, which is ramp super hard, drop a bunch of big threats, drop bosh and kill opponents. Secondly, I am not a competitive deck builder by any means, I just use the data I have and suggest the things I like. I actually like seeing gosh in the command zone.

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