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*Desc Updated: Feb. 3, 2023*


Budget casual midrange Esper Artifacts featuring Urza, Chief Artificer. Budget upgrade of Iron Alliance Precon. The game plan here is simple, attack with Constructs, do combat damage to opponents to draw cards to find wincon combo pieces. Win with combat damage from Constructs, Commander damage from Urza helped by making Urza an artifact or assemble a wincon combo with Time Sieve. Gameplay can however be complex because there's many artifact interactions going on especially with Encroaching Mycosynth and many triggers to remember especially with Transplant Theorist, but that's what makes gameplay fun. Power level 6 with wincon combos, power level 5 without the combos.


Upgrading the Urza Precon

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Overview

Construct beatdown with attack support from Wonder, Losheel, Clockwork Scholar, Vault of the Archangel, Steel Overseer and Their Name is Death. Repeatable draw support from Research Thief, Bident of Thassa and Reconnaissance Mission. Steel Overseer is a good creature anthem effect here because it doesn't stop Sword of the Meek + Thopter Foundry combo and it's also excellent with Unwinding Clock. There's many ways here to make Urza an artifact because this gives him menace making him a much better attacker and an easier source of Commander damage. Encroaching Mycosynth is powerful here because it makes all nonland permanents I control artifacts, not just on the battlefield, but also in my hand, library, graveyard and even Command Zone.

The goal here is the get Urza onto the battlefield no later than turn 5 to start creating Constructs. This is helped by 15 0-3 artifact creatures including artifact creature mana dorks who count twice for ramping into Urza and 10 mana rocks for ramp. Sai, Master Thopterist also helps to do this with Thopters. Digsite Engineer is slower, but all the low mana cost artifacts here make it another excellent Construct source. After Urza, I want to get a repeatable draw source online, that way each Construct when doing combat damage to opponent thanks to menace are drawing cards.

All the draw from Constructs doing combat damage to opponents helps to reach the end goal which is to assemble Sword of the Meek + Thopter Foundry + Time Sieve for extra turns/extra attacks with Constructs + Urza. Transplant Theorist and Unctus, Grand Metatect are loot engines here that don't rely on combat to draw. They also get artifacts into my graveyard for Anrakyr the Traveller and Silas Renn, Seeker Adept to cast. Theorist can even trigger to loot when I play an artifact land.

Another goal here is to assemble Sword of the Meek + Thopter Foundry + Skullclamp because this does everything for gameplay: creates artifact creatures with flying that pump Constructs, repeatable draw, sac outlet for artifacts and even life gain. Sword + Foundry combo is the linchpin here since adding a third card from many other options, Time Sieve, Transplant Theorist, Losheel, Clockwork Scholar can be game changing. Budget tutors Wishclaw Talisman, Whir of Invention, Tribute Mage help to find the artifacts for this combo. Many sac outlets that can sac an artifact at instant speed are here because of Wishclaw to repeatedly tutor without giving it to my opponents. Wishclaw is very powerful because of it's interaction with Master Transmuter as well as lots of ways to recur it after being saced.

More goals here are to abuse Master Transmuter bounce and Anrakyr the Traveller cast/cheat artifacts that have an ETB ability, Wishclaw Talisman, Ethersworn Sphinx cascade, change what Phyrexian Metamorph/Sculpting Steel are or just cheat powerful high mana cost artifacts onto the battlefield especially Bolas's Citadel and Spine of Ish Sah. Citadel is by far the best way here to get as many artifacts onto the battlefield to support/pump Constructs and Urza. There's many draw options to manipulate the top card of my library for Citadel to keep going especially Transplant Theorist. Citadel will use a ton of life, but there's lots of life gain here from Vault of the Archangel and Sword of the Meek + Thopter Foundry combo. Encroaching Mycosynth makes Transmuter and Anrakyr much better because it makes nonland permanents in my hand and graveyard artifacts.

Unwinding Clock is great as value untap support with Master Transmuter, Steel Overseer, Shimmer Myr with mana rocks/dorks and artifact lands, as well as overall defense, untapping Constructs to block against opponents counterattacks. Bridges and Power Depot are always ETB tapped artifact lands which Clock untaps. Transmuter with Clock and any one of four artifact lands, one of seven mana rocks, one of two mana dorks, that can make blue mana over the course of all player's turns can put all artifacts from my hand onto the battlefield or generate massive value from artifacts that have an ETB ability. This interaction is excellent with Phyrexian Metamorph/Sculpting Steel to change what these are on each player's turn.


Wincon Combos

Wincon combos increase the power level of any deck, but they aren't needed here to win. It takes a while in a game, but the end game goal is to assemble a wincon combo with artifacts. A combo might not be needed at all if Constructs or Urza do their job well, but as reach to win a game having a wincon combo or many can help gameplay.

Time Sieve is one of the most expensive price cards here because it's the enabler for extra turns. Sieve makes Sword of the Meek + Thopter Foundry combo infinite, but without it, Sword + Foundry is an excellent noninfinite combo to repeatedly create Thopters.


Interesting Interactions


Nonbudget Card Upgrades to Increase Power Level

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Top Ranked
Date added 1 year
Last updated 2 months
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

2 - 0 Mythic Rares

43 - 0 Rares

20 - 0 Uncommons

24 - 0 Commons

Cards 100
Avg. CMC 2.86
Tokens Construct 0/0 C, Elephant 3-3 G, Thopter 1/1 C, Thopter 1/1 U
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