Semblance Anvil

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Semblance Anvil

Artifact

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.

Ca1m_down on BlitzKrieg

1 month ago

Hey, cool list. I think there are a couple of different ways of building Henzie and I feel like you have a couple of different ideas going on here. Here are my thoughts on the different themes you can focus on that synergize with Henzie's abilities:

Cost reduction (making big impactful creature cost as little as possible to cast multiple in a turn every turn) Goreclaw, Terror of Qal Sisma, Nylea, Keen-Eyed, Cloud Key, The Immortal Sun, Marauding Raptor, Heartless Summoning, Krosan Drover, Goblin Anarchomancer, Semblance Anvil

"Blink" (lots of undying, persist, and plenty of "Feign Death" effects to maximize etb/dies triggers and keep the creatures after blitz) Cauldron of Souls, Conjurer's Closet, Kaya's Ghostform, Supernatural Stamina, Blood for Bones, Undying Malice, Minion's Return, Demonic Gifts, Abnormal Endurance, Unholy Indenture, Return to Action, Fake Your Own Death, Flayer of the Hatebound, Mikaeus, the Unhallowed, Puppeteer Clique, Woodfall Primus, Murderous Redcap, Faceless Butcher

Value Town (maximize card advantage, keep the cards flowing, recursion, keep non-creature count low) Guardian Project, The Great Henge, Greater Good, Lifeblood Hydra, Demonlord Belzenlok, Gorex, the Tombshell, Deadwood Treefolk, Acolyte of Affliction, Evolutionary Leap

I think doing a combination of these three things is solid, but I'd recommend focusing on one and trying to keep the game plan somewhat focused. My brew leans towards Value Town.

Things in your current list that I'm a little skeptical of:

Sundial of the Infinite I think since Henzie is only giving us a small mana discount, this would just be used as a weird "your creatures have haste". I think you often want to take advantage of the "when this dies, draw" rather than 1+ mana cost reduction.

Deathreap Ritual This doesn't trigger if your creatures are dying in your end step to blitz, creatures need to die before the end step for the Ritual trigger to go on the stack. Even if that wasn't the case, I feel like it's better in decks where you're the one making sure it's triggering on each of your opponents turns. What Henzie is doing doesn't really help with doing that. I feel like Moldervine Reclamation would be similar in concept, but more synergistic once the deck is going (but I also don't think it's worth an inclusion).

Living Death How are you filling your yard? Henzie doesn't get cards into your yard very quickly. I think the is a card that fits better in decks that are doing plenty of looting and self milling. It's very likely the other graveyard players will benefit more than you when you cast this.

Most of your creatures that are less than 4 cmc don't seem like they do enough with Henzie to take a slot. I think you'd be better off if your CMC<4 mana stuff was non-creatures that ramp and/or setup for your game plan. I can understand the sac outlet ones if you're really taking advantage of the instant speed aspect, but most of the time you're having to sac end of turn anyway, so I think it'd be better to take advantage of the better payoff of the non-creature sac outlets (like Evo Leap, Vampiric Rites, the various Altars, Greater Good, etc.) As far as mana dorks, I feel like 2 mana ramp spells will help more in the long run. I don't think Henzie is powerful enough of a turn 2 play to risk losing mana sources to pings and/or wraths.

All that being said, it's great seeing other peoples takes on Henzie. I've certainly gained a bunch from reading your comment on my decklist and thinking critically about yours. I'll try and keep my list updated as I play it more. It's been a blast so far. If I didn't already have a black based "blink" deck I think I'd probably lean Henzie towards that strat. :)

Profet93 on Kozilek Distortion Shenanigans [Primer]

1 month 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

Profet93 on The 6th Color Nemesis

1 month ago

You already have one: (cost reducer)/Ugin Ineffable/Cloud Key/Semblance Anvil + Mystic Forge + Top = Draw your whole deck

Mystic allows topdeck casting of artifact. Activate top to draw a card, placing top on the deck. Cast top off of the deck for free given Ugin. Rinse and repeat. Then once you draw your deck...

You then draw into and cast Basalt Monolith and Foresaken Monument, making infinite colorless. Just need the mana to cast both in the first place.

Squee_Spirit_Guide on Chattering Ordeal

1 month ago

Thanks for your insight lagotripha! Semblance Anvil is really interesting. I don't know if it fits in this particular build, because this build is admittedly not optimal ha. I'm trying to jam so much stuff in here for the fun of it that I can't streamline too much :) But I can definitely see it having a home in a more honed version with cost artifacts for imprinting and maybe some fast mana. I hadn't seen Workshop Assistant before and I agree that going that route would make the deck much more reliable.

The deck is really fragile to graveyard hate, I'm hoping the Thoughtseize and pray method will do the trick! It's unfortunate the deck is weak to both graveyard hate and storm hate, which means most sideboards will have multiple answers to it. This deck is definitely more crossing your fingers than actually having an answer :)

lagotripha on Chattering Ordeal

1 month ago

Myr retriever has several other options if you're looking to combo - Semblance Anvil+sac outlet, Scrap Trawler/Workshop Assistant as alternative options, or even backup combos that generate gravestorm (flavours of persist/undying).

I've found the combos taken as a group to be reliable because they all share pieces - the battle is packing protection for the graveyard itself and surviving to cast it. Going into black/green and playing a lot of thoughtsieze seems like it has a good chance of that, especially with a grindy backup plan.

In theory playing Painter's Servant and Spellskite for free could set up something big, but I haven't found a way to make that really tick over. I've also thought about creatures with 1 toughness and a death trigger to try and get to high gravestorm - fecundity+heartless and Hangarback/myr sire is a draw two. Still fragile though. Best of luck with the brewing - I hope you figure this one out.

clonalselection on Spirit of the Night Demon tribal

2 months ago

Has this deck been in your rotation for 9 years? Awesome! I have my own love bug that just won't quit: The Red Terror: Akroma's Manifesto

Some tricks that might help:

Profet93 on

4 months ago

Jeweled Lotus > Lotus Bloom IMO

Given that 25% of your deck is artifacts, have you considered adding a Cloud Key/Semblance Anvil or even an Ugin, the Ineffable as a cost reducer? Cost reducers are useful on their own or in the combo below...

Cost Reducer + Sensei's Top + Mystic forge = Draw your entire deck.

What is the purpose of Tomb of the Spirit Dragon? Why not add a different utility land like Kor Haven, another mana fixer or better yet Riptide Laboratory? Riptide allows re-use of snapcaster, trinket mage or save your commander.

Sun Titan + Angelic Renewal + Blasting Station = GG. Angelic renewal is useful on it's own, particularly with ETB effects.

Counterspell > Stoic Rebuttal

Crush Contraband seems too expensive for what it does. Potential swaps include....

  1. Fierce Guardianship - Countering for free and bluffing to do so is powerful
  2. Dig Through Time - Help you dig a little further
  3. Mind Stone - Ramp when you need it, draw when you don't. Bringing your commander a turn earlier is helpful
  4. Mystic Remora - Somewhat redundancy for rhystic study. Not needed, but I'm almost always happy to draw this, even late game.
  5. Ancient Tomb - Can hurt, but ramp is ramp and this help a fair bit

Swap Evolving Wilds + Terramorphic for Prismatic Vista/Fabled Passage.

Let me know what you think of each suggestion.

Rygalla on Angels Everywhere but There

4 months ago

This is pretty interesting deck, not going to lie. Though there are a few things about it that you could improve the deck with...

First of all is ramp, Mono-white absolutely sucks with ramp I know, especially with getting an 8 drop like Avacyn out, of course stuff like Land Tax and Archaeomancer's Map are good options, they may be a bit on the pricy side. Fortunately stuff like Burnished Hart, Solemn Simulacrum, and Monologue Tax exist and are relatively light on the budget, Knight of the White Orchid and Keeper of the Accord are also good options for mono-white to help get her out sooner. Also, since artifacts are the main source of ramp for mono-white, why not slip in Thran Dynamo, Gilded Lotus, or Semblance Anvil?

Secondly, there is a lot of removal in this deck, namely single target removal. Avacyn loves boardwipes and similar effects over single target removal as she can protect her allies from them. Worldslayer and Nevinyrral's Disk are great non-sorcery forms of boardwipe that work wonders for Avacyn and Fated Retribution can be quite the surprise. Speaking of, Vanquish the Horde and Hour of Revelation are very strong boardwipes in commander considering the chance you can cast them for cheap is very often. Also, since Avacyn will be a big target to everyone, consider adding in Swiftfoot Boots for redundancy with Lightning Greaves.

Next, the angels. For the most part, these are some pretty good choices, but there are a few issues I can see. Restoration Angel and Angel of Glory's Rise are the biggest whiffs in the deck. As of current, the only human/non-angel creature in your deck they could target/effect (excluding tokens) is Starnheim Aspirant, not bad, but both of these prefer to be in non-angel tribal decks, namely flicker and human tribal decks respectively. Aside from them, look through your angels and note any beatsticks, or angels that only exist just to hit face, and consider removing them, three of them that come to mind are Serra Angel, Seraph of Dawn, and Baneslayer Angel. Consider changing them out for angels like Angel of the Dire Hour, Herald of War, Emeria Shepherd, Serra's Emissary, or Angel of Serenity as they provide utility in addition to being a beatstick. Also consider switching Akroma, Angel of Wrath out for Akroma, Vision of Ixidor for some added oomph for your angels.

Your lands are also pretty solid, but you aren't running anything that can take advantage of all of those snow lands. You have The Book of Exalted Deeds, why not slip in Faceless Haven that can, technically, become an angel and thus receive the book's effects? Speaking of, Search for Glory and Scrying Sheets are great cards with these snow lands as one can tutor out either a snow land or a legendary card while the other works well with Herald's Horn. Emeria, The Sky Ruin is basically free recursion in mono-white while War Room and Bonders' Enclave are nice card draw options in a color that lacks it.

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