I am a Timmy by nature. I love big creatures and flashy spells. Tooth and Nail into a Avenger of Zendikar and a Primeval Titan when you have an Akroma's Memorial out and you have made my day. That is way more awesome than pitching a card to Mind Over Matter so you can untap your Niv-Mizzet, the Firemind over and over again until the table is dead. SNORE. To me, Magic: the Gathering is all about the spells and creatures. Fighting your fellow planeswalkers with terrifying dragons that eliminate everything in their paths or swarms of deadly insects that have been enhanced to pummel anything. Not "Draw, land for turn, go. Counter your spell. Draw, land for turn, go. Counter your spell. Draw...land..for...zzzzzzzz". PUH-LEASE!
Ever since the legendary Eldrazi were spoiled, I have been in love with them. Huge creatures that were terrifying both on the table and in the story. My favorite of which is Ulamog, the Infinite Gyre. His entrance is only preceded by something (or someone) blowing up and out of existence. What is more awesome than that? One answer: Nothing. Not only that, he'll laugh at you as you try and kill him with your worthless weapons and armor, or your pathetic spells. You have to send him into oblivion to see him gone! And even then you can't count him out of the fight!
-Table of Contents-
1. Introduction/History
2. The Decklist
3. The Breakdown
4. The Strategy
5. Honorable Mentions
6. Closing Statements
7. Change Log
Introduction/History
In my quest for a better Commander deck, I have designed this one. It began as a secret project of mine that required some behind-the-scenes playtesting from a friend of mine. I'll admit, I did get some weird looks when I was trying to trade people's Copper Gnomes or Urza's Blueprints off of them, when I was known for not playing a deck that would/could use those. Once I unveiled it, my playgroup was genuinely surprised and intrigued. Over the past few months, and numerous revisions, the deck has become quite popular (or infamous, depending on your point of view) around my LGS.
I started this format playing a Zur, the Enchanter and a Scion of the Ur-Dragon deck. I loved the latter way more since it was WAY more interactive with my opponents. The Zur deck ended up goldfishing after I had locked my opponent out of the game. I can do that at home, I see no reason to bring that garbage to the group. This Ulamog deck has extremely great defensive capabilities; from Defense Grid to Ward of Bones. And not to forget about the strong offensive that this deck has through cards like Steel Hellkite and Akroma's Memorial.
Running a colorless commander deck has its limitations of course. It gives you the options of exploring other avenues of strategy that isn't watered down by the staples each color has. It allows me to use cards like Planar Portal and Mimic Vat without wondering if a Demonic Tutor or Restock would be a more viable option. Its strong suit is also its weakness. You don't get to run the staples. Wrath of God is a staple for a reason, its good. But being able to plan and cast around spells like that make a deck like this more interesting to pilot and create.
Why choose Ulamog over Kozilek or Karn? Mostly because of this reason: I like him better. Kozilek offers card advantage. And Karn can be more offensive since Gilded Lotuses beat for 5. Ulamog is indestructible and eliminates a threat before he even enters the battlefield. If he gets stolen, then pretty much all of the removal that this deck has to offer can get him back. So the indestructible offers little protection against me.
Kozilek, Butcher of Truth - He's big, he's scary, and he draws me cards. Kozilek offers so much for a deck like this I can't imagine not running him. A 12/12 body that kills permanents and draws me four cards is definitely worth a slot.
Thopter Assembly - While this card is a new addition, its great for creating chump blockers if I need them or for going on the offensive when the skies are clear.
Blightsteel Colossus - This card is nuts. N-V-T, nuts! With a haste effect on the field, it can kill a player out of nowhere. Awesome for seeing someone tap out to play some big spell and then die during my next turn. Con: Bribery magnet.
It That Betrays - Another game winner that takes advantage of my copious amounts of mana. While I normally only get usless crap from my opponents, its still a colorless version of Prince of Thralls and the board state immediately changes if not dealt with quickly.
Artisan of Kozilek - My Phyrexian Delver. Again, another huge body that gets my other fatties from the graveyard to fight again. Maybe even a colossus or a Eldrazi titan (provided I have Vedalken Orrery out). Can't argue with a (pseudo)uncounterable resurrection effect!
Platinum Angel - Auto-include in a deck like this in my opinion. Very difficult to lose once I have this and Darksteel Forge on the field. If my opponent is playing blue or white, I'll greaves it up to prevent sneaky bouncing/exiling spells.
Platinum Emperion - Platinum Angel's younger brother. While it doesn't protect me against general damage, it does provide a strong defense. Also, most people don't realize that it doesn't help against general damage, so they usually think swinging with one is futile and don't even bother.
Duplicant - Exiles a creature and gives me a body. Potentially a very large one. This card is great, especially with something like Erratic Portal.
Lodestone Golem - My own mini-Grand Arbiter. This creature can potentially hit the field turn two, which can really slow my opponents down. With this and Defense Grid and instant speed removal or counterspells either don't see play or are terrible. Ever seen someone spend six mana on one spell to kill one creature? I have.
Sundering Titan - While this card can ruin friendships and playgroups, its a card that this deck definitely needs. It slows down my opponents and prevents them from doing too much to my board for fear of it leaving the battlefield. Use with Erratic Portal for extra douche.
Junk Diver - Chump blocker that can get back my artifacts? Yes please. Works well with Mimic Vat and a sac outlet to Regrowth every turn.
Myr Retriever - See Junk Diver. Only not as useful since it doesn't block flying creatures.
Scarecrone - This creature is amazing. It can consistently resurrect creatures from the graveyard. Since it can bring back nearly every creature in the deck at instant speed and evade removal to draw me a card, this addition is a no-brainer.
Wurmcoil Engine - This card is a massive chump blocker/life gain/ sweeper survivor in one. Or it can go on the offensive to connect with 12-point life swings. It can be hard to answer this creature when I have it on Mimic Vat with a sac outlet.
Steel Hellkite - Amazing offensive removal. With enough mana (possibly even infinite), it can also kill players via its "firebreathing" ability.
Darksteel Colossus - Huge body that doesn't like to die. Also tramples the crap out of opponent's creatures into the ground and over their faces. Also a no-brainer for a deck like this.
Karn, Silver Golem - Karn is great. Being able to animate your artifacts to beat face can prove very useful. Also scares off board sweepers when your opponents are relying on key artifacts. Karn also acts a a deterrent for voltron-style decks; being able to make their equipment fall off of their creature can steer them away from attacking me. Also, its funny to send something called "Defense Grid" to attack your opponents.
Karn Liberated - A colorless planeswalker? Awesome. Karn Liberated offers a immensely powerful removal platform that triggers the "Oh crap" factor in my opponents.
Lux Cannon - With proliferation and/or Voltaic Key, I can blow something up almost every turn. With Rings of Brighthearth, Voltaic Key, and infinite mana, I can destroy as much as I feel is necessary.
Nevinyrral's Disk - Also a great way to keep my opponents from playing their more valuable permanents. With its partner in crime, Darksteel Forge, on the field, it can be game ending.
Oblivion Stone - Great removal that I can use the turn it comes out, or slow-roll it to save my valuable permanents. when I do end up deciding to blow the world up.
Brittle Effigy - While this card is an expensive 1-for-1, it eliminates indestructible creatures, or creatures that can be a nuisance if the hit (or stay in) the graveyard.
Spine of Ish Sah - Removal that continues to be effective? Yes please. With things like Phyrexia's Core out, it can keep blowing up threats as I see fit.
Tower of Fortunes - I love this card. I can spend a turn to draw four cards or use Rings of Brighthearth with it to completely refill my hand. The eight mana needed to activate its ability may seem like a lot at first, but the drawing can really pay out.
Memory Jar - If I have enough mana, I can basically empty the seven card it gives me without denting my original hand. This card mills my opponents out of (hopefully) useful cards, and gives my gas. Great card.
Mind's Eye - Draw a card for 1 whenever an opponent draws a card, amazing. Usually prevents them from using too many draw effects. Hilarious when someone has a Sylvan Library out and uses it. Thanks for the three cards, buddy!
Planar Portal - This can search up my win conditions so games can end in my favor. Or even tutor up and answer to a threat. And the fact that its reusable makes it an invaluable card in this deck.
Sensei's Divining Top - What can be said about this card that hasn't already been said? Its almost an auto-include in every Commander deck. Setting your draws up can give you the edge against everyone who is topdecking.
Lightning Greaves - Haste and shroud for 0. This is one of the best equipment cards this game has to offer. I can't imagine how many games this card has won me. Being able to play a gigantic fatty and swing the same turn is too great.
Clock of Omens - This card interacts with so much of the deck. From essentially giving creatures vigilance to providing me extra mana, the card is super versatile. Activated abilities with tap costs are better when you can use them more than once each turn.
Vedalken Orrery - With this on the field, it makes anyone think twice about attacking me or trying to affect my board state. Instant speed provides so much flexibility that I can't pass something like this up.
Defense Grid - Control is fairly heavy in my playgroup. So this helps keep them in check. I want my spells to resolve, and this helps ensure they do. I have won many games against blue decks because of this one card.
Akroma's Memorial - A Timmy's dream artifact. Turns my Junk Diver into Junk Diver, Angel of Wrath. The evasion and protection this card gives is super awesome. Its an "answer or die" card.
Ward of Bones - This deck runs few creatures and no enchantments. This card punishes people from ramping and prevents an overwhelming board state that I can't handle. Great defensive card that I owe a lot of victories to.
Mindslaver - The bane of many casual players. While I do not aim to lock someone with this card, the deck can do it. Its great for making sure I don't die or ensure a victory. Great card that can save your butt.
Voltaic Key - The 'key' to many infinite combos in this deck. Also, like Clock of Omens, it can make my activated abilities get used more than once each turn.
Unwinding Clock - Seedborn Muse is in nearly every deck that runs green. Untapping everything on each of your opponents' turns also allows for some very interesting interactions. Especially with mana rocks that don't untap (like Grim Monolith) or counter artifacts, like Lux Cannon.
Rings of Brighthearth - Oh man, what can I say about this gem? This card efficiently interacts with about 40% of the deck, including lands. This card is usually one of the first things to get tutored up when I have the chance. Its also one of the first things killed by removal due to its power. I love this card so much that I wish I could run it as my general. No...really...
Darksteel Forge - What's better than making most of your permanents indestructible? Answer: Not much. Once this hits the field, things get bad for my opponents. It makes 90% of most deck's removal dead cards. Turns Creeping Corrosion into "2GG: Target opponent laughs at you.".
Expedition Map - Completes Urza-tron, fetches defensive lands, gets me a tutor engine. I can't imagine this deck without this card. Since some of the lands in this deck are just as powerful and versatile as some of the other permanents, this card is a almost like a Demonic Tutor.
Mirrorworks - When this card was released, I grabbed one as soon as I could. Spending 7 for two Gilded Lotuses or having two Darksteel Colossus on my field is great. Again, a super versatile card that can breaks the deck.
Torpor Orb - Terastodon and Pestermite are no longer viable with this sucker out, plus the other multitude of amazing ETB creatures. It only effects two creatures in this deck, so the benefits far outwiegh the inconveniences.
Crucible of Worlds - Like I stated before, a lot of the lands in this deck are just as useful and versatile as some of the artifacts. And being able to get them back after they have been hated off the field is crucial. While it interacts malevolently with Strip Mine and its cousins, I don't use it for that. I hate that cowardly strategy.
Temporal Aperture - Cheap to hit the field, and cheap to activate. While the card is twice as good when there is a Vedalken Orrery on the field, its great on its own. An early Darksteel Colossus can really dampen the moods of your opponnents.
Hall of the Bandit Lord - With this on the field, I can not only cast my general but make him hasty with a measly payment of 3 life. Very useful land.
Eye of Ugin - Many people ask why I run this if it only helps with about five spells in the deck. Well, they fail to take into account that it tutors up ANY colorless creature. Not just a colorless Eldrazi.
High Market - Prevents people from stealing my creatures or tucking my general. And believe me, people try. And since those are really the main ways of dealing with my general, this land causes a lot of issues for them.
Rishadan Port - Keeps my opponents from getting to frisky with their counter spells or mazes. Also can shut off a color when needed.
Petrified Field - This card is its own little Crucible of Worlds. Losing a piece of Urza-tron sucks, but this card gives a bit of protection against it.
Homeward Path - Lets face it, this deck plays a lot of scary creatures, like the general. A key strategy of blue (and some red) decks are to utilize your own creatures against you. This deck helps you to protect yourself against that strategy very well.
The Strategy
This deck has no coherent "Get card A and card B. Win game" combos. All combos (infinite or not) in this deck are purely coincidental. I put Basalt Monolith and Rings of Brighthearth in this deck before I knew it gave me infinite mana. I'm actually discovering other interactions that I had not realized this deck had. Most recently: Mindslaver lock via Mimic Vat, artifact retrieval creature, and a sac outlet. The main thing with this deck is that I play very defensively. While that can sometimes backfire and stall the game out to a length none of the players enjoy. But with the immense amount of mana that this deck can produce and the huge threats that drop nearly every turn, the cards usually play out well.
With the sheer amount of card interaction that this deck has, its hard to give a strategy for this deck. It can be a very busy deck with each card interacting with two others I control and two others an opponent controls. Rings of Brighthearth and Planar Portal are definitely key cards in the play of this deck. Since the only instant/sorcery of the deck is a sweeper, everything the deck does will stick on the battlefield for future effects. So I have to play conservatively lest I eat an Austere Command. Overextending is an issue when all of your spells are permanents. I try not to clutter the field up with too many threats because of that fact.
Some weaknesses that this deck has is because of the aforementioned permanent-based playstyle, sweepers can set you back from 16 mana to 6 with nothing on the board. Darksteel Forge is a must have if I plan to overextend at all. Too many times have I been ready to beat some face, only to eat an Akroma's Vengeance and get all but taken out of the game, since I won't do much.
In short, the key for this deck is to play conservatively!
Honorable Mentions
There are some cards that I have considered to put in the deck, and some that others can't believe I don't have in the deck. Here are some of those cards and why they aren't.
Mycosynth Lattice - This card is cool, but it doesn't do anything for my deck. While I can be a Delta-Bravo and Nev's Disk everyone's board away. I'm not that kind of player. Since that and Karn-ing everyone's lands away, there isn't much reason to run it.
Kuldotha Forgemaster - Each artifact has its place in this deck. And if I go disturbing that by sacrificing them, it can really mess with the mojo of what I have on the field. While his ability can be useful, I feel that the cost is too steep to use when I need nearly everything I have on the field to keep my board-state in sync.
Arcbound Ravager - Since this deck is mainly for multiplayer, I can't risk losing a gambit of swinging this guy into a Condemn or Capsize if I sac my artifacts for a kill swing at another player.
Lodestone Myr - I like him, but I just can't find a place for him quite yet. I'll probably put him in the deck eventually, but I'm in no hurry to find one.
Closing Statements
In closing, I love this deck and how interactive it is with itself. This deck can be very busy and make the game fun to play. While, like any deck, it has its moments of dullness, its probably one of the best and most fun decks I've built over the course of my time playing MTG. If you have any questions or concerns, please ask! I'm also more than willing to give any tips people may be looking for if they decide to build a similar deck. Thanks for taking the time to read this and long live EDH!
Change Log
-Ratchet Bomb, +Clock of Omens (4/23/2011): Ratchet Bomb is good removal, and has won me a few games, but its capabilities are too narrow for my liking. Clock of Omens is a better fit since it can really make a lot more out of my other artifacts and get my mana's worth from them.
-Stuffy Doll, +Karn Liberated (5/8/2011): Stuffy Doll didn't do much in the deck. So its place has been tenative for some time. The release of Karn Liberated seemed like a no-brainer. A very powerful colorless planeswalker that does some serious damage to both player's hands and boards. This has been a much anticipated addition.
-Loxodon Warhammer, +Spine of Ish Sah (5/10/2011): Taking Loxodon Warhammer out was a rough choice. I'm trying out Spine of Ish Sah as another source of removal. Combined with the new Phyrexia's Core, it seems like it could do some damage.
-Contagion Engine, +Torpor Orb (5/10/2011): Contagion Engine is very good when some of my counter-based artifacts are out (i.e. Lux Cannon), but its uses are limited compared to the original build. Torpor Orb seems a like a cool addition to help against very powerful ETB creatures that really hurt this deck...like Terastodon.
-Glimmerpost, +Phyexia's Core (5/10/2011): Glimmerpost didn't do as much as every other land. I needed something that I can rely on doing something other than giving me a negligible amount of life and just giving me 1. Phyrexia's Core allows me to have a High Market effect for my artifacts.
-Cloupost, +Petrified Field (5/10/2011): With New Phyrexia coming out, I wanted to try Phyrexia's Core, so using just one Locus seemed pretty pointless. Petrified Field allows me to have some land destruction protection.
-Titan Forge, +Karn, Silver Golem (5/20/2011): Karn was in the original build of the deck, and I recently decided to put him back in. The addition of Spine of Ish Sah and Phyrexia's Core made the choice a little bit easier. The extra aggression he provides can make a difference. Titan forge was good, especially when I was in topdeck mode, but it was too slow for me and I no longer had proliferation mechanics to bring it to its full potential.
-Icy Manipulator, +Blinkmoth Urn (6/4/2001): Blinkmoth Urn has been something I've thought about putting in the deck, but never got around to it. I managed to pick one up (foil too, if I might add) to try it out. Adding a great amount of mana each turn can really speed the deck up. While I do lose some synergy between it and Icy Manipulator, I find that its probably for the best. Clock of Omens can still allow only me to take advantage of its mana.
-Shimmer Myr, +Lodestone Golem (6/5/2011): Shimmer Myr was cool, and he had proved useful on more than one occasion, but while redundancy is cool, Vedalken Orrery does the job just fine. Lodestone Golem allows me to play the offense game and defense game at the same time.
-Urza's Blueprints, +Temporal Aperture (6/5/2011): This deck definitely needs its card draw to support the large amounts of mana, but early game can be slow if I'm wanting this on the field. And one card a turn isn't much. Temporal Aperture allows me to possible get a land when I need it, another mana rock, or a cheap It That Betrays (or any other fatty) early on.
-Mimic Vat, +Cloudpost (6/5/2011): Cutting Mimic Vat was not something I wanted to do, but it was something I had to do. THe card is very versatile and can be a pain for my opponents. I often found myself with four lands in play and three artifact mana sources. When I eat a Creeping Corrosion, I'm pretty much out of the game. The deck definitely needed more mana. So I decided to put the locuses back in the deck.
-Erratic Portal, +Glimmerpost (6/5/2011): Again, I was cutting something I didn't want to, but the deck needed more lands. Running both locuses can give me an early edge, especially with Vesuva in the deck.
-Glimmerpost, +Homeward Path (6/25/2011): Once again, I'm taking the locuses out of the deck. Glimmerpost is being replaced by the infinitely more viable Homeward Path. Ulamog tends to whore himself around the table if I'm playing against a sea of blue mages, so this land will keep him on my team.
-Cloupost, +Buried Ruin (6/16/2011): Without Glimmerpost in the deck, there isn't any reason to run this one either. Buried Ruin allows me to return any of the valuable artifacts to my hand. Awesome synergy with Crucible of Worlds.
I'm not quite sure. The only things that look like they could belong are Unwinding Clock or Karn Liberated. Karn would be useful for removal. And Seedborn Muse-esque effect would be awesome.
I play Karn EDH, and as a fellow Colorless General wielder, please believe me when I say reconsider Blinkmoth Urn and Karn, Silver Golem, because both of these are well worth the risk.
Blinkmoth Urn has that wonderful "as long as it's untapped" clause, which works wonders with Clock of Omens and Karn, Silver Golem. Even if you can't tap it for your benefit, giving your opponents 1-3 mana on average is well worth the insane amount of mana you'd get from the Urn yourself. The most I've gotten was something like, 15 mana off a single urn, well over 20 when I Sculpting Steeld it. Worth it. 10000000% of the time.
And Karn acts as a way to get even more miles out of your artifacts. Karn + Akroma's Memorial and/or Darksteel Forge is Good Game. It's really hard to come back from that. You can also use Karn on your opponents artifacts to turn their equipment into creatures, forcing them to un-equip or just force their Crucible of Worlds to die to Wrath of God. He's just nutty, and it feels like every week I find a new way to piss people off with Karn.
I would absolutely love a Mishra's Workshop, but its about $350 a pop. No way I'm spending that much. That card would break this deck. I'd probably cut a land that doesn't do much, like Desert.
I agree that Blinkmoth Urn at least deserves a playtest. There aren't a lot of artifact decks running around our playgroup. At worst, it would suck up some spot removal.
I ran an Emrakul, the Aeons Torn deck for a short time before it was banned, but ended up just not liking it much since it really was hard for an opponent in my group to interact.
Have you considered Mana Crypt and Ratchet Bomb? IDK what budget you are on, but both offer a lot for a colorless deck (enchantment/planeswalker removal is slim) and are really low on a manacurve.
Personally, I luv having a Cane effect in my decks in case I am close to decking, and there is little better than Elixir of Immortality.
Private Mod Note
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"Of all tyrannies, a tyranny sincerely exercised for the good of its victims may be the most oppressive. It would be better to live under robber barons than under omnipotent moral busybodies. The robber baron's cruelty may sometimes sleep, his cupidity may at some point be satiated; but those who torment us for our own good will torment us without end for they do so with the approval of their own conscience."
-C.S. Lewis
I stated why I don't run Karn as the general. I like Ulamog better. What better to lead an army than a huge, world-eating entity? While you'll find no argument from me that Karn is good, he's not what I'm looking for in a commander. At best, he'll probably find a lot in the deck again. But he'll never be the general.
If I see a Blinkmoth Urn in sometime's trade binder, I may pick it up if I feel so inclined to.
I had a Ratchet Bomb in the deck, but found that its removal capabilities were too limited for my liking. My general, Lux Cannon, and All is Dust can deal with problematic enchantments or planeswalkers.
Mana Crypt is good and its something I've wanted for the deck, but $50 is a bit much. If I'm able to pick one up for cheap, I'll probably go for it.
I like this deck. I've been working on karn for awhile now and will likely use this deck as a great reference guide. My group is quite opposed to the mindslaver nonsense. But with that being so popular in your meta, I can totally see why ulamog is better suited as your general.
Again, great build and thanks for the in depth detail for your card choices.
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“Here fell Ishi-Ishi, King of the Flaming Pebbles, Scourge of the Mountain Kami, Lover of Goats. May his shell never burn.” - Cave inscription
Hmm, I haven't seen Petrified Field before. I'll probably throw it in. And while the locuses are useful (sometimes) they're uses are fairly limited. Its only real nice if I have them both and Vesuva on the field as a Cloudpost.
Phyrexia's Core is cool, but I don't really see it having any practical uses. Maybe it can be like another High Market for my artifact creatures, but ehh. Like I said in the primer, Mindslaver runs widely in my meta and seeing my Darksteel Forge leave the battlefield due to Phyrexia's Core will suck a lot. I probably won't run it.
This list is impressive and very tight. Nice job. Unwinding clock is just ridiculous in here.
I agree with some other posters that it's a shame you don't have room for Karn, Silver Golem as a creature in the deck because of some mindslaver shenanigans. I guess you're just fine without him but he just has "Alpha Strike" written all over him for the unsuspecting player. You could always sac him to your own outlets before Mindslaver takes over your turn. I think he's a lot better than Titan Forge as far as doing something with your mana late game.
The mana in this deck does one of two things: floods me or screws me. I've had 15 mana on turn four and 3 mana on turn eight. Its really a gamble.
I've thought of putting Karn into the deck again. Its short on creatures and could use the extra aggressiveness he brings.
The list is super right and yes, some of the cards are expensive. About a third of the deck is foil; to include notable cards like Top (natural foil), Ulamog, Blightsteel Colossus, Gilded Lotus, and Akroma's Memorial. I appraised the deck a few months ago at just over $300, but that's not including recent updates and foils.
I'm putting the list together now, as ive been looking for a reason to make a new deck and i already have most of the cards. The list looks amazing. I'll probably run karn in mine.
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First tournament top 8 11/4/12 at the SCG IQ in Santa Cruz!
Love the deck list. What do you think about the possible inclusion of Mycosynth Lattice and Mycosynth Golem to make your Eldrazi cost (likely) nothing?
I don't like either of those cards. Lattice just seems like "Dig for Karn, win game", which is what I was trying to avoid with this deck. And there really isn't any other reason to put that card in the deck. The golem is cool, but when I generally have enough mana to put into creature spells just fine. The golem will tempt me to overextend into an Akroma's Memorial. Which is very bad.
I'm going to go through the deck and make a few changes tomorrow. I'll then update the change log to reflect these changes.
Mana Crypt and Mox Opal enable the possibility of a turn 2 ulamog, which I have seen before, it's not pretty. Scorched Ruins is pretty good with crucible. Krark-Clan Ironworks can be used to power out ulamog when you need him, and gets you infinite mana with Nim Deathmantle and Wurmcoil Engine or Myr Battlesphere, which I would run over thopter assembly with memorial in the deck.
Myr Incubator also does really well with memorial and thins the deck down to nothing but the essentials.
Okay, I've updated the deck to accommodate the changes I've made to the deck. To include the re-addition of Karn.
I'd love a Mana Crypt. But, alas, my wallet does not. Mox Opal has been on my mind for another form of artifact ramp, but I'm in no hurry to get one. Scorched Ruins does seem good, but I don't think that I'd actually play it until Crucible of Worlds is on the field. There is tons of land d in my meta, and I really don't feel like seeing it in my graveyard the turn after I play it.
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Commander BGGlissaGB BROliviaRB
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I am a Timmy by nature. I love big creatures and flashy spells. Tooth and Nail into a Avenger of Zendikar and a Primeval Titan when you have an Akroma's Memorial out and you have made my day. That is way more awesome than pitching a card to Mind Over Matter so you can untap your Niv-Mizzet, the Firemind over and over again until the table is dead. SNORE. To me, Magic: the Gathering is all about the spells and creatures. Fighting your fellow planeswalkers with terrifying dragons that eliminate everything in their paths or swarms of deadly insects that have been enhanced to pummel anything. Not "Draw, land for turn, go. Counter your spell. Draw, land for turn, go. Counter your spell. Draw...land..for...zzzzzzzz". PUH-LEASE!
Ever since the legendary Eldrazi were spoiled, I have been in love with them. Huge creatures that were terrifying both on the table and in the story. My favorite of which is Ulamog, the Infinite Gyre. His entrance is only preceded by something (or someone) blowing up and out of existence. What is more awesome than that? One answer: Nothing. Not only that, he'll laugh at you as you try and kill him with your worthless weapons and armor, or your pathetic spells. You have to send him into oblivion to see him gone! And even then you can't count him out of the fight!
-Table of Contents-
1. Introduction/History
2. The Decklist
3. The Breakdown
4. The Strategy
5. Honorable Mentions
6. Closing Statements
7. Change Log
In my quest for a better Commander deck, I have designed this one. It began as a secret project of mine that required some behind-the-scenes playtesting from a friend of mine. I'll admit, I did get some weird looks when I was trying to trade people's Copper Gnomes or Urza's Blueprints off of them, when I was known for not playing a deck that would/could use those. Once I unveiled it, my playgroup was genuinely surprised and intrigued. Over the past few months, and numerous revisions, the deck has become quite popular (or infamous, depending on your point of view) around my LGS.
I started this format playing a Zur, the Enchanter and a Scion of the Ur-Dragon deck. I loved the latter way more since it was WAY more interactive with my opponents. The Zur deck ended up goldfishing after I had locked my opponent out of the game. I can do that at home, I see no reason to bring that garbage to the group. This Ulamog deck has extremely great defensive capabilities; from Defense Grid to Ward of Bones. And not to forget about the strong offensive that this deck has through cards like Steel Hellkite and Akroma's Memorial.
Running a colorless commander deck has its limitations of course. It gives you the options of exploring other avenues of strategy that isn't watered down by the staples each color has. It allows me to use cards like Planar Portal and Mimic Vat without wondering if a Demonic Tutor or Restock would be a more viable option. Its strong suit is also its weakness. You don't get to run the staples. Wrath of God is a staple for a reason, its good. But being able to plan and cast around spells like that make a deck like this more interesting to pilot and create.
1 Ulamog, the Infinite Gyre
Creatures
2 Kozilek, Butcher of Truth
3 Thopter Assembly
4 Blightsteel Colossus
5 It That Betrays
6 Artisan of Kozilek
7 Platinum Angel
8 Platinum Emperion
9 Duplicant
10 Lodestone Golem
11 Sundering Titan
12 Junk Diver
13 Myr Retriever
14 Archbound Reclaimer
15 Scarecrone
16 Copper Gnomes
17 Wurmcoil Engine
18 Steel Hellkite
19 Darksteel Colossus
20 Karn, Silver Golem
Removal
21 Karn Liberated
22 Lux Cannon
23 All is Dust
24 Nevinyrral's Disk
25 Oblivion Stone
26 Brittle Effigy
27 Spine of Ish Sah
Card Draw/Advantage
28 Tower of Fortunes
29 Memory Jar
30 Mind's Eye
31 Planar Portal
32 Sensei's Divining Top
Miscellaneous Artifacts
33 Lightning Greaves
34 Clock of Omens
35 Vedalken Orrery
36 Defense Grid
37 Akroma's Memorial
38 Ward of Bones
39 Sculpting Steel
40 Mindslaver
41 Voltaic Key
42 Unwinding Clock
43 Rings of Brighthearth
44 Darksteel Forge
45 Expedition Map
46 Mirrorworks
47 Torpor Orb
48 Crucible of Worlds
49 Temporal Aperture
50 Blinkmoth Urn
51 Grim Monolith
52 Basalt Monolith
53 Thran Dynamo
54 Mana Vault
55 Sol Ring
56 Everflowing Chalice
57 Mind Stone
58 Dreamstone Hedron
59 Worn Powerstone
60 Gilded Lotus
61 Semblance Anvil
62 Cloud Key
Lands
63 Petrified Field
64 Phyrexia's Core
65 Vesuva
66 Urza's Mine
67 Urza's Power Plant
68 Urza's Tower
69 Temple of the False God
70 Ancient Tomb
71 Eldrazi Temple
72 Strip Mine
73 Wasteland
74 Tectonic Edge
75 Ghost Quarter
76 Dust Bowl
77 Rishadan Port
78 Deserted Temple
79 Desert
80 Mistifying Maze
81 Blinkmoth Well
82 Mutavault
83 Mishra's Factory
84 Zoetic Cavern
85 Gargoyle Castle
86 Dread Statuary
87 Blinkmoth Nexus
88 Urza's Factory
89 Hall of the Bandit Lord
90 Mikokoro, Center of the Sea
91 Miren, the Moaning Well
92 Tower of the Magistrate
93 Reliquary Tower
94 High Market
95 Winding Canyons
96 Inkmoth Nexus
97 Maze of Ith
98 Eye of Ugin
99 Homeward Path
100 Buried Ruin
Thopter Assembly - While this card is a new addition, its great for creating chump blockers if I need them or for going on the offensive when the skies are clear.
Blightsteel Colossus - This card is nuts. N-V-T, nuts! With a haste effect on the field, it can kill a player out of nowhere. Awesome for seeing someone tap out to play some big spell and then die during my next turn. Con: Bribery magnet.
It That Betrays - Another game winner that takes advantage of my copious amounts of mana. While I normally only get usless crap from my opponents, its still a colorless version of Prince of Thralls and the board state immediately changes if not dealt with quickly.
Artisan of Kozilek - My Phyrexian Delver. Again, another huge body that gets my other fatties from the graveyard to fight again. Maybe even a colossus or a Eldrazi titan (provided I have Vedalken Orrery out). Can't argue with a (pseudo)uncounterable resurrection effect!
Platinum Angel - Auto-include in a deck like this in my opinion. Very difficult to lose once I have this and Darksteel Forge on the field. If my opponent is playing blue or white, I'll greaves it up to prevent sneaky bouncing/exiling spells.
Platinum Emperion - Platinum Angel's younger brother. While it doesn't protect me against general damage, it does provide a strong defense. Also, most people don't realize that it doesn't help against general damage, so they usually think swinging with one is futile and don't even bother.
Duplicant - Exiles a creature and gives me a body. Potentially a very large one. This card is great, especially with something like Erratic Portal.
Lodestone Golem - My own mini-Grand Arbiter. This creature can potentially hit the field turn two, which can really slow my opponents down. With this and Defense Grid and instant speed removal or counterspells either don't see play or are terrible. Ever seen someone spend six mana on one spell to kill one creature? I have.
Sundering Titan - While this card can ruin friendships and playgroups, its a card that this deck definitely needs. It slows down my opponents and prevents them from doing too much to my board for fear of it leaving the battlefield. Use with Erratic Portal for extra douche.
Junk Diver - Chump blocker that can get back my artifacts? Yes please. Works well with Mimic Vat and a sac outlet to Regrowth every turn.
Myr Retriever - See Junk Diver. Only not as useful since it doesn't block flying creatures.
Arcbound Reclaimer - Great card in lieu of Volrath's Stronghold or Academy Ruins. Works well with its friend Contagion Engine.
Scarecrone - This creature is amazing. It can consistently resurrect creatures from the graveyard. Since it can bring back nearly every creature in the deck at instant speed and evade removal to draw me a card, this addition is a no-brainer.
Copper Gnomes - Turn two Darksteel Forges causes issues with my opponents. Or even turn two Blightsteel Colossus. It makes my expensive artifacts cost 4. Hilarious with Rings of Brighthearth.
Wurmcoil Engine - This card is a massive chump blocker/life gain/ sweeper survivor in one. Or it can go on the offensive to connect with 12-point life swings. It can be hard to answer this creature when I have it on Mimic Vat with a sac outlet.
Steel Hellkite - Amazing offensive removal. With enough mana (possibly even infinite), it can also kill players via its "firebreathing" ability.
Darksteel Colossus - Huge body that doesn't like to die. Also tramples the crap out of opponent's creatures into the ground and over their faces. Also a no-brainer for a deck like this.
Karn, Silver Golem - Karn is great. Being able to animate your artifacts to beat face can prove very useful. Also scares off board sweepers when your opponents are relying on key artifacts. Karn also acts a a deterrent for voltron-style decks; being able to make their equipment fall off of their creature can steer them away from attacking me. Also, its funny to send something called "Defense Grid" to attack your opponents.
Lux Cannon - With proliferation and/or Voltaic Key, I can blow something up almost every turn. With Rings of Brighthearth, Voltaic Key, and infinite mana, I can destroy as much as I feel is necessary.
All is Dust - Seven mana for a Planar Cleansing that doesn't effect any of my permanents? Oh yeah. This is my Wrath of God, Shatterstorm, Tempest of Light all in one.
Nevinyrral's Disk - Also a great way to keep my opponents from playing their more valuable permanents. With its partner in crime, Darksteel Forge, on the field, it can be game ending.
Oblivion Stone - Great removal that I can use the turn it comes out, or slow-roll it to save my valuable permanents. when I do end up deciding to blow the world up.
Brittle Effigy - While this card is an expensive 1-for-1, it eliminates indestructible creatures, or creatures that can be a nuisance if the hit (or stay in) the graveyard.
Spine of Ish Sah - Removal that continues to be effective? Yes please. With things like Phyrexia's Core out, it can keep blowing up threats as I see fit.
Memory Jar - If I have enough mana, I can basically empty the seven card it gives me without denting my original hand. This card mills my opponents out of (hopefully) useful cards, and gives my gas. Great card.
Mind's Eye - Draw a card for 1 whenever an opponent draws a card, amazing. Usually prevents them from using too many draw effects. Hilarious when someone has a Sylvan Library out and uses it. Thanks for the three cards, buddy!
Planar Portal - This can search up my win conditions so games can end in my favor. Or even tutor up and answer to a threat. And the fact that its reusable makes it an invaluable card in this deck.
Sensei's Divining Top - What can be said about this card that hasn't already been said? Its almost an auto-include in every Commander deck. Setting your draws up can give you the edge against everyone who is topdecking.
Clock of Omens - This card interacts with so much of the deck. From essentially giving creatures vigilance to providing me extra mana, the card is super versatile. Activated abilities with tap costs are better when you can use them more than once each turn.
Vedalken Orrery - With this on the field, it makes anyone think twice about attacking me or trying to affect my board state. Instant speed provides so much flexibility that I can't pass something like this up.
Defense Grid - Control is fairly heavy in my playgroup. So this helps keep them in check. I want my spells to resolve, and this helps ensure they do. I have won many games against blue decks because of this one card.
Akroma's Memorial - A Timmy's dream artifact. Turns my Junk Diver into Junk Diver, Angel of Wrath. The evasion and protection this card gives is super awesome. Its an "answer or die" card.
Ward of Bones - This deck runs few creatures and no enchantments. This card punishes people from ramping and prevents an overwhelming board state that I can't handle. Great defensive card that I owe a lot of victories to.
Sculpting Steel - A versatile card that doubles any of my artifacts. Two Mirrorworks (or three for that matter), two Darksteel Colossus, or even just two Urza's Blueprints can give the edge. Also can give me more mana acceleration when needed.
Mindslaver - The bane of many casual players. While I do not aim to lock someone with this card, the deck can do it. Its great for making sure I don't die or ensure a victory. Great card that can save your butt.
Voltaic Key - The 'key' to many infinite combos in this deck. Also, like Clock of Omens, it can make my activated abilities get used more than once each turn.
Unwinding Clock - Seedborn Muse is in nearly every deck that runs green. Untapping everything on each of your opponents' turns also allows for some very interesting interactions. Especially with mana rocks that don't untap (like Grim Monolith) or counter artifacts, like Lux Cannon.
Rings of Brighthearth - Oh man, what can I say about this gem? This card efficiently interacts with about 40% of the deck, including lands. This card is usually one of the first things to get tutored up when I have the chance. Its also one of the first things killed by removal due to its power. I love this card so much that I wish I could run it as my general. No...really...
Darksteel Forge - What's better than making most of your permanents indestructible? Answer: Not much. Once this hits the field, things get bad for my opponents. It makes 90% of most deck's removal dead cards. Turns Creeping Corrosion into "2GG: Target opponent laughs at you.".
Expedition Map - Completes Urza-tron, fetches defensive lands, gets me a tutor engine. I can't imagine this deck without this card. Since some of the lands in this deck are just as powerful and versatile as some of the other permanents, this card is a almost like a Demonic Tutor.
Mirrorworks - When this card was released, I grabbed one as soon as I could. Spending 7 for two Gilded Lotuses or having two Darksteel Colossus on my field is great. Again, a super versatile card that can breaks the deck.
Torpor Orb - Terastodon and Pestermite are no longer viable with this sucker out, plus the other multitude of amazing ETB creatures. It only effects two creatures in this deck, so the benefits far outwiegh the inconveniences.
Crucible of Worlds - Like I stated before, a lot of the lands in this deck are just as useful and versatile as some of the artifacts. And being able to get them back after they have been hated off the field is crucial. While it interacts malevolently with Strip Mine and its cousins, I don't use it for that. I hate that cowardly strategy.
Temporal Aperture - Cheap to hit the field, and cheap to activate. While the card is twice as good when there is a Vedalken Orrery on the field, its great on its own. An early Darksteel Colossus can really dampen the moods of your opponnents.
Eye of Ugin - Many people ask why I run this if it only helps with about five spells in the deck. Well, they fail to take into account that it tutors up ANY colorless creature. Not just a colorless Eldrazi.
High Market - Prevents people from stealing my creatures or tucking my general. And believe me, people try. And since those are really the main ways of dealing with my general, this land causes a lot of issues for them.
Rishadan Port - Keeps my opponents from getting to frisky with their counter spells or mazes. Also can shut off a color when needed.
Petrified Field - This card is its own little Crucible of Worlds. Losing a piece of Urza-tron sucks, but this card gives a bit of protection against it.
Buried Ruin - This land helps recur important artifact pieces. It has great synergy with Crucible of Worlds, which can allow you a Mindslaver lock akin to Academy Ruins.
Homeward Path - Lets face it, this deck plays a lot of scary creatures, like the general. A key strategy of blue (and some red) decks are to utilize your own creatures against you. This deck helps you to protect yourself against that strategy very well.
This deck has no coherent "Get card A and card B. Win game" combos. All combos (infinite or not) in this deck are purely coincidental. I put Basalt Monolith and Rings of Brighthearth in this deck before I knew it gave me infinite mana. I'm actually discovering other interactions that I had not realized this deck had. Most recently: Mindslaver lock via Mimic Vat, artifact retrieval creature, and a sac outlet. The main thing with this deck is that I play very defensively. While that can sometimes backfire and stall the game out to a length none of the players enjoy. But with the immense amount of mana that this deck can produce and the huge threats that drop nearly every turn, the cards usually play out well.
With the sheer amount of card interaction that this deck has, its hard to give a strategy for this deck. It can be a very busy deck with each card interacting with two others I control and two others an opponent controls. Rings of Brighthearth and Planar Portal are definitely key cards in the play of this deck. Since the only instant/sorcery of the deck is a sweeper, everything the deck does will stick on the battlefield for future effects. So I have to play conservatively lest I eat an Austere Command. Overextending is an issue when all of your spells are permanents. I try not to clutter the field up with too many threats because of that fact.
Some weaknesses that this deck has is because of the aforementioned permanent-based playstyle, sweepers can set you back from 16 mana to 6 with nothing on the board. Darksteel Forge is a must have if I plan to overextend at all. Too many times have I been ready to beat some face, only to eat an Akroma's Vengeance and get all but taken out of the game, since I won't do much.
In short, the key for this deck is to play conservatively!
There are some cards that I have considered to put in the deck, and some that others can't believe I don't have in the deck. Here are some of those cards and why they aren't.
Mycosynth Lattice - This card is cool, but it doesn't do anything for my deck. While I can be a Delta-Bravo and Nev's Disk everyone's board away. I'm not that kind of player. Since that and Karn-ing everyone's lands away, there isn't much reason to run it.
Kuldotha Forgemaster - Each artifact has its place in this deck. And if I go disturbing that by sacrificing them, it can really mess with the mojo of what I have on the field. While his ability can be useful, I feel that the cost is too steep to use when I need nearly everything I have on the field to keep my board-state in sync.
Arcbound Ravager - Since this deck is mainly for multiplayer, I can't risk losing a gambit of swinging this guy into a Condemn or Capsize if I sac my artifacts for a kill swing at another player.
Lodestone Myr - I like him, but I just can't find a place for him quite yet. I'll probably put him in the deck eventually, but I'm in no hurry to find one.
In closing, I love this deck and how interactive it is with itself. This deck can be very busy and make the game fun to play. While, like any deck, it has its moments of dullness, its probably one of the best and most fun decks I've built over the course of my time playing MTG. If you have any questions or concerns, please ask! I'm also more than willing to give any tips people may be looking for if they decide to build a similar deck. Thanks for taking the time to read this and long live EDH!
-Stuffy Doll, +Karn Liberated (5/8/2011): Stuffy Doll didn't do much in the deck. So its place has been tenative for some time. The release of Karn Liberated seemed like a no-brainer. A very powerful colorless planeswalker that does some serious damage to both player's hands and boards. This has been a much anticipated addition.
-Loxodon Warhammer, +Spine of Ish Sah (5/10/2011): Taking Loxodon Warhammer out was a rough choice. I'm trying out Spine of Ish Sah as another source of removal. Combined with the new Phyrexia's Core, it seems like it could do some damage.
-Pithing Needle, +Unwinding Clock (5/10/2011): I love Pithing Needle, but a Seedborn Muse-esque ability will make the deck more viable in multiplayer settings.
-Contagion Engine, +Torpor Orb (5/10/2011): Contagion Engine is very good when some of my counter-based artifacts are out (i.e. Lux Cannon), but its uses are limited compared to the original build. Torpor Orb seems a like a cool addition to help against very powerful ETB creatures that really hurt this deck...like Terastodon.
-Glimmerpost, +Phyexia's Core (5/10/2011): Glimmerpost didn't do as much as every other land. I needed something that I can rely on doing something other than giving me a negligible amount of life and just giving me 1. Phyrexia's Core allows me to have a High Market effect for my artifacts.
-Cloupost, +Petrified Field (5/10/2011): With New Phyrexia coming out, I wanted to try Phyrexia's Core, so using just one Locus seemed pretty pointless. Petrified Field allows me to have some land destruction protection.
-Titan Forge, +Karn, Silver Golem (5/20/2011): Karn was in the original build of the deck, and I recently decided to put him back in. The addition of Spine of Ish Sah and Phyrexia's Core made the choice a little bit easier. The extra aggression he provides can make a difference. Titan forge was good, especially when I was in topdeck mode, but it was too slow for me and I no longer had proliferation mechanics to bring it to its full potential.
-Icy Manipulator, +Blinkmoth Urn (6/4/2001): Blinkmoth Urn has been something I've thought about putting in the deck, but never got around to it. I managed to pick one up (foil too, if I might add) to try it out. Adding a great amount of mana each turn can really speed the deck up. While I do lose some synergy between it and Icy Manipulator, I find that its probably for the best. Clock of Omens can still allow only me to take advantage of its mana.
-Shimmer Myr, +Lodestone Golem (6/5/2011): Shimmer Myr was cool, and he had proved useful on more than one occasion, but while redundancy is cool, Vedalken Orrery does the job just fine. Lodestone Golem allows me to play the offense game and defense game at the same time.
-Urza's Blueprints, +Temporal Aperture (6/5/2011): This deck definitely needs its card draw to support the large amounts of mana, but early game can be slow if I'm wanting this on the field. And one card a turn isn't much. Temporal Aperture allows me to possible get a land when I need it, another mana rock, or a cheap It That Betrays (or any other fatty) early on.
-Mimic Vat, +Cloudpost (6/5/2011): Cutting Mimic Vat was not something I wanted to do, but it was something I had to do. THe card is very versatile and can be a pain for my opponents. I often found myself with four lands in play and three artifact mana sources. When I eat a Creeping Corrosion, I'm pretty much out of the game. The deck definitely needed more mana. So I decided to put the locuses back in the deck.
-Erratic Portal, +Glimmerpost (6/5/2011): Again, I was cutting something I didn't want to, but the deck needed more lands. Running both locuses can give me an early edge, especially with Vesuva in the deck.
-Glimmerpost, +Homeward Path (6/25/2011): Once again, I'm taking the locuses out of the deck. Glimmerpost is being replaced by the infinitely more viable Homeward Path. Ulamog tends to whore himself around the table if I'm playing against a sea of blue mages, so this land will keep him on my team.
-Cloupost, +Buried Ruin (6/16/2011): Without Glimmerpost in the deck, there isn't any reason to run this one either. Buried Ruin allows me to return any of the valuable artifacts to my hand. Awesome synergy with Crucible of Worlds.
BGGlissaGB
BROliviaRB
1) What cards from New Phyrexia, if any, would you add? Unwinding Clock?
2) How do you deal with spells like Dominate or Bribery (should Ulamog get shuffled into your deck, by Hinder etc.)?
I have Duplicant or Brittle Effigy to deal with him. Or say thanks and Mystifying Maze him if they swing.
BGGlissaGB
BROliviaRB
BGGlissaGB
BROliviaRB
Blinkmoth Urn has that wonderful "as long as it's untapped" clause, which works wonders with Clock of Omens and Karn, Silver Golem. Even if you can't tap it for your benefit, giving your opponents 1-3 mana on average is well worth the insane amount of mana you'd get from the Urn yourself. The most I've gotten was something like, 15 mana off a single urn, well over 20 when I Sculpting Steeld it. Worth it. 10000000% of the time.
And Karn acts as a way to get even more miles out of your artifacts. Karn + Akroma's Memorial and/or Darksteel Forge is Good Game. It's really hard to come back from that. You can also use Karn on your opponents artifacts to turn their equipment into creatures, forcing them to un-equip or just force their Crucible of Worlds to die to Wrath of God. He's just nutty, and it feels like every week I find a new way to piss people off with Karn.
BRRakdos, Lord of RiotsBR
BGGlissaGB
BROliviaRB
This deck is one of the reasons I run Creeping Corrosion.
Standard
GWB Junk Rites GWB
Brewing
GWBU 4-Color Rites/Aggro GWBU
Rules Advisor
Have you considered Mana Crypt and Ratchet Bomb? IDK what budget you are on, but both offer a lot for a colorless deck (enchantment/planeswalker removal is slim) and are really low on a manacurve.
Personally, I luv having a Cane effect in my decks in case I am close to decking, and there is little better than Elixir of Immortality.
-C.S. Lewis
EDH
Obzedat - Still Alive
Retired - Nicol Bolas
If I see a Blinkmoth Urn in sometime's trade binder, I may pick it up if I feel so inclined to.
I had a Ratchet Bomb in the deck, but found that its removal capabilities were too limited for my liking. My general, Lux Cannon, and All is Dust can deal with problematic enchantments or planeswalkers.
Mana Crypt is good and its something I've wanted for the deck, but $50 is a bit much. If I'm able to pick one up for cheap, I'll probably go for it.
BGGlissaGB
BROliviaRB
Again, great build and thanks for the in depth detail for your card choices.
What would you cut? Worn Powerstone?
Thanks! And good luck on your deck. Feel free to ask for, or even share any knowledge on colorless deck building/playing.
Possibly. Maybe a land that I could live without, like Desert.
BGGlissaGB
BROliviaRB
EDIT: Also, I was thinking of adding Phyrexia's Core (1, Tap, Sac an artifact: Gain 1 life) over whatever card I don't cut for field.
Phyrexia's Core is cool, but I don't really see it having any practical uses. Maybe it can be like another High Market for my artifact creatures, but ehh. Like I said in the primer, Mindslaver runs widely in my meta and seeing my Darksteel Forge leave the battlefield due to Phyrexia's Core will suck a lot. I probably won't run it.
BGGlissaGB
BROliviaRB
BGGlissaGB
BROliviaRB
But, it looks kinda expensive
--- Meren of Clan Nel Toth --- Jhoira of the Ghitu --- Prime Speaker Zegana ---
--- Drana, Kalastria Bloodchief --- Ghoulcaller Gisa --- Akroma, Angel of Fury --- Titania, Protector of Argoth ---
I agree with some other posters that it's a shame you don't have room for Karn, Silver Golem as a creature in the deck because of some mindslaver shenanigans. I guess you're just fine without him but he just has "Alpha Strike" written all over him for the unsuspecting player. You could always sac him to your own outlets before Mindslaver takes over your turn. I think he's a lot better than Titan Forge as far as doing something with your mana late game.
:symu::symr: Melek WheelStorm
:symw::symg: Trostani Enchantress (updated 6/5)
:symg::symr::symu: Unexpected Results.dec
Thada Adel Stax WIP
I've thought of putting Karn into the deck again. Its short on creatures and could use the extra aggressiveness he brings.
The list is super right and yes, some of the cards are expensive. About a third of the deck is foil; to include notable cards like Top (natural foil), Ulamog, Blightsteel Colossus, Gilded Lotus, and Akroma's Memorial. I appraised the deck a few months ago at just over $300, but that's not including recent updates and foils.
BGGlissaGB
BROliviaRB
My decks
Top 4 (4th) SCG IQ 11/4/12
I'm going to go through the deck and make a few changes tomorrow. I'll then update the change log to reflect these changes.
BGGlissaGB
BROliviaRB
Myr Incubator also does really well with memorial and thins the deck down to nothing but the essentials.
I'd love a Mana Crypt. But, alas, my wallet does not. Mox Opal has been on my mind for another form of artifact ramp, but I'm in no hurry to get one. Scorched Ruins does seem good, but I don't think that I'd actually play it until Crucible of Worlds is on the field. There is tons of land d in my meta, and I really don't feel like seeing it in my graveyard the turn after I play it.
BGGlissaGB
BROliviaRB