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.


"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 41 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.


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.


Any opening hand that will allow us to play Osgir, the Reconstructor a turn early should be kept. Having Osgir in play is essential to our deck functioning properly, and getting him out a turn 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 spell we can immediately abuse with his second ability (ideally some draw spells).


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.


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".


This deck can win one of two ways:

  1. Using one of the many infinite combo lines.

  2. 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 + Rings of Brighthearth + Walking Ballista = Infinite mana / Infinite damage to our opponents

Basalt Monolith + Rings of Brighthearth + Steel Hellkite = Infinite mana / Flying creature with infinte power.

Basalt Monolith + Rings of Brighthearth + Staff of Domination = Infinite Life / Infinite taps or untaps / Draw our entire deck

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

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 = Intinite mana / Infinite myrs / Infinite damage to one opponent on attack trigger

Eldrazi Displacer + Krark-Clan Ironworks + Myr Battlesphere + Skullclamp = All the above + Draw our entire deck

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

Eldrazi Displacer + Krark-Clan Ironworks + Myr Battlesphere + Steel Hellkite = Infinite mana / Flying creature with infinite power

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

The above combo can be used with Rogue's Passage or Whispersilk Cloak to make our creatures with infinite power unlockable. The caviate with Whispersilk Cloak is that we'll have to equip after we give the creature infinite power.

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 / Talisman of Conviction / 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.

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.

Bronze Guardian = Can be a massive threat if we control a bunch of artifacts. Especially with doublestrike. Unfortunately "ward" isn't an ability that can stack, so having multiple copies of Bronze Guardian doesn't mean they will add together. Even still, having multiple copies will make it harder for our opponents to be rid of the effect entirely.

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

Osgir, the Reconstructor + Anointed Procession = Four copies

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

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

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

Basically any of the cards in the "double" category will give us an incredible amount of value.

Being able to make 2/4/6/8/10 copies of any of our zero cost ramp / draw spells such as Mishra's Bauble / Urza's Bauble / Lotus Bloom / Lotus Petal / 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 / Platinum Emperion both pair 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 one of these creatures 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 / Platinum Emperion . Otherwise with Osgir, the Reconstructor in play we could potentially just sac all of the Mana Crypt copies.

Platinum Angel / Platinum Emperion + Lightning Greaves / Mirror Shield / Swiftfoot Boots / Whispersilk Cloak = Lock our opponents out of a win or being able to deal damage to us.

All of red's impulsive draw spells and looting effects Gamble / Reforge the Soul / Quicksmith Genius / Faithless Looting / Heartwarming Redemption / 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 have a pretty solid selection of spells (9 in total) to use in conjunction with Isochron Scepter , including: Boros Charm / Dispatch / Path to Exile / Pyroblast / Red Elemental Blast / Tibalt's Trickery / Enlightened Tutor / Swords to Plowshares . One thing I really like about using Isochron Scepter with Osgir, the Reconstructor is that if we decide we don't like the current spell exiled with Isochron Scepter or simply find a better one, we can sac the Isochron Scepter and then reconstruct two copies of it, exiling two new spells with the copies.

Use Mirage Mirror to copy Wurmcoil Engine and then sac both to Osgir, the Reconstructor to get double wurmcoil 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 Dispatch / 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.

Goblin Welder - Could be useful in cheating higher CMC artifacts into play from the graveyard, but if they're already in the graveyard it would seem more beneficial to just reconstruct them for doubles.

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.

Magewright's Stone / Puppet Strings / Sword of the Paruns - Were all 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.

Mind Stone - There's actually a pretty good chance I'll be swapping out Talisman of Conviction for this at some point in the future.

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.

Reckless Fireweaver - This card synergizes really well with the deck, but doesn't quite hit hard enough. Obviously there is some combo potential, but I felt like Eldrazi Displacer had a bit more potential.

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

Triplicate Titan - Powerful card that could potentially replace Wurmcoil Engine , but I think I would prefer lifelink / deathtouch over flying / vigilance / trample. Plus hard casting a nine drop would be rough.

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.


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.


Just like any other deck though, this deck does unfortunately have it's weaknesses. 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.

This deck also 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.~~~


Updates Add

Put the final touches on the primer. This decklist / primer will obviously continue to be a living, breathing, thing, but for the most part I believe it's finished.

Cleaned up the Maybeboard a bit. The hope here is that it will serve as a reference for anyone wanting to build a deck around Osgir, the Reconstructor as well as a reference for myself for what cards to potentially playtest in the future.


42% Casual

58% Competitive

Top Ranked
  • Achieved #1 position overall 6 days ago
Date added 2 weeks
Last updated 1 day

This deck is Commander / EDH legal.

Rarity (main - side)

10 - 0 Mythic Rares

43 - 0 Rares

24 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 2.86
Tokens Daretti, Copy Clone, 3/3 Wurm, 3/3 Wurm, Treasure, 1/1 Myr
Folders Uncategorized, Strixhaven, Interesting decks, Deck Primers, Commander Decks, EDH INSPIRATION, Decks to try, Osgir, the Reconstructor, net decks, EDH, See all 14
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