Semblance Anvil

Semblance Anvil


Imprint — When Semblance Anvil enters the battlefield, you may exile a nonland card from your hand.

Spells you cast that share a card type with the exiled card cost {{2}} less to cast.

Browse Alters View at Gatherer


Have (2) DoctorDax , GeminiSpartanX
Want (2) NiftyBiscuit , Jebanator

Printings View all

Set Rarity
Scars of Mirrodin (SOM) Rare

Combos Browse all


Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
2019-10-04 Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Semblance Anvil occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Semblance Anvil Discussion

MurderForBrunch on Kykar Will's Fury

1 week ago

Hi! It looks like a pretty interesting list. I have a couple of straight suggestions, and some comments/questions.

The first comment is that I see that this deck is pretty much a cEDH deck, it looks pretty consistent and pretty fast when it gets going. In that regard, I don't like Leave / Chance. If it's there for the Chance part, I would recommend more like Ponder, Preordain and Brainstorm. I mean, I recommend those three cards regardless! They're really efficient. On the other hand, if the Leave part is relevant, there's always Paradoxical Outcome which is bonkers good! Or even Rebuild which also returns opponents' stuff.

Another card I don't like is Ugin, the Ineffable. I mean, it's a really good card, but also very expensive. As I understand, it's there to discount artifacts, in that sense there's Cloud Key and Semblance Anvil which also do that and they're not creatures. Or even Helm of Awakening (this one reduces all costs, but to everyone). Although, artifact combo doesn't really look like the main strategy, in which sense I would just cut Ugin, and add other stuff. Most of your artifacts are very cheap anyway.

Now, one of the comments/questions I have is the following. The main Win-Con is Aetherflux Reservoir, isn't it? It's a really good win-con but still, some other win-cons are always good. In order to make the deck more resilient I would add additional finishers, like Walking Ballista when you have infinite mana, or maybe even a Jace, Wielder of Mysteries with so many Wheel effects! Oh! Another cool line is Wheel of Fortune and Lion's Eye Diamond with Underworld Breach! You can draw your whole deck, cast Jace and win on the spot! You can also switch the Wheel with Brain Freeze! :D

In general I like the deck! It seems really cool! :D I'll keep an eye on it!

psionictemplar on Rage Extractor

4 weeks ago

Interesting concept...I do have several concerns regarding the general functioning of the deck. 1. You only have 2 lands that come in to play untapped...I know you technically cheat on mana with the phyrexian mana, but that seems like it would be painful very quick.

  1. Does only having 20 lands let you cast your spells at a reasonable pace?

  2. Are you aware that Spellskite doesn't trigger Rage Extractor.

  3. What are your goals for the deck as far as being consistent and fast?

Cards that I think can help.

  1. Arcum's Astrolabe This will help you not only fix your mana, but it will enable you to run more basic lands which will come in untapped and speed the deck up considerably. A side plus is the obvious card draw.

  2. Talismans or signets: Talisman of Indulgence or Rakdos Signet for example, can speed up your deck and also help fix your mana issues you may have. Not only that, but they work well with Mishra, Artificer Prodigy to speed up the deck, thin your deck, and help you avoid paying life for these spells.

  3. Vedalken Engineer This cheap guy is an all-star when it comes to ramping up artifact decks. Could pay for a lot of different things if you try some of the signets/talismans.

  4. Semblance Anvil This is one I'm not completely sure will help but imprinting an artifact creature could make things interesting, I suppose.

  5. Noxious Revival Fits the theme of the deck and gives you some play against hate cards.

Just some ideas for thought. Hope it helps.

lonesentinel on Sram jets

1 month ago

Approach for that 'instant win' still requires 14 mana in 1 turn (or 7+7 mana over 2 turns). Something which is hard to do in mono-white.

I suggest removing

adding in

jaymc1130 on Emry, Lurker of the Loch cEDH

2 months ago


I think no matter what Dramatic Scepter can have a place in a competitive Emry build, the nature of the combo is simply that strong. If some one wants to run that set up I don't really think it's a poor choice by any means, it simply means the deck will have to be tuned differently to make optimal use of the combo. I've disliked it's performance in the iterations I've had it in so far mostly because I had difficulty in one of two areas: consistently getting Emry out and active as early as possible due to the number of additional tutor elements that feel required to reliably find Dramatic Scepter combo, and consistently hitting quality artifact targets for Emry to recur for value or a win (also due to increased tutor density and decreased artifact density). There is very likely some ideal balance where these issues can be resolved well, but I've had much better luck with the approach that eschews Dramatic Scepter altogether so far for increased consistency playing around Emry value. I'm interested in finding the optimal set up for both approaches in due time and figure the best way to do that is constantly check out other interesting Emry lists for the spicy tech that might make the difference.

When it comes to the keys in Emry I'm not quite sure how much value they would hold given typical play patterns for a number of different approaches. There's nothing wrong with having a nice artifact untap ability or two hanging around to generate extra value from Mana Vaults, Sensei's Divining Tops and the like but I don't think these pieces offer a whole lot as combo elements so they'd likely be pieces that only offer value generation. Makes less sense to run pieces that exclusively provide value without offering combo potential when those slots can potentially do both with something like Chromatic Sphere or Golden Egg. I think if an Emry list wants to get into Urza, Lord High Artificer packages with bounce elements like Paradoxical Outcome and Retract while running perhaps some stax elements like Trinisphere they have more merit as the keys would provide a lot more utility in these situations (particularly Manifold Key letting big constructs swing for 20 to the face). I did initially give an iteration including an Urza package with a key a try but it felt like the deck was pulling in too many directions to perform consistently. Again, with optimized tuning this might be pretty viable competitively, but it feels hard to make it work just right.

Scrap Trawler has been a wonderful performer for me so far. It's definitely going to be a card that Emry variants running a KCI package want to include as it opens up some seriously powerful lines (particularly the Intuition line to tutor for a full infinite combo with a single card at instant speed), but I've had a coupe of games now where Scrap Trawler chains simply for value led to a developmental advantage that secured my ability to win a turn or two later. The important thing to consider with a Scrap Trawler inclusion is that the deck will then really want artifacts in the 0, 1, 2, and 3 slots that can consistently sacrifice themselves for value of their own accord. I had one turn that I recall quite clearly where I had a fair amount of mana available to me and a Semblance Anvil plus Etherium Sculptor in play paired with the Trawler and some random Emry enablers when I drew into Memory Jar. I got to play the Jar, defend it with countermagic, sac Lotus Petal, sac Chromatic Star getting back the Petal, sac Mind Stone getting back the Star, tap and sac Eye of Ramos getting back the Stone, play all my returned artifacts for free plus a new one I had drawn, then sac the Jar getting back and exiling the Eye for later and draw a new grip without even using an Emry activation that I would then later use on a second Jar drop and activaton. I wound up drawing into 2 different engines that I was able to play and subsequently won the game. The value Trawler can generate can be pretty nutty at times when it leads to wins out of nowhere, and the combination of Scrap Trawler, Magewright's Stone, Krark-Clan Ironworks, any 0 cmc artifact, and any 1 cmc artifact as an outright infinite engine for mana (and often draw at the same time) is a solid capstone.

Kogarashi on Exile Legality

3 months ago

As mentioned, it doesn't work specifically because the Imprint mechanic refers to "the exiled card." If you use the Commander replacement effect (not trigger) to instead move your Commander to the command zone, it's not exiled by the Semblance Anvil after all and Imprint has nothing to refer to.

The same would happen if you were to use, say, a Riftsweeper to recover a card exiled with Imprint. The Imprint ability would no longer function for lack of an exiled card to refer to.

newyxX on Exile Legality

3 months ago

As griffstick stated, you can imagine "exile" as a state that card can be in, same is true for command zone. In this case, you try to exile commander with Semblance Anvil and it goes on the stack. When it comes on stack you trigger the commander position change and then you can choose whether to exile it or to send it to the command zone. If you choose command zone then you really didn't fulfill the requirements of Semblance Anvil so it won't work, more clearly you didn't exile anything with Semblance Anvil so when you would invoke the Semblance Anvils ability you would not have a target... Hope that fully clears your mind.

griffstick on Exile Legality

3 months ago

I believe if you put your cmdr into your hand with Rescue, you could choose to instead put it into the command zone. . The same is true for Semblance Anvil. However if you let your commander go to the command zone Semblance Anvil will have nothing imprinted. The card must be exiled. As the imprint mechanic states.

Also if you were to imprint your commander and let it go to exile your commander will remain in exile indefinitely

Riveyn on Exile Legality

3 months ago

If I used a card like Rescue to return my commander to my hand, then use Semblance Anvil to exile the commander from my hand, would I be able to place my commander back in the command zone and still be able to utilize the effects of Semblance Anvil? Does exiling the commander still count as satisfying the requirements of the spell if I can put it back in play?

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