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Hello and welcome to Osgir's College of Full Metal Alchemy, where you will learn all about the laws of equivalent (and in some cases, not so equivalent) exchange.

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"A lesson without pain is meaningless. That's because no one can gain without sacrificing something. But by enduring that pain and overcoming it, he shall obtain a powerful, unmatched heart... a fullmetal heart."

~~~Including artifact creatures and artifact lands there are currently a total of 45 artifacts in this deck.~~~

Why Osgir, the Reconstructor ? Because having one Sol Ring in commander is never, ever, enough... why only have one when you can have 2/4/6/8 or even 10 copies in play? This, among many other reasons, is exactly why we want to build around Osgir, the Reconstructor .

I personally have always really enjoyed the color pairing, but due to the lack of card draw and ramp spells, I never really thought it would be a viable color pairing in commander. That is until the recent reveal of Osgir, the Reconstructor . With Osgir, the Reconstructor we can easily abuse cheap draw spells like Urza's Bauble / Mishra's Bauble / Ichor Wellspring , along with some cheap ramp spells like Lotus Bloom / Lotus Petal / Mana Crypt / Mox Tantalite / Sol Ring to keep up with the players. Throw in some cheap interaction spells, some ways to protect our board, some tradtional Boros beatdown cards, and at the end of the day we have a formidable threat to bring to the table.

To get a better feel for why each individual card was selected for this deck, just simply select the "Custom" option from the dropdown menu at the top of the deck list. You'll notice quite a bit of overlap, which sheds some light on how synergistic this deck actually is. Almost every card fits into multiple categories, because it has multiple purposes.

Something else worth noting here is that there are actually 6 total cards in the "Sac" category and 5 total cards in the "Double" category because Osgir, the Reconstructor is both of these things. And if we factor in Osgir, the Reconstructor 's second ability, we could consider the 5 artifact lands to be "ramp" cards, giving us a total of 21 "ramp" cards in the ramp category.

GOALS / PURPOSE

The main goal of this deck is to abuse Osgir, the Reconstructor 's second ability as much as possible to outvalue our opponents until we can transition into one of the many different win-cons. This deck is intended to be somewhat of a high power optimized build, but not at a cEDH level.

OPENING HAND

Any opening hand that will allow us to play Osgir, the Reconstructor on curve or sooner should be kept. Having Osgir in play is essential to our deck functioning properly, and getting him out a turn or two early will help us keep up with the players at the table. That being said, we also want him to stay on board once he's there, so having one of the many protection spells in hand would also be very beneficial. All in all the ideal opening hand would have the following: Two lands and a piece of ramp/ three lands, something to protect Osgir with, and a few low CMC spells we can immediately abuse with his second ability (ideally some draw spells).

EARLY GAME

The early game should be spent trying to get Osgir, the Reconstructor out as soon as possible and then abusing his second ability to ramp and draw as much as possible. We'll want to get into a position where we can start dropping some of our "Beaters", but also have enough cards in hand to answer any threats that may hit the table.

LATE GAME

At this point we should have a pretty solid board state consisting of numerous pieces of ramp along with some "Beaters". Depending on opponents board states we'll either want to play defensively, and properly manage our resources long enough to transition into one of the many win-cons or slowly but surly start whittling down their life totals by smashing face with our "Beaters".

WIN-CONS

This deck can win one of three ways:

  1. Using one of the many infinite combo lines.

  2. Upkeep trigger with Hellkite Tyrant as long as we have twenty or more artifacts.

  3. Slowly but surly beating our opponents to death with any of the cards from the "Beaters" category.

Basalt Monolith + Rings of Brighthearth = Infinite mana

Basalt Monolith + Zirda, the Dawnwaker = Infinite mana

Eldrazi Displacer + Krark-Clan Ironworks + Myr Battlesphere = Infinite mana

Eldrazi Displacer + Krark-Clan Ironworks + Dockside Extortionist + (Opponents having two or more artifacts / enchantments) = Infinite mana

Rings of Brighthearth + 2x Manifold Key + Doubling Cube + 5 avaiable mana = infinte mana

With infinite mana we can abuse the following cards...

  1. Walking Ballista = Infinite damage to our opponents

  2. Steel Hellkite = Flying creature with infinite power

  3. Staff of Domination = Infinite Life / Infinite taps or untaps / Draw our entire deck

  4. Umbral Mantle = Infinite untaps / reconstructions with Osgir, the Reconstructor

  5. Rings of Brighthearth + 2x Manifold Key = All of our creatures become unblockable

  6. Treasure Vault = Make infinite treasures / colored mana. If we add Quicksmith Genius we can draw / discard the whole deck and if we add Reckless Fireweaver we can ping our opponents to death

  7. Eldrazi Displacer = Flicker a creature with an ETB an infinite amount of times for absurd value

Eldrazi Displacer + Krark-Clan Ironworks + Dockside Extortionist + Osgir, the Reconstructor + (Opponents having three or more artifacts / enchantments) = Infinite mana / Infinite power to all of our creatures

Eldrazi Displacer + Krark-Clan Ironworks + Myr Battlesphere = Infinite mana / Infinite myrs / Infinite damage to one opponent on attack trigger (pairs nicely with Crashing Drawbridge )

The above combo can be paired with a few different cards in the deck to accomplish the same thing, but we'll also get an additional effect depending on which card we chose to add to the combo:

  1. Eldrazi Displacer + Krark-Clan Ironworks + Myr Battlesphere + Skullclamp = Draw our entire deck

  2. Eldrazi Displacer + Krark-Clan Ironworks + Myr Battlesphere + Quicksmith Genius = Draw / Discard our entire deck

  3. Eldrazi Displacer + Krark-Clan Ironworks + Myr Battlesphere + Walking Ballista = Infinite damage to our opponents

  4. Eldrazi Displacer + Krark-Clan Ironworks + Myr Battlesphere + Reckless Fireweaver = Infinite damage to our opponents

  5. Eldrazi Displacer + Krark-Clan Ironworks + Myr Battlesphere + Goblin Engineer = Tutor every artifact to the graveyard

  6. Eldrazi Displacer + Krark-Clan Ironworks + Myr Battlesphere + Steel Hellkite = Flying creature with infinite power / blow up a bunch of permanents

  7. Eldrazi Displacer + Krark-Clan Ironworks + Myr Battlesphere + Osgir, the Reconstructor = Infinite power to our creatures

  8. Eldrazi Displacer + Krark-Clan Ironworks + Myr Battlesphere + Osgir, the Reconstructor + Whispersilk Cloak / Rogue's Passage / Manifold Key = Unblockable creature with infinite power

Goblin Welder + Umbral Mantle + Coveted Jewel + Mana Vault / Basalt Monolith / Thran Dynamo = Draw the whole deck

Goblin Welder + Umbral Mantle + Reckless Fireweaver + any two artifacts that produce three mana ( Mana Vault / Thran Dynamo / Coveted Jewel / Basalt Monolith ) = infinite damage to our opponents

Goblin Welder + Umbral Mantle + Quicksmith Genius + any two artifacts that produce three mana ( Mana Vault / Thran Dynamo / Basalt Monolith ) = draw / discard the whole deck

Goblin Welder + Umbral Mantle + Krark-Clan Ironworks + Myr Battlesphere / Wurmcoil Engine / Triplicate Titan = Infinite mana / Infinite tokens

Goblin Welder + Umbral Mantle + Krark-Clan Ironworks + Crashing Drawbridge + Myr Battlesphere / Wurmcoil Engine / Triplicate Titan = Infinite mana / Infinite tokens with haste

Goblin Welder + Umbral Mantle + Krark-Clan Ironworks + Reckless Fireweaver + Myr Battlesphere / Wurmcoil Engine / Triplicate Titan = Infinite mana / Infinite tokens / Infinite damage to opponents

There are a few more infinite combos that would allow us to tutor every artifact to the battlefield / put our entire deck in the graveyard, but they're extremely janky and require 6+ different cards so I've neglected to include them. If you're curious as to how this would be possible please let me know in the comments.

With enough available mana, Dockside Extortionist + Eldrazi Displacer should net us a silly amount of mana as long as our opponents have a decent amount of artifacts / enchantments.

If the above combo is netting us enough mana we an add Combustible Gearhulk for additional card advantage / damage, or just use Eldrazi Displacer + Combustible Gearhulk for a less efficient version.

Having multiples of Sol Ring / Thran Dynamo / Basalt Monolith will help tremendously with the two above combos.

With enough available mana, Eldrazi Displacer + Goblin Engineer will tutor a bunch of artifacts to our graveyard for reconstruction.

With infinite mana we should be able to use Eldrazi Displacer + Combustible Gearhulk to either draw most of our deck or come close to taking out an opponent if we chose our targets wisely.

If we have enough mana and ways to untap Goblin Welder we can swap Myr Battlesphere / Triplicate Titan / Wurmcoil Engine in and out of the graveyard for a silly amount of tokens.

Walking Ballista = Infinite mana sync

Steel Hellkite = Infinite mana sync

Hellkite Tyrant = Steal all of our opponents artifacts, or just win if we untap.

Treasure Nabber = "YOUR mana rocks? You mean OUR mana rocks!" "Oh and by the way... I don't want you to have these back so I'm going to sac them before the end of my turn."

Angel of the Ruins = If drawn early game can be plainscycled. Being able to make 2/4/5/8/10 copies of this will pretty much clear the board of troublesome artifacts / enchantments.

Goblin Welder = This guy can be a useful combo piece, but will also allow us to cheat higher CMC artifacts into play as long as we have another artifact on board to sac.

Quicksmith Genius / Reckless Fireweaver = These two are both all-stars in the deck, providing an insane amount of value / damage when played on curve.

Bronze Guardian = Can be a massive threat if we control a bunch of artifacts. Especially with doublestrike. Having multiple copies of this guy in play will stack each instance of "Ward" making it near impossible for our opponents to target any of our artifacts.

Urza's Saga = Can tutor any of our zero CMC artifacts to the battlefield getting around the suspend counters on Lotus Bloom / Mox Tantalite / Sol Talisman .

Zirda, the Dawnwaker = Synergizes with Osgir, the Reconstructor / Staff of Domination / Umbral Mantle / Eldrazi Displacer

Anointed Procession + Smothering Tithe = Double treasures

Ancient Den / Darksteel Citadel / Great Furnace / Rustvale Bridge / Treasure Vault + Osgir, the Reconstructor = Boros land ramp

Osgir, the Reconstructor + Anointed Procession = Four copies

Osgir, the Reconstructor + Anointed Procession + Mirage Mirror = Eight copies

Osgir, the Reconstructor + Anointed Procession + Mirage Mirror + Illusionist's Bracers = Sixteen copies

Osgir, the Reconstructor + Anointed Procession + Mirage Mirror + Illusionist's Bracers + Rings of Brighthearth = Twenty-four copies

Basically any of the cards in the "double" category will give us an incredible amount of value. Being able to reconstruct multiple copies of Illusionist's Bracers / Rings of Brighthearth / Mirage Mirror (using mirage mirror to copy Anointed Procession ) will increase that value exponentially.

Being able to make 2/4/8/16 copies of any of our zero cost ramp / draw spells such as Mishra's Bauble / Urza's Bauble / Lotus Bloom / Mana Crypt / Mox Tantalite will also give us an incredible amount of value. A cool thing to note about Lotus Bloom / Lotus Petal is that we can get around the suspend counters by reconstructing them out of the graveyard.

Platinum Angel pairs nicely with Mana Crypt , especially when having multiples of Mana Crypt . Just be VERY careful while using this synergy as an opponent can easily remove Platinum Angel prior to our upkeep causing us to potentially loose a lot of life to the Mana Crypt trigger(s). A good way around this is to equip Lightning Greaves / Mirror Shield / Swiftfoot Boots / Whispersilk Cloak to Platinum Angel . Otherwise with Osgir, the Reconstructor in play we could potentially just sac all of the Mana Crypt copies.

Platinum Angel + Lightning Greaves / Mirror Shield / Swiftfoot Boots / Whispersilk Cloak = Lock our opponents out of a win.

All of red's impulsive draw spells and looting effects Gamble / Reforge the Soul / Quicksmith Genius Daretti, Scrap Savant play directly into our reconstruction strategy. These cards allow us to pitch expensive artifacts into our graveyard in order to draw more cards, and then reconstruct what we discarded for doubles later on. We can also use cards like Angel of the Ruins / Geier Reach Sanitarium to accomplish the same goal.

Use Mirage Mirror to copy Wurmcoil Engine / Triplicate Titan and then sac both to Osgir, the Reconstructor to double up on tokens.

~~~Everything is this section is strictly my own personal opinion. If you feel strongly about playing any of these cards, please feel free to do so. I just wanted to highlight some of the notable omissions and why I chose to omit them.~~

Archaeomancer's Map - Although this card does have some draw potential, it doesn't exactly ramp us the moment it hits the battlefield. Two drop mana rocks would be preferable in my opinion.

Blightsteel Colossus / Darksteel Colossus - These cards are awesome, but unfortunately do not pair well with Osgir, the Reconstructor 's second ability. As soon as either of these cards are sacrificed their abilities will trigger, forcing us to shuffle them back into our library.

Cursed Mirror - Being able to copy a creature until end of turn and give it haste could come in handy, but again, I would prefer having a two drop mana rock.

Feldon of the Third Path - This card would take up a whole slot just so we could do what Osgir, the Reconstructor is already doing, but then we would have to sacrifice the token copy at the end of our turn. It would also cost three mana to do this, and we could only target creatures, which we're not running very many of anyway.

Generous Gift / Chaos Warp - Opted for lower CMC removal spells such as Path to Exile / Pyroblast / Red Elemental Blast / Swords to Plowshares / Wear / Tear . The scope of these spells is somewhat limited, but I personally feel like it's worth it for the cost reduction.

Heartwarming Redemption - Decided to take this out for Coveted Jewel . The jewel is a higher CMC, which obviously isn't ideal, but it synergizes better with the overall theme of the deck and can provide quite a bit more value.

Isochron Scepter - This card can be extremely useful, but we're only running a total of 7 different instants, which doesn't seem like enough to warrant an inclusion for me.

Karn, the Great Creator - Karn's static ability is extremely powerful, but I'd prefer not to play something so oppressive. It's also a bit of a nonbo with Treasure Nabber . His -2 ability could be useful, but it's ultimately just adding extra steps to what we're trying to do with the deck.

Puppet Strings / Sword of the Paruns - Were both in the first draft of this deck, but after some playtesting I found I didn't really need this much redundancy for untapping effects.

Metalworker - This card would be a powerhouse in the deck, but is a bit on the spendy side. If I ever have the budget for it, I'll probably include it.

Meteor Golem - Very high CMC for a removal spell and an otherwise vanilla 3/3.

Monologue Tax - I think this card sounds better than it actually is. It's basically a worse version of Smothering Tithe .

Mycosynth Lattice - I chose to omit this card because, even though it's an incredible enabler for us, it also helps our opponents with mana fixing, and I'm not a big fan of group hugs. It can also be extremely oppressive with paired with Karn, the Great Creator / Treasure Nabber / Hellkite Tyrant .

Neheb, Dreadhorde Champion - Synergizes really well with Osgir, the Reconstructor , but the fact it's not an artifact creature is somewhat of a deterrent for me.

Phyrexian Dreadnought - Osgir, the Reconstructor 's second ability allows us to get around the downside of this card, but we'll ultimately end up having to sac half of the token copies we make to it's ETB trigger. It's also a pretty expensive card I don't think I would use in any of my other decks.

Platinum Emperion - Ran this card for some time with great results, but ultimately decided to swap it for Zirda, the Dawnwaker . Zirda just provides an incredible amount of value in the deck and combos all for a much lower CMC.

ScrollRack - Wasn't performing the way I wanted it to. Even with shuffle effects I kept getting caught in loops of unwanted cards.

Sculpting Steel - Powerful card, but basically a worse version of Mirage Mirror .

Ugin's Nexus - On it's own being able to take an extra turn could be quite powerful, and when paired with Isochron Scepter / Pull from Eternity we could take infinite turns, but I chose to omit this because I'm not a huge fan of extra turns/ infinite turns. It just seems like a boring way to win to me. Additionally I also feel like it would be somewhat of a challenge to put this combo together.

Wrath of God / Blasphemous Act - I chose not to include any board wipes because they tend to draw out games, and there aren't really any token strategies in my meta.

STRENGTHS

Overall I would say this deck is fairly strong and resilient. It has enough ramp and card draw to keep up with most of the decks, plenty of ways to protect our important permanents, and a few ways to interact with counterspells if someone try's to counterspell our game wining play.

Over 1/4 of the cards in the deck are either win-cons or combo pieces, giving us roughly 45 different infinite combos. Most of which can either win the game outright, or at least help us find the pieces that will.

WEAKNESSES

Just like any other deck though, this deck does unfortunately have a few weaknesses. Luckily these weaknesses can be somewhat mitigated if we play the deck correctly / make some metagame adjustments.

  1. We're playing a graveyard strategy so any and all graveyard hate will be disruptive to our game plan. Cards like Bojuka Bog / Rest in Peace / Grafdigger's Cage / Sentinel Totem / Soul-Guide Lantern / Ground Seal / Silent Gravestone / Relic of Progenitus are just a few that can really put a damper on our game plan. In an attempt to deal with some of these we're running Angel of the Ruins / Wear / Tear , but obviously these two won't really do much against a significant amount of graveyard hate. If you're facing a decent amount of graveyard hate in your meta I would suggest swapping some of the single target removal spells for more artifact / enchantment removal.

  2. We're also playing a heavy artifact strategy which makes us vulnerable to cards like Vandalblast / Nevinyrral's Disk / Bane of Progress / Cleansing Nova / Akroma's Vengeance / Fracturing Gust . The saving grace here is we're playing a recursion strategy so we should be able to recur most of our artifacts after they've been destroyed. That is of course unless we've already exiled them for reconstruction, in which case we won't be able to do much about it. It doesn't see much play these days, but Merciless Eviction would really set us back since it can exile all artifacts, so keep an eye out for that. In order to protect ourselves from these threats we're running cards like Boros Charm / Bronze Guardian / Teferi's Protection / Tibalt's Trickery , which should all be saved for when we start to overextend our board.

  3. Last but not least this deck neglects to run any board wipes (which is more of a personal preference/ metagame decision) so we are vulnerable to token strategies. If you play against a lot of token decks in your meta I again would suggest swapping some of the single target removal spells for a few board wipes.

~~~Hopefully you've enjoyed your stay here at Osgir's College of Full Metal Alchemy, and if so please be sure to give us an upvote. Any and all suggestions to the decklist / primer are more than welcome. Cheers.~~~

Suggestions

Updates Add

Made the following changes to the deck list with the release of Modern Horizons 2 and Adventures in the Forgotten Realms...

  1. Esper Sentinel for Faithless Looting - This card feels like it was made specifically for Osgir, and seems like an obvious auto include in any white deck that's not running blue. If you're playing white, you play rhystic buddy.

  2. Rustvale Bridge for Plains - Similar to the rhystic buddy, this card just feels like it was made specifically for Osgir. Tapped lands suck, but it gives us more ramp potential to make up for loosing Arcane Signet, and tapping for both colors is important.

  3. Sol Talisman for Thran Dynamo - Doesn't produce as much mana, but the exchange rate is better on reconstructions. This will hold true up until we can make six copies, in which case Thran Dynamo would be better, so we'll see. I may switch back at some point. Sol Talisman does all but guarantee that we can play Osgir on curve when it's played on turn one.

  4. Oswald Fiddlebender for Red Elemental Blast - Oswald is just another card that simply feels like it was made for Osgir. A repeatable artifact tutor can be extremely powerful in this deck, especially when paired with untap effects. I proxied a copy of this guy once it was revealed and ended up winning two different games with him.

  5. Robe of Stars for Mirror Shield - All around better card in every way. Less to equip with better stats and having a repeatable Teferi's Protection for our commander is primo protection.

  6. Treasure Vault for Mountain - Not stoked to loose another red color source along with another basic land, but the switch seems warranted. We'll still have 8 basics total and Treasure Vault just synergizes so well with the deck. With access to infinite mana we can create infinite treasures which will result in infinite colored mana. Not only that but if we add Quicksmith Genius we can draw / discard the whole deck and if we add Reckless Fireweaver we can ping our opponents to death.

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