Ugin, the Ineffable

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Vintage Legal

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.

Profet93 on Karn, Silver Golem (upgraded)

1 week ago

Sensei's Divining Top + Mystic Forge + Cost reducer/Ugin, the Ineffable/Cloud Key/Semblance Anvil/lots of others = Draw your deck. Each part is useful on it's own. Top to smooth out draws/dig deeper, shuffle synergy and more. Mystic forge allows you to play the majority of your deck and a cost reducer is just good ramp in general/

I see you already have everflowing + voltaic + rings, nice! I also see Karn + Lattice, always fun!

Eldrazi Temple - Ramp

Im at work now so this is just a brief overview. I'll take a look later tonight when you reply back to this comment. Be sure to list your combos in the description!

multimedia on Imotekhs eternal Artifacts

3 weeks ago

Hey, well done so far. I agree, Szarekh is less good as Commander. Imotekh can be a combo piece for infinite Necrons, that makes it better as Commander.

Szarekh seems good in the 99 though when playing Imotekh as Commander, could put artifacts in your graveyard and if you return an artifact to your hand that you milled it triggers Imotekh. Szarekh flying in combination with Imotekh's menace pump making it 5/6 and playing so many other artifacts it can consistently trigger to create Necrons.

For some cuts to get to 100 cards consider streamline the high CMC cards? The avg. CMC is high at rounded up 3.5, reducing this average can help gameplay. The best here are Wurmcoil Engine, Marionette Master, Bolas's Citadel, Their Name is Death, Noxious Gearhulk. Honestly, you could cut the others, 6 CMC or more, to reduce the mana curve.

Wurmcoil, Marionette, Triplicate Titan and Phyrexian Triniform all combo with Altar + Deathmantle. I don't think you need four huge creatures who do this. Cutting Triniform and Triplicate will not change strategy much as they're the weaknest of the four.


Some cards to consider cutting:

Some improvements within your budget, consider more lower mana cost repeatable ways to trigger Imotekh?

Tortured Existence, if you have two artifact creatures in hand you can alternate discarding and putting into hand each time triggering Imotekh for . Scarecrone can reanimate an artifact creature at instant speed.

Others to consider.

Good luck with your deck.

Profet93 on Karns Salt Factory.

1 month ago

Sensei's Divining Top to add to the rings + Basalt combo to draw your entire deck by copying the draw ability of top with rings.

Cloud Key/Semblance Anvil/Ugin, the Ineffable/artifact cost reducer + sensei's top + Mystic Forge = Draw your entire deck.

Voltaic Key + Everflowing chalice + Rings = infinite colorless

Forsaken Monument + basalt monolith = infinite colorless

All of these cards of synergistic with the deck so there are no dead draws.

TheOfficialCreator on Card Analysis #1 - Dreadhorde …

1 month ago

Hello, everyone!

I thought I would try my hand at creating an article series centering around the beauty of different card designs, as each card truly is unique in its own way, and I wanted to make my appreciation of that into a tangible form so that everyone could experience it.

A general outline of how this article series will go is this: a basic introduction (similar to what you’re reading now), cost versus effect, the flavor of the card, how the card interacts with its limited environment, cards that are similar to it and a short little blurb on what makes them different, a custom card inspired by the analyzed card and a short explanation of the process used to create it, the legacy of the card, and finally, a conclusion to round it all out.

That being said, let’s begin!


The card of today’s analysis is Dreadhorde Invasion, a card I chose to kick off the series with not only because War of the Spark is my favorite set, but also because it will give us a good platform to walk through the steps of this article series.

Dreadhorde Invasion is an oft-overlooked card that provides its user with a Zombie Army (a mechanic introduced and incredibly localized to War of the Spark, excluding a few exceptions such as Lazotep Chancellor) at the cost of a single life each turn. Obviously this adds up quickly, and the Army that is produced is rather clunky, as it is easier to remove (a la Fading Hope), non-evasive, and rather small even in its beginning stages. For it gives you a 1/1 creature on turn 3. That’s not a great payoff, especially for more advanced formats.

This is where the second clause comes in. If your Army can make it to six power, then Dreadhorde Invasion rewards you handsomely with an added lifelink, allowing you to gain back all that lost life and quickly breaking symmetry with your life versus your opponents. It’s not incredibly cost-effective (heck, a Forced Adaptation is more cost-effective in general), but it’s very fun to play with and can provide a lot more when juxtaposed with the rest of the game. But we’ll get into that later.


The flavor of Dreadhorde Invasion is perhaps my favorite part of the card. The Eternals are probably one of the most unique MTG villains (I mean, come on, they’re blue metal zombies that can cross between worlds and steal planeswalker sparks), and definitely one of my personal favorites. The idea of Dreadhorde Invasion is that Nicol Bolas, Planeswalker is executing his plan to become Nicol Bolas, Dragon-God, invading the plane of Ravnica with his army of Eternals empowered by The Elderspell in order to steal the sparks of the planeswalkers, trapped there by The Immortal Sun and invited there by the Interplanar Beacon. The invasion is eventually quelled by a joint effort by Liliana, Dreadhorde General, Gideon Blackblade, Ugin, the Ineffable, God-Eternal Oketra, and God-Eternal Bontu, with the defeat of Bolas wrapped up in the brilliant card Despark. Dreadhorde Invasion more than anything flavor-wise represents the whole of War of the Spark, perhaps better than any other individual card in the set (except maybe Enter the God-Eternals). And that is why I love it so much; it is a testament to my favorite set of all time.


As far as Dreadhorde Invasion’s performance in Limited goes, I must say that it has quite an unitive feel to how it operates in multiple deck strategies, similar to how it unites the flavor of the set. It has the keyword amass on it, which is the new ability introduced in the set, and which synergizes well with proliferate. Zombie Armies themselves receive gracious tribal support in the form of Gleaming Overseer, Eternal Skylord, Widespread Brutality, and the like. Beyond this fairly obvious synergy, however, there are many more options for how Dreadhorde Invasion can function in this set. For example, the creation of a creature every turn lends itself very well to sacrifice strategies revolving around Spark Reaper, Ahn-Crop Invader, and Spark Harvest, or even Liliana, Dreadhorde General and God-Eternal Bontu. In addition, the lifelink that can be attained on later turns goes well with Ajani's Pridemate and fits into a subtheme of life gain that the set has.


Dreadhorde Invasion-style effects are somewhat rare, but there is precedence for their existence. The most obvious example is Bitterblossom, an enchantment well-known for its splashes in Modern and which creates small flying threats every turn at the cost of some life. However, there is also Ophiomancer and Endless Ranks of the Dead, or more recently Jadar, Ghoulcaller of Nephalia. The thing that sets Dreadhorde Invasion apart from these other cards is its unique combination of losing life and gaining life alongside its ability to make a token larger versus just creating a new token.


Here is a custom card that I made that was inspired by Dreadhorde Invasion.

enter image description here

The process I went through to design this card went something like this.

1) Look at Dreadhorde Invasion and think about what the card is wanting you to do. What's the general theme of the card?

2) Build a general shell around the idea of losing life to gain life, pulling in inspiration from cards like Bloodghast.

3) Adding a tribal element to make it feel like a Dreadhorde card.

4) Adding a fitting name. "Vowmage" gives a feel of some kind of sacrifice to fufill an obligation, especially to a being like Bolas.

5) Adding flavor text that is both quippy and fits the situation. In this case, I chose to show who the Vowmage's vow is to.

6) Finding some art from DeviantArt that fit the theme. This art is from user Ryushadow, and is the only Eternal art I could find.


Dreadhorde Invasion, like most of its amass kin, is largely forgotten especially in competitive play where it is not a contending strategy. Zombie Armies are incredibly weak to removal and usually aren’t very cost-effective, so their weakness of being a single lone creature that just gets bigger and can be chump-blocked can’t really be ignored. War of the Spark as a whole is a largely forgotten story arc, and despite its misgivings it’s still a shame. Dreadhorde Invasion does not truly have a legacy, though it was reprinted in the Midnight Hunt commander set as a part of Wilhelt, the Rotcleaver’s commander deck. Hopefully, one day, we will see Amass return in a future set with greater support so that Dreadhorde Invasion may one day be viable.


Alright, everyone! That is the end of my article for today. Please let me know what worked for you and what didn’t so that I can sculpt this new article series to your feedback!

Speaking of user feedback, I would like to have every tenth card be voted upon by the community. If you want to submit an idea for what card we will go over, just let me know in your comment. The comment with the highest number of upvotes will have their card in the tenth article of the series.

Thank you all for the wonderful community we’ve made together! See you soon.

Romer on Azusa and the Eldrazi Forest

2 months ago

Zombiemaster247: Interesting, I hadn't thought of them because individually they're not that great and getting all 3 is challenging in a singleton format. And yet... I do have a few ways to tutor up multiple lands now. I'll keep it in mind, might be a good add in the future.

Profet93:

  • Forsaken Monument is there to add an extra to a quarter of my mana sources and as a bonus, lets me gain life from a quarter of my spells. I originally had Caged Sun but realized I had so few green mana sources that it wasn't all that helpful. I suppose I could go back to Mana Reflection or even Selvala, Heart of the Wilds instead.
  • Mystic Forge I'm less into for this particular deck. I do run it in a colourless deck and in an artifact deck but here, it feels like it would work with fewer cards than Forsaken Monument does. And I don't love adding it just for that one combo with Ugin, the Ineffable

NV_1980 on Greasefang's Greasy Gang

2 months ago

I would second Slurpz's comment on your land-base; adding a few more really helps. Also, I would really consider Ugin, the Ineffable. He makes all your artifacts cheaper AND has the potential to generate a free 2/2 pilot every turn.

minisnow on Winter Is Coming

4 months ago

March of Otherworldly Light is probably not great in mono white.

Ghostly Prison doesnt make the pay for walkers, Archon of Absolution Baird, Steward of Argive

I think Inspiring Leader over Sigarda's Summons since it is in the command zone but if people target your commander then its probably the other way around.

Maybe cut:

Ugin, the Ineffable, Elspeth, Undaunted Hero, Contagion Clasp (although proliferate is good its not great for 4 mana in mono white)

Rebuff the Wicked although it sounds great, people pretty much only deal with walkers through combat damage so fog effects are better

Teyo, the Shieldmage although he has good effects he is the weakest walker so idk how many more you need to cut

You are currently at 14 ramp, not sure if that was the plan or not

Definitely Cut:

Unbounded Potential

Martyr for the Cause

Wanderer's Strike this one pains me because of the flavor, but 5 mana AND sorcery speed is too much

Bulldawg1310 on

5 months ago

Nathanael97 i actually do like Kozilek's Channeler i have decided , just havent updated the list yet, but endbringer will be going away and i think atleast one Ugin, the Ineffable is going in if i dont decide to add 2, then i will probably add another dismember just buy us some time. i do like Karn, Scion of Urza but i think our main focus for the same amount of mana should be great creator. in the event that i decide to ditch Karn Liberated all together than i can easily see scion take his spot. well see how it plays tomorrow and then go from there.

i know it seems that im being difficult, im not trying to be. i really do appreciate the feedback and the suggestions.

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