Ugin, the Ineffable
Legendary Planeswalker — Ugin
Colorless Spells you cast cost less to cast.
+1: Exile the top card of your library face down and look at it. Create a 2/2 colorless Spirit creature token. When that token leaves the battlefield, put the exiled card into your hand.
-3: Destroy target permanent that's one or more colors.
|Have (3)||metalmagic , CompleteWaste , gildan_bladeborn|
|Want (2)||JJ3571 , Gemini4786|
Combos Browse all
|Commander / EDH||Legal|
Ugin, the Ineffable Discussion
2 days ago
+1 Great deck. Have you considered Sensei's Divining Top ? It smooths your draws, helps you dig an extra 3 cards in general and for your commander's ability, can allow you to draw one of them to counter. Moreover, with your cloud key/semblance anvil + mystic forge + top, it allows you to draw your entire deck. Redundancy can be done through Ugin, the Ineffable which also acts as draw and removal itself.
Rings of Brighthearth might be a worthwhile inclusion given that it's draw with top, infinite mana with basalt and deserted temple + rings + 4 mana producing land (or 3 mana producing land + forsaken monument) is infinite mana as well.
Ancient Tomb > Temple of False
4 days ago
Thank you for your detailed response. I eagerly await to see what your new meta is like and sorry to hear about your falling out and difficult cEDH pubstomping. I agree with most of what you're saying....
Chandra Torch of Defiance - Could cut Hanweir Garrison for her. The ult like most planeswalkers will never come to fruition. Its the draw, ramp and removal that I find helpful. Hanweir with no way to tutor for it makes it a little eh. I get the point of it though, making tokens on attack. I think the utility of chandra outweighs the token production IMO
Flametongue and Inferno - Both deal damage on ETB and kill most things. If you can't find room given your low CMC and tightness of the list thats fine. I just know I'm always happy to see them because they put in serious work, in my meta atleast. But I understand your reservations well.
Warstorm surge should not be cut for Terror of the Peaks. Both have WAY too much synergy with an ETB build. I get the higher CMC does suck and I can see why you don't want inferno or flametongue. But this has too much synergy to ignore IMO, you should find room for both, if you can.
Another suggestion, Jeska's Will . In conjunction with Reiterate (reiterate not a serious one, just food for thought) = Cast your whole deck. With no way to tutor for it, it can be less stale than Kiki + Zealous. Regardless, Jeska's will puts in work. If you are hesitant about the X spells, then that's fine, but it does provide serious ramp (in my meta at least)
Lastly, another joke combo is Top + Ugin, the Ineffable + Experimental Frenzy = Draw your whole deck. While it doesn't do much, it's worth noting since its funny. Moreover, Ugin, the Ineffable ramps a good portion of your deck, provides card draw and enchantment removal (not an issue as you said, but nice to have should you need it)
I'm not really good with 3 colors decks, nor Alesha, but I can provide what little feedback I can once you send me the decklist. I'm sure it will be amazing given how you made Norin. If I wanted to make my Norin list more competitive, this would be a great deck to reference given it's overall synergy and low CMC
1 week ago
Hey there! Ramping can be quite difficult in colorless, and while you have some wonderful ramp rocks, I'd recommend a few others as well! I'd recommend cutting a few eldrazi or things you can spare, since there's no use in filling your hand with huge spells if you can't cast them!
- Thran Dynamo / Sisay's Ring : Both pretty simple, but they can be used as soon as they're out and from then on can easily provide a source of mana to cast more things, much like Hedron archive.
- Forsaken Monument : INSANELY ramps, and while it may cost a bit of mana, this can make all your lands, and most of your ramp essentially double, allowing you to cast a TON more spells much faster. It even buffs the eldrazi, and gains you life you may have lost in earlier turns.
- Palladium Myr / Hedron Crawler : These guys may not seem like the best, but you have very few cheaper blockers, and you thus may get killed before you can cast big things. You can block big creatures with these, in addition to using them for ramp, so you can cast bigger spells.
- Crystal Vein : Easily provides colorless, the only source you need, and offers more if you chose to sac it, putting you one turn ahead in casting some big eldrazi!
- Ugin, the Ineffable : Costs quite a bit, but makes ALL the eldrazi (and most ramp spells) cost 2 less, greatly reducing their cost.
- Mind Stone : A great, cheap, colorless source that can help you ramp, putting you one turn ahead, as well as offering card draw if necessary!
The next few may OR may not be out of your budget, so here they are if you haven't heard of them:
- Ancient Tomb : great ramping land, providing 2 colorless at the expense of just 2 life- this is great from early turns and can help you ramp into more ramp so you can cast big spells much faster.
- Urza's Incubator : You could name eldrazi, and essentially do what Ugin did as mentioned above for half the cost in mana. This could really be a great ramp spell and costs very little mana.
- Mana Vault : Even if you just use it once this can put you WAY ahead in the game, 3+ turns to be exact.
- Mana Crypt : costs no mana, ramps you just as good as something that costs 3 mana. Its pricey, but very, very, very powerful.
Hope this helps! Be sure to check out some of my decks, and drop an upvote if you'd like! Good luck on the deck- cheers!
Edit: some cuts I recommend are 2 of the all is dusts, both karns (they're fun, but not worth it), and possibly 2 of the thought-knot seers as long as you'd be adding some of the blockers mentioned above.
2 weeks ago
You could always go through Eldrazi route. It's great to play the Urza lands, Urza's Mine , Urza's Tower and Urza's Power Plant along with 4 copies of Expedition Map . With the right draws, you could easily have 7 mana on turn 3. Then if you play Ugin, the Ineffable , you can drop the costs of all of your Eldrazi, letting you get something like Ulamog, the Ceaseless Hunger or Kozilek, Butcher of Truth out by turn 4. You'd also need 4 Eldrazi Temple if you do play Eldrazi. Chalice of the Void is a nuts card too. I'd make sure to play at least 2. Karn, the Great Creator let's you play a bunch of 1 of artifacts in your sideboard, letting you grab whatever you would need to help counter whatever deck you're playing against. Just some thoughts for you.
4 weeks ago
1 month ago
There are gonna be a lot of suggestions, feel free to choose what you think works best. First a question, what is the purpose of braid of fire, what are you spending the mana on during your upkeep? Be sure to let me know what you think of each suggestion, I am curious to hear your thoughts.
Outpost Siege - Draw, works nice with top so you can guarantee you can cast it
Ignite the Future / Light Up the Stage - Similar to the above, but more immediate. Flashback has won me 3 games in my meta, although my avg CMC is 3.58 so its a bit higher. Light up the stage might be a better fit due to cmc .
Wheel of Fortune - Draw + Nice card you tutored for, I hope you have recursion
Feldon of the Third Path - Useful in an ETB build
Etali, Primal Storm - Not a synergistic suggestion, but a fun, somewhat chaos based one. It's nice to cast a rishkar's expertise for 6 and then drop a memory jar after topdecking Etali and giving it haste with hanweir battlements
Flametongue Kavu - Removal, do note if there are no other creatures it kills itself. Nice with ETB doublers
Imperial Recruiter - Tutor in red? Sign me up! Nice to search for kiki-jiki
Kiki-Jiki, Mirror Breaker + Zealous Conscripts = Both good on their own, infinite together. I know the CMC is a bit high, but I think it's worth it. After all, what's the point of all that ramp if you don't have much to ramp into IMO
Inventors' Fair - Tutor 1/4th your deck, lifegain has helped me a few times.
Nevinyrral's Disk - Enchantment removal/wipe
Skullclamp - Genesis chamber tokens, hell, I've clamped norin sometimes making him cost 7.
Mind's Eye / Memory Jar - I run both, but you might prefer memory jar. I like mind's eye personally because with Honor worn shaku + norin, you can tap norin during each opponent's draw step to draw a card.
Sword of the Animist - Quick Norin, the enemies are coming, grab a sword, now swing.... Norin....where did you go and why is there a land? It's cool when norin swings with the sword and ramps you. Very stable ramp, although the 2 equip cost is a slight pain, the ramp eventually more than makes up for it. I understand looking at your list you prefer artifact ramp, but I think ramping lands is quite helpful given all of the artifact destruction in EDH. Moreover, it's nice with valakut. I've burned people to deal with valakut + sword. Also, Feldon + Burnished heart was a fun little trick, albeit expensive mana wise. Anywise, I digress...
Wayfarer's Bauble - Similar to the above, kind of. Not needed, I like it. Thought it was worth mentioning.
Endless Atlas - Continuous draw is nice to have
Lastly.....not an entirely serious suggestion but Ugin, the Ineffable + Top + Experimental Frenzy / Mystic Forge = Draw your entire deck. With all 3 on field, tap top to draw, then place top on the deck. Mystic forge allows you to cast it and ugin makes the cast free. Rinse and repeat. Forge is obviously a better fit in the deck, Ugin ineffable provides enchantment removal and card draw, both needed. Thought it was cute when I discovered it, thought it was worth mentioning.
I'm looking forward to your detailed response :)
1 month ago
Chopping block thoughts:
Unwinding Clock seems kinda meh now; this worked better with cards I've already filtered out like Lux Cannon (replaced with Ugin, the Ineffable ) and Titan Forge (which was just slow, etc.). Still works with Winding Canyons and Clock of Omens though, hmm...
Pit Trap is a dear old rattlesnake I'd part with painfully, depending on how proactive I want this slot to be. But there are certainly better options.
Improvements, highly interested in testing:
1 month ago
Big thanks for the comment / upvote on Full Metal Alchemy, and listing it in your own deck description. Very much appreciated!
I really like the Myr Retriever + Workshop Assistant + Krark-Clan Ironworks + Ugin, the Ineffable / Foundry Inspector / Cloud Key line. You could also add Quicksmith Genius to this to draw / discard your whole deck.
I see your running Steel Hellkite which can be an awesome infinite mana sync. If you have the budget for it Walking Ballista can also be an awesome mana sync and ultimately win you the game. Aurelia's Fury could be a more budget friendly way to close out games too if you have access to infinite mana.
Your land count seems good (I run 33 lands with Valakut Awakening Flip as an optional 34th). I personally wouldn't go lower than that because missing land drops can be pretty detrimental. I would probably swap all the tap lands for ones that have the ability to come into play untapped when the conditions are met. Clifftop Retreat / Furycalm Snarl / Needleverge Pathway Flip / Rugged Prairie / Spectator Seating are a few I'd recommend if you have the budget for them.
Your ramp package seems solid, but if you feel like it's too much maybe add some more card draw? Or a few more "heavy hitters"?
Anyway, just some random thoughts and suggestions. Cheers.