Ugin, the Ineffable

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

Bulldawg1310 on Karntry boy's tool box

3 weeks 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.

Bulldawg1310 on Karntry boy's tool box

4 weeks ago

Nathanael97 Karn, the Great Creator does a perfectly fine job finding our collars and other things we need. the saga is really there for the construct and to help us get a map if we havent found one or been able to crack one or need to crack another one for whatever reason. the only changes i can see forthcoming are dropping Karn Liberated down to 2 to add an Ugin, the Ineffable but for right now i like the list. 2nd tournament with it is goin down tonight, stay tuned for results and well see if those changes need to be made sooner rather than later.

wallisface on Karntry boy's tool box

1 month ago

Bulldawg1310 Eldrazi Tron decks are often seen running a single copy of All Is Dust, but not those planeswalkers you’ve stated. Generally the only planeswalkers they’ll run is a playset of Karn, the Great Creator and 2x Ugin, the Ineffable.

The reason Eldrazi tron decks don’t run those big 7-8 mana walkers is because the deck is generally quite terrible at actually setting up Tron - with only Expedition Map the odds of getting Tron online is pretty average, it’s why the deck leans heavily on Eldrazi Temple and Chalice of the Void as plans B and C, because its not wise to assume you’ll reach those high amounts of mana in a game.

If you’re intent on playing those high-mana walkers, i’d suggest switching to mono-green-tron instead. It’s almost guaranteed to get Tron online by turn 3-or-4, something Eldrazi-tron has zero chance of doing consistently.

Decrepit_Angel on [Primer] Colored Mana is for the Weak

1 month ago

Profet93 Thanks for the recommendations.

I have messed around with Mystic Forge and it's associated combo a bit but I ended up cutting Sensei's Divining Top as I felt that it was unnecessary more often than not and not having ways to shuffle consistently made it way worse if I didn't have a way to go infinite with it. I mighy try Mystic Forge again but I felt that it was too slow in my testing. cEDH nowadays has the "turn 3 rule" where you need to be threatening a win or overwhelming advantage by turn 3 consistently by turn 3 if you want to be relevant. From my testing, cutting a lot of the random value pieces for extra ramp has allowed for a lot more turn 2 or 3 Eldrazi Titans and a lot more success against cEDH decks.

Manascape Refractor has been very good in testing. Mishra's Workshop is my personal favorite but it also copies Inventors' Fair pretty frequently. Ancient Tomb or City of Traitors makes it into a Worn Powerstone (which I already run). Bazaar of Baghdad and Eye of Ugin are useful as well, especially when I have access to Unwinding Clock and can repeatedly activate a random tech land every turn. At one point, this deck ran Candelabra of Tawnos as a way to repeatedly use tech lands but I would argue that Manascape Refractor is a much better way to accomplish that. High Market, Homeward Path, etc. are also surprisingly useful. On that topic, using it as a High Market with access to infinite mana through Rings of Brighthearth + Voltaic Key + Chromatic Orrery (also gives infinite untaps of all artifacts) allowed me to win once as I didn't have access to a different way to sacrifice and recast Kozilek, Butcher of Truth.

I had no idea that Soul-Guide Lantern even existed. I'm not sure if I would call it a strict upgrade to Relic of Progenitus but it is definitely good. I might swap out Tormod's Crypt for it so that all of my graveyard hate can be cycled if it isn't relevant.

Regarding the Metalworker combo, a lot of the primer is outdated. I tried updating it a few times but I ended up changing out 20ish cards so I figured I would wait until I had a pretty stable list to update it. The Metalworker combo is absolutely a backup option though. Typically by the time I would go for that combo, I would have access to casting Kozilek. As for Field of the Dead, I am not a fan of tap lands and roughly 1 out of every 20 games with this deck would even go long enough to get to 7 lands for it's ability to be relevant. I think Field of the Dead would be good in a casual meta but I try to play this at cEDH tables as this deck is ridiculously unfair to play at casual tables.

Reliquary Tower is a good budget option but it might as well be a Wastes with the way the deck runs most games. I typically mulligan for some form of acceleration and try to immediately get to 10 mana which usually empties my hand. Kozilek will get me a new hand, but very rarely will I pass with more than 7 cards in hand, and if I do, I haven't had the scenario yet where I had to ditch anything useful.

The main form of drawing power in the deck is my commander. Mikokoro, Center of the Sea, War Room, Ugin, the Ineffable, sacrificing Mind Stone, Hedron Archive, or Dreamstone Hedron are the only other ones I have for card advantage. This deck is basically an all or nothing deck intent on playing really early Eldrazi Titans, going infinite, or playing stax to slow everyone else down (usually some combination of the 3). As colorless does not have access to particularly great interaction, I have tuned the deck to be about as fast as physically possible. Most games I am able to cast Kozilek, Butcher of Truth on turn 3 or earlier (admittedly almost always at least 1 mulligan for fast mana). Although some times people will have answers, that early in the game is enough to cause problems for most decks. The plan from there is to either just kill my oponents or do as you said where I cast Kozilek, draw some cards, ramp some more, and repeat. Although the situation will occasionally show up where the game goes long, this deck absolutely shines when it is doing terrifying things really early.

If you have any other questions, feel free to ask.

Profet93 on The Black Machine

3 months ago

Yawgmoth's will - Not adding because of $?

Syphon mind - It's card draw without the lifeloss, it should fit within your parameters

I mentioned those 2 but was unsure what you think about them....

To add, Genesis Chamber might work for you.

Infernal Darkness - Works as a contamination that doesn't stop coffers/stronghold. Easy to maintain for a turn, or 2. At best, it skips their turns. At worst, it's counterspell bait. Not needed in this build but worth mentioning depending on your set-up

Regarding cuts....

Mind Stone > Charcoal diamond - You are mono colored with enough basics to be good on colors. The additional potential for draw as well as tempo gain seem to outweigh the diamond's benefits of producing color

Forcefield - Unsure if this is even worth cutting. How has your experience been with it? I am unsure of how the rules work, but if an opponent attacks your PW commander, can you use forcefield to make your commander only take 1? I know they had an update a few years back but an unclear....

Planar Bridge > Planar Portal/Ring 3 wish - Might as well pay 2 more for the card to go to the field, unless you're specifically looking for a non-permanent card. Even then, black has the best tutors so this is redundant and unnecessary unless I'm missing something. I personally wouldn't run bridge,portal or rings 3 wish as they are too costly.

Soldevi Digger - I don't see it's purpose, what am I missing?

Lux Cannon - I understand its to remove artifacts and enchantments that black has trouble targeting. But how often does this stay around for the 3-4 turns necessary to actually remove one thing, and even then, is it worth it? Would you not be better served with something along the lines of Ugin, the Ineffable? It does cost more, but it provides such a host of benefits. Makes 20% of your deck cost less, exile rather than destroy, provides card draw, token production. Seems to help you in all ways you need for just a bit more mana. Feed the Swarm is worth noting to help as well. I understand you don't like lifeloss but worth mentioning given the low CMC.

Witchbane Orb - Meta call? Why do YOU need hexproof?

Karn + Lili - Karn is a more expensive version of ugin ineffable that can hit hands and work as alt-wincon. But is that really needed/worth it? Lili is an expensive (CMC based) imperial seal, it's discard is weak, ult unlikely and unreliable.

Conspiracy - What is the purpose/combo here? I feel it's looking me in the face but I can't see it

Haunted Crossroads - With all of black's powerful recursion, why run this?

I would cut 1 land, probably a swamp or rogue's passage. With your ramp, avg cmc and tutors, I feel the slot would be better used fueling your game plan. I hate cutting lands, rarely run less than 37 myself. 39 I've found to be a bit much, would love to hear your thoughts on everything :)

DawnsRayofLight on Teach me how to Sluggy

3 months ago

seems fun! You can add Ugin, the Ineffable (removal and combo, also pretty good janky draw with a sac outlet)/ Foundry Inspector/ Etherium Sculptor and The Reality Chip to draw your deck with Sensei's Divining Top.

You can probably run more cards to protect your commander like more counterspells, Deadeye Navigator + Venser, Shaper Savant, Hullbreaker Horror

Profet93 on

3 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.

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