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Format | Legality |
1v1 Commander | Legal |
Archenemy | 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 |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Unwinding Clock
Artifact
Untap all artifacts you control during each other player's untap step.
SocioShadow on
Urtet, Remnant of Memnarch - Commander
1 week ago
Suggested Jhoira's Familiar Unwinding Clock
TheBestMagicCard on
Emrakul, the Promised End
4 weeks ago
Hey Profet93, thanks for the comment!
I do think Rings of Brighthearth is a great card, but I've excluded it mostly because, on it's own, it doesn't do anything...
Forsaken Monument, for example, = infinite mana with Basalt Monolith, but is also an incredible ramp card on it's own. This is basically the same reason that I've also excluded it from my Atraxa - Planeswalkers-Poison-Proliferate-Turns, even though it seems like an auto-include in that deck as well, in my opinion. I like Rings of Brighthearth a lot, but I really don't like looking at it on the battlefield without a combo piece, it's just a dead card then.
Aside from infinite mana, there are a bunch of other abilities that it could copy, like Planar Bridge, etc... However, the Rings only copies activated abilities, and I would sooner include cards like Lithoform Engine or Abstruse Archaic, as these cards also copy triggered abilities, like the cast triggers on Eldrazi, specifically Ulamog and Emrakrul, or Unwinding Clock's untap. Lithoform Engine and Abtruse Archaic both have somewhat more utility than the Rings, but as of yet, I still haven't squeezed them in either, again because I still feel like they just aren't good enough on their own without another combo piece.
Voltaic Construct fits into this "doesn't really do anything on it's own" category as well, and arguably is an even worse include than the Rings, Engine, or Archaic, but it's a lot easier to tutor up with cards like Eye of Ugin, Sanctum of Ugin, and especially Scrapyard Recombiner. Voltaic Construct + Metalworker and two artifacts in hand = infinite mana, which is pretty easy to assemble, and Metalworker is just a house on it's own. Voltaic Construct can also count for towards Emrakrul's casting cost in the graveyard...
Ultimately, I would like to include any of these copy-an-ability cards, if not all of them, but when I have, it just feels bad to have them sitting around doing nothing. Also, I kind of don't really need to copy abilities like that, as it turns out. I've found this deck to be pretty strong, and copying abilities often seems kind of win-more and win-less at the same time. Copying doesn't always make as big of an effect as it might seem... although copying a Planar Bridge ability could put two combo pieces in, the Bridge can also chain out anyways that with Clock of Omens, which is also a really powerful card, even though it also fits into the "doesn't really do anything on it's own" category, but I think is still better than any of the afore mentioned cards ...
I haven't included Voltaic Key either, for the same reasons basically, although I think this is really a card that should be in here. I guess I've also partly not included Rings of Brighthearth because I haven't included Voltaic Key either. I would put the Key in before the Rings, but I'm still not sure about the Rings. I think I decided to include Unwinding Clock instead of Voltaic Key, because, even though it's more expensive, it is really really REALLY powerful!!! With Liberator, Urza's Battlethopter and mana rocks, this mimics Prophet of Kruphix, which I think is rightfully banned becuase it's way too powerful for one card...
The Top trick with the Rings is cool, and more card draw is definitely welcome in this deck. This combo ultimately reads, ": Draw a card", but... I guess I've just come to the conclusion that there are already kind of a lot of "doesn't do anything on it's own" cards in here, so I've had to really pick the most powerful ones, and I guess I feel like the Rings just aren't powerful enough even when they do work, as they can only be activated once per ability. Clock of Omens, for example, can untap something a bunch of times, effectively "copying" abilities by just untapping something and activating it again. Also, Sensei's Divining Top + Jhoira's Familiar and Mystic Forge combo to draw the deck out for no mana once assembled, and these two cards are powerful on their own.
I like Wayfarer's Bauble a lot, and still want to include it. I think it is ultimately much better than Wanderer's Twig and Traveler's Amulet, which are both admittedly kind of bad cards.
The only reason I really include these at all is to get an artifact in the graveyard for Emrakrul's mana cost reduction, and to ensure land drops. Notably, multiple cards of one type still only count for , so often times it's redundant anyways. I think the reason I kept the Twig and Amulet in instead of Wayfarer's Bauble, is I kind of see the Bauble as a mana rock that adds but costs, which I do not think is acceptable. The only rock that cost and makes which is included is The Celestus because it also has card draw attached to it, and it can be tutored for with Moonsilver Key, for the card draw.
Even though the Twig and Bauble aren't technically ramp, they do help ensure a land drop every turn, which is think is important. There's already 36 lands in the deck, which is a lot for how many mana rocks are included, but I really want a land drop every turn if I can help it. I've tried to minimize high mana cost cards, even though there's so much mana in here, because it's still possible to get mana screwed if you have just a bunch of expensive cards in hand and not enought mana! Technically there's 38 lands in here currently, but I've put Eye of Ugin and City of Traitors in their own "Special" category, as I consider them to act more like artifacts then lands, as they don't always do what just a land that taps for mana does. They're unreliable for just basic mana, I guess. I'm thinking of putting Temple of the False God in, and I would also include this in the "Special" category for the same reason, being that it can't always be relied upon for mana like a regular land...
The most recent addition has been The Irencrag, which I myself think is funny to fit in over any of these other cards, but the consistency of early ramp is too important. Assuming that mana rocks will continued to be printed, I wonder what the limit to include will be! I actually took out Foundry Inspector to do this, which I don't like doing, and I might try to fit the Inspector in again first. But I think Karn, Legacy Reforged is on the top of the list for inclusions. Even though the mana he makes can't be used to cast Eldrazi, he'll be a huge beater, and will help cast and activate all those expensive artifacts.
My ideas are just what I've found to work playing the deck, and are by no means like, the way the deck should be built though!
Thanks for the comment!!! Very relevant, and totally valid. I will definitely try to fit Voltaic Key in again though, and reconsider Rings of Brighthearth, but actually I'll try Manifold Key first!
I hope that provided some interesting insight into my cards choices...
Headers13 on
Marvelous Megatron
1 month ago
SaberTech on How to utilize Humility?
1 month ago
I think that Shorikai, Genesis Engine is generally seen as one of the better commanders to have when running Humility as part of the 99. Since it is just an artifact until it is crewed it is unaffected by Humility. The tokens that Shorikai produces also help you to pull ahead under Humility's effect.
Blue/White is a good pairing for bounce effects and it gives you Idyllic Tutor, Enlightened Tutor, and Long-Term Plans as ways to tutor Humility up. The Isochron Scepter + Dramatic Reversal combo lets you dig through as much of your library as you want with Shorikai but the Scepter can also just have something like Boomerang imprinted onto it as a way to keep bouncing Humility back to hand as need be. You can also bounce the Scepter itself back to your hand if you draw into Dramatic Reversal later and want to go for the combo instead.
Unwinding Clock is worth considering for the value it can net with your commander and any other artifacts that tap. Meticulous Excavation is a bit limited and mana intensive in its use but is a repeatable way to return Humility to hand. Venser, the Sojourner can exile Humility for the duration of your turn and then bring it back in time for your opponents to enjoy on their turns.
SufferFromEDHD on
BANE! (Maraxus voltron)
4 months ago
I cut Unwinding Clock for one of your many good suggestions.
Before I tweaked the list Mycosynth Lattice had synergy with Unwinding Clock to buff up Bane. It's still an instant win with Hellkite Tyrant and endless tricks alongside Goblin Welder.
Rasaru on
BANE! (Maraxus voltron)
4 months ago
I'm flattered that you've already accepted a few of my suggestions! Can you tell me a little more about the Mycosynth Lattice and Unwinding Clock cards you've got in your list? Are you playing the Lattice to speed up your Hellkite win-con? With only 5 enchantments, the odds of boosting your commander seems pretty minor. However, if all of your lands are artifacts, then you could use the unwinding clock to untap your lands each upkeep. However, you only have 11 instances.. so it doesn't seem like your doing it for this reason. Is this just a janky way to untap your commander? Sorry, I'm probably just missing something here!
griffstick on Is the New Heliod Justified …
5 months ago
Colorless spells is where this deck can shine and take advantage of this ability best. There are WAY more payoffs for artifacts in these colors than there are enchantments.
Now if you want to go with enchantments then focus on the ones with only one pip in its cost. Cards like Oblivion Ring can cost only or Quarantine Field could Exile 4 things for 0 mana. Your choice.
The deck should be able to cast 7, 8, 9, or more spells with just Howling Mine going off on your turn. That's good in all, but it gives everything flash. So effect that make everyone draw card on every turn is key. Otherworld Atlas and/or Temple Bell combined with and Unwinding Clock effect and boom! Engine is engaged and your in business to storm off on everyone's turn. Focus on making your spells (in a 4 player game) costing less each turn. With enough cards like Howling Mine for control and cards like Time Reversal for storm.
Trolldier_of_Fortune on
「̵̺̰͖͍̚A̸̰̪̝̍W̸̭̱͑A̸̮͎̾̊͝K̶̜̣̈́͘͜͜E̸̛̟̔̇̃N̶̨̮̱̟̿͝」̶
5 months ago
I'm reconsidering now actually. "Destroy target creature with 3 or less power" in a freaking colorless deck for 1C should have been the easiest slot of my life and I feel a bit foolish for dismissing it so easily.
That's a good point about Helm of Awakening and the rest of my reducers. I just kinda put it in there because lol mana numbers go down. Contortion gets its slot.
Vedalken Orrery/Shimmer Myr wouldn't be bad at all here, because I was wondering what use I was really getting out of Unwinding Clock outside free untaps for my Monoliths and Mana Vault.
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