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Urza, Lord High Artificer | Man & His Machine


Creative Preamble is in the Works

I've looked at a lot of peoples builds for Urza and wanted to make one of my own and try to make it cEDH playable as well.

There are a few ways to win, but all of them involve getting infinite mana in some way shape or form. Then, you can either exile your library and play Lab Man/Jace and draw a card, or mill your opponents out with BSZ or Stroke of Genius.


Urza is a Legendary Creature Human Artificer that costs . He's got a lot of text, all of which do something to further our ways to win. The first ability happens once Urza resolves, he brings with him a buddy, a 0/0 construct that grows with every artifact you play, which means that at it's worst he's a 1/1.

His second ability is an extremely powerful effect that allows the deck to function. Making every artifact be able to tap for mana allows the deck two things. 1) Being able to run with a far lower land count, and 2) being able to be tapped out on lands and still have mana ready for counter-magic! There's also another benefit that isn't as obvious initially, but Urza's second ability allows you to run cards like Winter Orb or Static Orb and other cards that have the "as long as ~this card~ is untapped" clause to be one-sided as long as he remains in play

His last and final ability is our win con. Be able to sink mana to play a card out of your deck (granted its not a land) is incredibly powerful. Whether you're doing it a limited amount of times because of lack other choices or dumping infinite mana to exile the deck to cast it for free, the ability is potent in cEDH. With the deck exiled, you can free cast everything, and since to do so you need infinite mana, you can win using a variety of options.

All in all, Urza has everything you could ask for in commander, 2 for 1 body count, ramp, and a win condition on one body.

Urza is a mono-colored commander, Blue to be exact. Which gives us access to what blue is good at, draw and counter-magic!

Being able to be reactive to your opponents plays and denying them their win conditions proves to be the best way Blue can win, via control. Along those lines, we run a pretty sizeable control package (About a quarter of the deck) to take advantage of our access to blues almost endless supply of counter-magic and control!

Now just because you run a low of counter-magic, doesn't mean you'll always have a response, that's why we have to utilize blue's other virtue, card advantage! We run a whole lot of cards that cantrip or provide sources of card draw, as there's nothing worse than having your opponent play their win conditions and you being powerless to do something about it.

Overall, Blue is a really powerful color in magic and I'd want no other when it comes to this deck.

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Work in Progress
Work in Progress
Work in Progress
Work in Progress

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Casual

97% Competitive

Revision 6 See all

(3 years ago)

Date added 5 years
Last updated 3 years
Exclude colors WBRG
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

18 - 0 Mythic Rares

35 - 0 Rares

13 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 2.12
Tokens Bird 2/2 U, Construct 0/0 C, Thopter 1/1 C
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