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Urza back at it again with the Moxen!

If you like the deck, or if the primer helped you build your own deck please don't forget to smash the Upvote button!

+1 Upvote Me!

Primer is a WIP

Honestly asking 'Why Play Urza?' seems a little redundant right? Like 'why do I want to win when I could play other commanders!' Ha. In all seriousness Urza is a deck made to be highly tuned, and highly competitive. If you are sitting down at your kitchen table to have fun, or at your LGS playing with casual players you should not be playing this deck. Below are the pillars of the deck, and what you can expect from the deck.

Control. Since we are mono-blue we want to control the pace of the game so that we can win on our terms. We do this through a variety of counterspells, and a few bounce spells to keep our opponent in check.

Stax. In order to further pace the game as we see fit, and to fully abuse Urza to his maximum ability we want to play stax cards that allow us to tap those stax pieces to avoid their harsh toll while we watch our opponents suffer.

Combos. We are a combo deck, our goal is to abuse Urza's abilities to their fullest to either draw our deck out, or storm off.

Artifacts. The entire crutch of this deck is to play a ton of low cost artifacts, and again abuse Urza.

All of the cards selected I have scrutinized over to make sure that they add maximum value to the deck and what it wants to do. The overall theme is low to the ground artifacts, artifact support, counterspells, and a few wincons.

We are going to break down these artifacts into two categories, Rocks which guarantee mana generation at least once and Moxen that have a requirement to generate mana such as Mox Opal.

Rocks

Moxen

WIP

There are two main combo we want to achieve in this deck:

1) Urza, Lord High Artificer + Paradox Engine/Dramatic Reversal & Isochron Scepter + Any Combination of rocks that generate

This combo allows us to play our entire deck, generate nearly infinite mana, and builds our storm count so long as we don't hit a pocket of lands.

2) Voltaic Key + Sensei's Divining Top + Etherium Sculptor/Paradox Engine/Sai, Master Thopterist

This combo only allows us to draw our entire deck and generate our storm count just on it's own, however you can cast spells in between each cast and draw from SDT to generate nearly infinite mana.

The combo above using Sai, Master Thopterist also generates infinite thopters!

Other combos included in the deck worth mentioning are...

  • Karn, the Great Creator + Mycosynth Lattice: this creates a hard lock on our opponent so that they cannot generate mana or cast spells
  • Mycosynth Lattice + Hurkyl's Recall/Rebuild: This bounces all of our opponents permanents to their hands making it impossible to interfere with our plans AND putting them behind. In order to prevent this from happening to us we float all of our mana, recast Urza and continue doing our thing.
  • Paradox Engine + Isochron Scepter: This gives us infinite storm and draw power with Urza and rocks to generate . This combo is particularly relevant because it allows us to exile ALL of our deck and then pick the order in which we play our cards.

If you like the deck, or if the primer helped you build your own deck please don't forget to smash the Upvote button!

+1 Upvote Me!

Shout out to scotchtapedsleeves and The Deckcoder's Alliance for coding the CSS on this deckpage! Please go support them with an Upvote!

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Updates Add

Hello all,

It's been awhile. (Queue Staind)

I've come back to this deck after a LONG hiatus from it and I feel as though I've seen the matrix code and I now know the optimal way to run this deck. I'm sure many will disagree but I really like the changes. So here we go!

    Cards being added:
  • Moonsilver Key: Really low to the ground artifact that can be used as a rock for Urza or a tutor for a better artifact.
  • Hullbreaker Horror: A new wincon of sorts enabling storm combos with artifacts
  • Vedalken Archmage: The lack of draw power was just too detrimental to this deck, so while it is raising my overall curve I think it's worthwhile
  • Aetherflux Reservoir: A storm making machine, combine this with any Retract like effects and/or Hullbreaker and we just laser beam folks to death
  • Tribute Mage: Fetches artifacts and while it may be limited in its targets it helps me get to my Isochron Scepter when I need it
  • Walking Ballista: Another when with infinite combos, I can feint the win with Urza to bait the counter and then win with Ballista
  • Jeweled Lotus: At worst it's a one off use to accelerate my Urza onto the field, at best it's another cherrio mana rock with Urza on the table
  • Snapcaster Mage: Honestly just being able to recur a counter if need be I feel is too good not to be in the deck for more control
  • Treasure Vault: New land with infinite potential in this deck, treasures are just beautiful in Urza
  • Sea Gate Restoration  Flip: At worst I need a land I get a land, at best I'm super far ahead and I need to draw some cards?
  • Urza's Saga: I think this is kinda self explanatory... but also flavor wins games... no... no, not really but it makes me smile
  • Cavern of Souls: Why not? I mean just make Urza unable to be countered, sounds like a plan to me.
    Cards being replaced:
  • Sai, Master Thopterist -> Mirrodin Besieged: As suggested by jaymc113, I honestly hadn't really looked at this suggestion until now
  • Force of Negation -> Fierce Guardianship: Guardianship wasn't out at the time I build this, and with FoN there's a world where I don't have a blue spell in my hand or the spell I want to counter is a creature so... Maybe it'll replace Counterspell in the long run but for now FoN just seems weaker than FG

Thanks for everyone who has commented in the past, I look forward to your insight moving forward. I think that these are all positive changes that give the deck way more flexibility than before and can win in multiple ways; also the deck is legal now because I shaved it down to 100 cards yay me!

Comments View Archive

Casual

95% Competitive

Revision 13 See all

(3 years ago)

+1 Aetherflux Reservoir main
+1 Cavern of Souls main
+1 Emry, Lurker of the Loch maybe
+1 Fierce Guardianship main
+1 Hullbreaker Horror main
+12 Island main
+1 Jeweled Lotus main
+1 Mirrodin Besieged main
+1 Moonsilver Key main
+1 Nexus of Fate *list* maybe
+1 Rod of Absorption maybe
+1 Sea Gate Restoration  Flip main
+1 Sea Gate, Reborn  Flip main
+1 Snapcaster Mage main
-17 Snow-Covered Island main
+1 Spellskite main
+1 Sphinx's Tutelage side
+1 Training Grounds maybe
+1 Treasure Vault main
+1 Tribute Mage main
and 24 other change(s)
Top Ranked
  • Achieved #1 position overall 5 years ago
Date added 5 years
Last updated 2 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

14 - 0 Mythic Rares

45 - 0 Rares

16 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 2.01
Tokens Construct 0/0 C, Myr 1/1 C, Treasure
Folders Inspirations, Competitive Multiplayer, Urza, Deck Ideas, cool ideas, Stuff I like, Builds to Try, Commander, EDH Decks for TTS!, EDH
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