Urza, Lord High Artificer

Urza, Lord High Artificer

Legendary Creature — Human Artificer

When Urza, Lord High Artificer enters the battlefield, create a 0/0 colourless Construct artifact creature token with “This creature gets +1/+1 for each artifact you control.”

Tap an untapped artifact you control: Gain .

: Shuffle your library, then exile the top card. Until end of turn, you may play that card without paying its mana cost.

Start Commander Deck Browse Alters

Trade

Have (2) pskinn01 , Azdranax
Want (1) jecder

Printings View all

Set Rarity
Modern Horizons (MH1) Mythic Rare

Combos Browse all

Tokens

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Urza, Lord High Artificer Discussion

Oloro_Magic on Help needed with SkredRed build

6 hours ago

Hey!

First off welcome back to modern, it's been a while I see and yeah... things haven't been too kind to Skred Red, first off I will say that the current lists are likely temur now, here is an example:

https://www.mtggoldfish.com/archetype/modern-temur-midrange-165516#paperTEMUR MIDRANGE

That's just to give you an idea of where snow as an archetype has gone nowadays but let's talk about classic skred red. Basically you want to get yourself 4 Arcum's Astrolabe right away, the card quite frankly is broken, it replaces itself and ups your skred snow count right away. Here is a list from MTUgin that I am a fan of:

MTUgin's Deck

Lands

2 Frostwalk Bastion

2 Scrying Sheets

18 Snow-Covered Mountain

Creatures

2 Eternal Scourge

2 Seasoned Pyromancer

1 Hazoret the Fervent

2 Stormbreath Dragon

Planeswalkers

1 Chandra, Acolyte of Flame

2 Chandra, Torch of Defiance

2 Koth of the Hammer

Spells

4 Lightning Bolt

4 Skred

3 Anger of the Gods

Artifacts

3 Relic of Progenitus

4 Arcum's Astrolabe

4 Mind Stone

1 Ratchet Bomb

Enchantments

3 Blood Moon

Sideboard

2 Goblin Rabblemaster

3 Simian Spirit Guide

2 Chandra, Awakened Inferno

2 Shattering Spree

2 Pillage

2 Pithing Needle

2 Dragon's Claw

That list can use a lot of work, for example I think Blast Zone is likely just better than the ratchet bomb, and another little Chandra could be played, but it should give you something to work from. Skred right now can be a little weird, Primeval Titan decks are very good right now meaning being the Blood Moon deck isn't a bad place to be, but you really do lack any meaningful sideboard cards. I'd probably cut the SSG's for Damping Sphere which is also good against titan and storm. If your meta turns out to be a ton of titan you should be decently positioned otherwise one of skred's biggest problems in this day and age is what is becoming the end all and be all of the modern format and that is game actions per turn. Skred has a very low count on this and thus is inherently behind decks like amulet or urza which are doing many things a turn. Now, again Blood Moon can just win games but it is a concern. The temur build solves this problem some but is a very different deck.

As for having to buy new cards, its a reality all us modern players have had to face, 2019 produced a LOT of staple cards: Wrenn and Six, Teferi, Time Raveler, Urza, Lord High Artificer, Arcum's Astrolabe, and Oko, Thief of Crowns to name a few. In a way Skred has a lot less than most decks so there is that to look forward to I guess. My advice to you though is just cast moon, you can update as you go, moon will steal you games while you do. If I were you I would prioritise the Chandra's and Seasoned Pyromancer both seem good here. Let me know what your meta looks like I'd be happy to help you out with a sideboard!

Good draws!

dingusdingo on You Are Now a Member ...

1 week ago

Alright, in hypothetical Larryland where I am now in charge of making decisions, here is what I would do

First, establish criteria for the format

Shouldn't be too complicated, as there has already been lots of time spent discussing the format

  • Bans should serve to stop certain combos or deckbuilding approaches from swallowing the meta.
  • Bans should be justified off of power level for winning, not how fun or unfun the combo or style of deck is to play or play against
  • General rules changes about the format should serve to open deckbuilding and allow for more interesting approaches to the meta and winning.

Rules Changes

I think a couple rules changes should take place to open deckbuilding and allow more options, and allow cards to work as intended with the commander specific ruleset

  • Commanders should hit the graveyard before returning to the command zone. This allows commanders like Child of Alara or other death triggers to actually function as intended while maintaining the command zone. Commanders should have the option of returning to the CZ at will from exile, the graveyard, the library, or a player's hand as an ability that doesn't use the stack, similar to mana abilities.
  • Hybrid mana symbols should be perfectly legal as long as the hybrid symbols fulfill a color identity of your commander. For example, Boros Recruit should be legal in a mono-red deck. If a hybrid mana card has a mana symbol in the text box that it outside the color identity, it should still be excluded. For example, if Boros Recruit had a firebreathing ability for in the text box, it would no longer be legal in a mono-white deck.
  • Restriction of the command zone to a single card. Partner commanders are still legal, but not legal to run them as partners in the command zone. Having a mix and match color identity and having guaranteed access to two cards at all times over one card is too strong. Bigger color identity means wider pool of cards to pull from, and the partner players are effectively starting with a 9 card hand as opposed to non-partner commanders starting with an 8 card hand.

Bans and Unbans

First, I would unban cards that the RC has banned because they are "unfun" or don't fit the spirit of the format

  • Coalition Victory - If you can pull this off and cast the cost, go ahead and win
  • Emrakul, the Aeons Torn - This costs 15 mana and channel is banned, this isn't going to break decks at all and most likely will only see play as an Ulamog alternate in Gitrog decks
  • Erayo, Soratami Ascendant - This can be countered or removed or smart opponents can avoid triggering it. Once it has flipped, it is still removable although somewhat toxic. It definitely gets good mileage in EDH but people can play around this if they have even half a brain, which is what I would expect from competitive.
  • Iona, Shield of Emeria - This is only banned now because Painter's Servant was unbanned. Certainly reanimator Iona strategies can cause problems, but hitting a 2 card combo for a soft lock isn't game shattering unless you are on a mono-colored deck, at which point it just becomes one of the things you must worry about. If Back to Basics and Blood Moon are totally fine for shitting on 3-5 color mana bases, I'm 100% fine with Iona for shitting on mono color decks.
  • Library of Alexandria - I have no idea why this is banned in the first place. Most competitive decks are so tight on their land base and won't have a slot for this. Also most competitive decks wish to play spells on turn 1 and 2, which makes it harder to get the 7 in hand for the Library draw.
  • Panoptic Mirror - If someone can assemble the ultra fragile Mirror + Free turn spell, and then gets an ENTIRE ROTATION of no one destroying it, I'm 100% fine with them taking infinite turns. Also consider that this combo basically costs to start, 5 for cast and 5 for the free turn. This card is banned because casuals absolutely loathe combos. Its unbanning could make Pox decks somewhat viable in competitive, and would be a boon to stax decks as well
  • Primeval Titan - This card is a double tutor on ETB or attack, but its a double tutor for lands. If someone really wants to set up Urborg, Tomb of Yawgmoth + Cabal Coffers + Deserted Temple + Inventors' Fair (which fetches Rings of Brighthearth) then more power to them, as it requires either a blink effect or an entire rotation to THEN get the second set of tutors from attacking. Its big value, but honestly no reason for this card to be banned. It costs to cast
  • Paradox Engine - the banning of this card made the format worse, as it knocked out tons of viable decks simply because "Too many casuals put down rocks and PE and oops into an infinite". The unbanning of this card opens up the format significantly, and allows weird decks like Hannah, Ship's Navigator or Dralnu, Lich Lord to be viable commanders, although definitely not tier 0 picks.
  • Recurring Nightmare - Banned because of griefing almost 100%. Nobody likes being hit by some ETB creature that involves saccing or losing permanents, but it isn't fast enough to warrant a ban. It requires mana, AND a creature on the field, AND a creature in the GY.
  • Rofellos, Llanowar Emissary - Selvala is basically a more powerful version of this because of the cantrips and you can play non-basic lands. This would probably become a tier 1 deck by basically copying the Selvala list, but I think the meta would be enriched from adding this as an alternate, similar to how Marwen has added instead of detracted from the meta.
  • Sundering Titan - Banned because attacking a player's resources is seen as an unfun way to win. Its expensive to cast and not exactly game shattering when it enters.
  • Sway of the Stars - This costs to cast for a weird Timetwister that sets life totals to 7. Sure there is potential for abuse with Suspend cards, but this costs 10 mana. Nobody is going to play this if it gets unbanned.
  • Sylvan Primordial - Another board state changer that isn't really going to do as much as it looks when it lands. Sure, -3 permanents on board for opponents and +3 lands is neat, but it costs . Decks would rather win than assemble some blink or recursion loop for this card.
  • Upheaval - This is banned almost entirely from a casual and time perspective. It makes games take longer. In competitive though, this card would be used with excess floating mana to THEN rip your combo. Almost definitely wouldn't see competitive play though, and the banning seems silly to me.
  • Worldfire - If you can run a wacky suspend deck that abuses this to win, you have my blessing. It also costs to cast so someone will probably just win before you
  • Yawgmoth's Bargain - This is a Necropotence that costs with the benefit of no-delay on the draws. If necro is legal, this should be legal.

Bans

My biggest reasoning for bans is that some combos are so strong and so hard to interact with that they become the go-to builds for certain color identities. When the optimal way to build 30 different commanders in the same color pairing is Flash Hulk, you have run into a problem.

  • Flash - Arguably the worse part of Flash Hulk. Potential for abuse in a post-Hulk world with Academy Rector. This card has the potential for abuse with every single new creature printed. I don't think this card makes the meta more interesting, and I think it pigeonholes deckbuilding into "well why don't you run Flash Hulk, or Flash _". Flash combos are also difficult for other decks to interact with outside of Counterspell, which means when you're building for playing in a competitive meta, you are almost expected to play Blue due to how strong and warping this card is.
  • Protean Hulk - Even with a flash banning I still wand this turd of a card gone. Finding hulk, reanimating hulk, and sacrificing hulk isn't interesting. There isn't very much skill there. The decks aren't interesting. There is a combo in practically every color combination for winning immediately after you get a Hulk trigger. It can be viewed as a 6-card into-play tutor, or a 5-card into-play tutor, etc. etc. I don't think the meta is more interesting or better for having this card be legal.
  • Demonic Consultation and Tainted Pact - More boring and tired combo archetypes. Once again, tutoring for 2 cards and ripping the Consultation + Oracle combo doesn't really require much pilot skill, and it doesn't make decks more interesting to build. These cards are simply too efficient at what they do, and they are hard for non-blue decks to interact with meaningfully. The presence of this combo and Flash Hulk has basically relegated all stax decks to being tier 2 builds, as they have such an impossible time locking down these combos. The banning of these two cards and Flash Hulk would bust the competitive meta wide open. Also, between these cards or the Laboratory Maniac + variants in the combo, these are the cards that are way way way more degenerate than the other part of the combo.
  • Rhystic Study and Mystic Remora - These are annoying and burdensome mono-blue staples that slow gameplay, and are auto-includes in practically any deck that includes blue. They function much better than intended due to the multiplayer nature of the format, and deckbuilding is less interesting and diverse because these cards are legal. They can singlehandedly run away with games when you have a single player in the pod who ignores them, and having your combo shut down because someone draw a Force of Will after getting 6 free draws is frustrating and extremely obnoxious. They also prop up extremely mediocre mono blue decks like Urza, Lord High Artificer and Baral, Chief of Compliance. Once again, I don't really think there is any skill in playing or building around this card, and the power level of "auto-include for any deck with blue" stifles deck building. Blue really doesn't need any help being good in EDH, let alone cEDH.
  • Nature's Will and Druids' Repository - Targeted bans for Najeela, the other obnoxious tier 0 commander deck in the current meta. I'm not a huge fan of 1 card combos with commanders, because you always have one of the cards available at all stages of the game, and tutoring + playing a single card once again doesn't really speak to high skill or interesting deck building. The banning of these cards will peripherally splash and hit other decks, such as Edric, Spymaster of Trest, but I'm fine with that. Najeela and Edric will still have other options for executing these combos, such as Sword of Feast and Famine or Bear Umbra, but these are more mana intensive or more fragile combos with lower utility outside the combo.
  • Tymna the Weaver - I have already advocated for removing partners from the command zone, but this card is so dummy strong as to be included in the 99 of other decks with some frequency. You can get the draws even if Tymna didn't attack (i.e. it just came in). You can get 3 draws a turn for the same mana cost as Phyrexian Arena, except that if done correctly you'll get the draws before you would get the Arena draws. This card is meta warping, this and Najeela are a big part of the reason the meta is so creature heavy right now. Decks either run this card, or they run ways to handle this card because a Tymna sitting on the board for 1-3 rotations gives such a fat advantage the pilot runs away with the game.
  • Timetwister - A card that sees play because you save slot efficiency by spamming TT to create a loop of infinitely recasting spells, plus its a wheel effect for 3 mana that shits on decks assembling combos through the GY with cards. I'm totally hunky dory with high efficiency combos, but losing to a timetwister loop is boring, cumbersome, and takes the pilot 30 years to demonstrate and explain the loop to those who haven't seen it. Combined with the ridiculous price of the card, and the ridiculous powerlevel even outside the combo, this card should go. This is also another card that makes fast mana extremely degenerate, as someone going first and sticking Mana Crypt into Sol Ring into Chrome Mox into Timetwister feels extremely bad, and opponents don't even have the benefit of recurring their starting hand from the GY later on.
  • Sylvan Library - The green Rhystic Study. Doesn't make decks more interesting. Doesn't make games more interesting. Its just cheap ways to get cards that becomes more ridiculous in the context of a format where you have double the starting life of the format this was printed for. The auto-include nature of this card means decks open up more when this card is removed.
  • Lion's Eye Diamond - No, Razakats is not an interesting combo. No, bomberman is not an interesting combo. These are both degenerate and more shoe-horn "oh I need a combo to win" style combos. Bomberman is extremely degenerate as LED can be recovered in the face of targeted GY removal by simply stacking the Salvager trigger on top of the removal if you have extra floating mana, and pretty much the only way to really stop it is a replacement effect like Rest in Peace. Seeing someone play a bomberman combo then dump mana into their outlet from the CZ (whether it be Thrasios, Triton Hero or Breya, Etherium Shaper) isn't interesting, although I will admit it is fast. This card is much lower on my list of requested bans, but it is still there for how annoying Bomberman and razakats are, plus how easy this makes Doomsday piles.
  • Hermit Druid - I want this gone for the same reason Consultation and Pact should go. Boring deckbuilding that becomes "UGx deck can run Hermit and Oracle to win", and thus you end up with twenty different UGx decks that look the same. Once you have seen this combo once, there isn't much merit to seeing it again. This card isn't as bad as Consult or Pact in my opinion, and once again it is a much lower priority for banning than those cards, as it requires a haste enabler to make it truly degenerate, or a way to flash it in at EOT before your untap step.

Cards I would avoid banning

As the title reads, things I think aren't a problem but usually draw comments for bans.

  • Cheap tutors like Vampiric Tutor and Imperial Seal - Every single 1 CMC tutor goes to top of deck (besides Gamble and Steelshaper's Gift), which means you're -1 card advantage for casting them. Having the ability to assemble combos or seek a problem solving card doesn't blow the format out of proportion. Having players be able to assemble threats in a timely manner makes the format faster and more interactive. If you see an opponent tutoring, you know to hold up interaction or try to race them. I'm more interested in removing hyper degenerate combos that are hard to interact with or are resilient enough to win through interaction.
  • Fast mana like Mana Crypt or Mox Diamond - If fast mana is banned, all decks will require Green for speed purposes from the high amount of turn 1 dorks (read: accelerators) available. Stax would become 100% dead as an archetype with these bans outside of Hatebear builds that include Green.
  • Free counterspells like FoW or Pact of Negation - Keeps combo decks in check. Similar to how Force of Will keeps Legacy from being overrun by super speed combos, these cards also keep Commander in check.

Azeworai on

1 week ago

Welp. Due to the essence of this being churlish and competitive, I shall aid you as such.

A stack package is oft a requisite for decks such as this. Urza, Lord High Artificer, Winter Orb, Static Orb, Smokestack, and Tangle Wire beseem this.

Swan Song, Foil, Daze, and Force of Negation are all of note.

Soothly, Isochron Scepter and Dramatic Reversal spell only doom.

May woe betide your foes.

SurprisedMoose on Emry mill them into the lake

2 weeks ago

Deadpoo111 Thanks for the upvote and suggestions! I will add those cards to playtest them and yes I will be getting Urza, Lord High Artificer eventually.

Deadpoo111 on Emry mill them into the lake

2 weeks ago

If you want an easy infinite combo do add to the deck, I'd suggest adding Banishing Knack and Retraction Helix to get infinite etb and cast triggers. Also, Paradoxical Outcome is necessary in combo decks like these. Lastly, and I know he's super expensive right now, Urza, Lord High Artificer just wins games and gives you infinite mana with any of your combos and a way to get your win con out.

triproberts12 on EDH vs cEDH

3 weeks ago

Maybe, but that hypothetical is pretty far from reality as we live it. Nyxbloom Ancient got hype because Reanimate's old, busted ass is a thing. Emry, Lurker of the Loch is OP, but mostly because of crazy loops you can do with 0-mana artifacts, most of which were printed over 10 years ago. Same for Urza, Lord High Artificer. Helm of the Host is sweet and powerful in most decks, but if you throw it in Kamigawa's favorite son Godo, Bandit Warlord, you're talking about a different kind of game.

Mortlocke on Slivers

3 weeks ago

I'm always happy to see a new Sliver deck - +1 from me, right off the bat (also, you can upvote your own decks if you didn't know). Your deck page suffers from a common issue here at TappedOut: lack of deck description. Yes, while many Sliver decks function in a similar fashion the more notable card combinations aren't going to be obvious to every person who visits your page. Additionally, what are your wincons? What does a good opening hand look like? What kind of power level would you rate this deck? What redundancies/contingencies are in the deck to help you bounce back from an unplanned board wipe? You get where i'm going with all these questions, but what about a solution? Fortunately, there's an article available to help you flesh out your deck page description! Please refer to Epochalyptik's Do you want to write a primer?. It's an excellent and thorough read that will help you, and ultimately anyone who comes to look at your deck page.

Additonally, you should add more hub tags to your deck. What I see as applicable are: Tribal, Midrange, and Combo. If you have any questions regarding deck archetypes, check out the following articles which may help you get a better understanding of some deck archetypes in Magic:

I recommend that site as a nice resource in general. Now, onward to actual comments about your deck: First things first...ahem: Paradox Engine as beautiful as it is...is banned. Why? INITIATE RANT - Because a group of people known as the rules committee wished to push their ideology and their views on how EDH should be played decided the card was "too powerful" and "too ubiquitous" to be allowed - despite not offering a shred of actual hard data or evidence to back their claims. Additionally, Urza, Lord High Artificer was being released at the time - so the rules committee leaned more toward banning Paradox Engine instead of Urza - because the two cards together would make the newly announced and highly anticipated commander too powerful. I don't like the rules committee, I think they're a bunch of interlopers who want to be relevant despite not having a hand creating the format and in my opinion contribute very little (if anything) as a whole. All I can say is this: Learn and regularly practice Rule 0. What is rule 0? Effectively communicate with your playgroup what your deck does, and when it can consistently threaten to win (like between turns 6 and 10 etc.) END RANT - tl;dr - Paradox Engine is banned, you should remove it if you intend on playing any sort of "official" or sanctioned game. Replace it with something like Mirri's Guile or Worldly Tutor.

BallZniffer on Infinite combos with Emry

3 weeks ago

Thank you very much Kaarum. I did not see that. And the reason Urza, Lord High Artificer was not on the list, was because his pricetag was too high. But now when Mycosynth Lattice and Mox Opal got banned in modern, Urza's Price went from 45 USD'ish to 25 USD'ish. So now would be the perfect time to pick one up. I Also like that he is a wincon in himself, if you get infinate mana with him out.

Load more