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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 39 artifacts in this deck.~~~

This is a revised comboless version of my original deck list. Follow the link at the bottom of the primer for that list. Even though this version lacks the combo potential of the original, I assure you, it's far more fun to play.

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 / Mana Vault / Mox Tantalite / Sol Ring / Sol Talisman 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.

To get a better feel for why each individual card was selected for this deck, just simply select the "Custom" option from the dropdown menu at the top of the deck list. You'll notice quite a bit of overlap, which sheds some light on how synergistic this deck actually is. Almost every card fits into multiple categories, because it has multiple purposes.

Something else worth noting here is that there are actually 6 total cards in the "Sac" category and 5 total cards in the "Double" category because Osgir, the Reconstructor is both of these things. And if we factor in Osgir, the Reconstructor's second ability, we could consider the 5 artifact lands to be "ramp" cards, giving us a total of 25 "ramp" cards in the ramp category.

GOALS / PURPOSE

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.

OPENING HAND

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

EARLY GAME

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.

LATE GAME

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".

WIN-CONS

This deck can win one of three ways:

  1. Dealing direct damage with Reckless Fireweaver / Terror of the Peaks.

  2. Upkeep trigger with Hellkite Tyrant as long as we have twenty or more artifacts.

  3. Slowly but surly beating our opponents to death with any of the cards from the "Beaters" category. Akroma's Will / Aurelia, the Warleader / Blast-Furnace Hellkite will help tremendously with this.

Aurelia, the Warleader = Is great for combat but also untaps Osgir for a second activation in the second main phase.

Hellkite Tyrant = Steal all of our opponents artifacts, or just win if we untap.

Treasure Nabber = (no longer running) "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."

Alibou, Ancient Witness = Gives all of our artifact creatures haste, deals direct damage to our opponents, and also allows us to scry X where X can easily equal quite a bit.

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. Having multiple copies of this guy in play will stack each instance of "Ward" making it near impossible for our opponents to target any of our artifacts.

Goblin Welder = Allows us to cheat higher CMC artifacts into play as long as we have another artifact on board to sac.

Memory Jar = Excellent draw, forces our opponents to discard, and synergizes really well with our reconstruction strategy by allowing us to discard. Also becomes a repeatable effect with Osgir on the battlefield.

Portal to Phyrexia = Making multiple copies of this with Osgir's ability is absolutely back breaking.

Phyrexian Dreadnought = Osgir's second ability allows us to get around the one downside to this card by sacing the copy to it's own etb trigger, giving us a 12/12 trampler for .

Quicksmith Genius (no longer running) / Reckless Fireweaver = These two are both all-stars in the deck, providing an insane amount of value / damage when played on curve.

Urza's Saga = Can tutor for five different targets.

Aurelia, the Warleader + Ancient Copper Dragon = Double triggers.

Aurelia, the Warleader + Blast-Furnace Hellkite + Ancient Copper Dragon = Quadruple triggers.

Add any combination of Anointed Procession / Mondrak, Glory Dominus / Reckless Fireweaver to the above two combinations for additional value / damage.

Anointed Procession + Smothering Tithe = Double treasures

Anointed Procession + Mondrak, Glory Dominus + Smothering Tithe = Quadruple treasures

Anointed Procession + Ancient Copper Dragon = Double treasures

Anointed Procession + Mondrak, Glory Dominus + Ancient Copper Dragon = Quadruple treasures

The four combinations listed above can all be paired with Reckless Fireweaver for crazy amounts of direct damage, often taking out opponents with a single swing of Ancient Copper Dragon.

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

Osgir, the Reconstructor + Anointed Procession = Four copies

Osgir, the Reconstructor + Anointed Procession + Mondrak, Glory Dominus = Eight copies

Osgir, the Reconstructor + Anointed Procession + Mondrak, Glory Dominus + Illusionist's Bracers = Sixteen copies

Osgir, the Reconstructor + Anointed Procession + Mondrak, Glory Dominus + Illusionist's Bracers + Rings of Brighthearth = Twenty-four copies

Basically any of the cards in the "double" category will give us an incredible amount of value. Being able to reconstruct multiple copies of Illusionist's Bracers / Rings of Brighthearth will increase that value exponentially.

Being able to make 2/4/8/16 copies of any of our zero cost ramp / draw spells such as Mishra's Bauble / Sol Talisman / Lotus Bloom / Mana Crypt / Mox Tantalite will also give us an incredible amount of value. A cool thing to note about Lotus Bloom / Sol Talisman is that we can get around the suspend counters by reconstructing them out of the graveyard.

Platinum Emperion pairs 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 Platinum Emperion 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 or Swiftfoot Boots to the Platinum Emperion. Otherwise with Osgir, the Reconstructor in play we could potentially just sac all of the Mana Crypt copies.

Platinum Emperion + Lightning Greaves / Swiftfoot Boots = Lock our opponents out of being able to deal us damage.

All of red's impulsive draw spells and looting effects Gamble / Quicksmith Genius (no longer running) / Daretti, Scrap Savant / Dragon Mage / Reforge the Soul / Wheel of Fortune 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 can also use Geier Reach Sanitarium / Memory Jar to accomplish the same goal.

~~~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.

Doubling Cube - I used to run this card, but found it to be a little slow. Decided to swap it out for Metalworker which plays quite a bit faster and will combo with Umbral Mantle / Staff of Domination to produce infinite mana.

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 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.

Grim Monolith - Mostly not running due to price, but also intended power level of the deck.

Heartwarming Redemption - Decided to take this out for Coveted Jewel. The jewel is a higher CMC, which obviously isn't ideal, but it synergizes better with the overall theme of the deck and can provide quite a bit more value.

Heliod, Sun-Crowned - Trying to avoid two card game ending combos (Walking Ballista) for the intended power level of this deck. Would be a great choice for higher power level metas.

Isochron Scepter - This card can be extremely useful, but we're only running a total of 7 different instants, which doesn't seem like enough to warrant an inclusion for me.

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.

Puppet Strings / Sword of the Paruns - Were both in the first draft of this deck, but after some playtesting I found I didn't really need this much redundancy for untapping effects.

Meteor Golem - Very high CMC for a removal spell and an otherwise vanilla 3/3.

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.

ScrollRack - Wasn't performing the way I wanted it to. Even with shuffle effects I kept getting caught in loops of unwanted cards. (currently giving this card another shot)

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

Stoneforge Mystic - In a more competitive meta this card would be great, but given the intended power level (and the fact there's only 5 equipments in the deck) I'm choosing not to run it. Being able to tutor for Umbral Mantle / Illusionist's Bracers would be incredibly powerful though, so I may end up playtesting this at some point.

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 - Board wipes just slow down games.

STRENGTHS

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. The amount of overlapping synergy can sometimes feel like cheating when this are running at peak efficiency.

WEAKNESSES

Just like any other deck though, this deck does unfortunately have a few weaknesses. Luckily these weaknesses can be somewhat mitigated if we play the deck correctly / make some metagame adjustments.

  1. 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 / Dauthi Voidwalker 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 / Cityscape Leveler / Heliod's Intervention, but obviously these three 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.

  2. We're also playing a heavy artifact strategy which makes us vulnerable to cards like Vandalblast / Nevinyrral's Disk / Bane of Progress / Cleansing Nova / Akroma's Vengeance / Fracturing Gust. The saving grace here is we're playing a recursion strategy so we should be able to recur most of our artifacts after they've been destroyed. That is of course unless we've already exiled them for reconstruction, in which case we won't be able to do much about it. It doesn't see much play these days, but Merciless Eviction would really set us back since it can exile all artifacts, so keep an eye out for that. In order to protect ourselves from these threats we're running cards like Boros Charm / Bronze Guardian / Teferi's Protection / Tibalt's Trickery, which should all be saved for when we start to overextend our board.

  3. Last but not least this deck 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.

This is my Mardu library of commander decks. All four decks are some combination of colors that belong to the Mardu wedge. My Kaalia of the Vast deck is the flagship deck and does not run any proxies. The rest of the decks in this library run proxies (of the expensive cards that are shared with my Kaalia deck) and are indicated with a "P" in their respective deck lists.

Everything in this library is sleeved with dragon shield classic gold sleeves and dragon shield perfect fit inners. I use white, black, and red ultimate guard sidewinder 100 deck boxes, an assortment of dice in the same colors, and a dice bag that's on theme as well. All my decks and accessories are then stored in a Dewalt mid pro organizer. The two playmats I use for this library are either the damnation art playmat by Seb Mckinnon or the akroma angel of fury playmat by Terese Nielsen. Both playmats are signed by the artists in gold paint pen.

All four decks are different archetypes, but all play very explosively and can win out of no where.


Fear, Faith, and Fury

Commander / EDH unstable_anomaly

SCORE: 5 | 414 VIEWS | IN 1 FOLDER


This is a classic Kaalia build focusing on hitting as hard and fast as possible. Lots of draw to keep things going, and a few different ways to play into the long game if necessary. Mid to high powered casual build with no infinite loops or game winning combos that uses combat damage to win the game.


Full Metal Alchemy

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SCORE: 1 | 43 VIEWS


This is a artificer deck that focuses on overwhelming our opponents with shear value and then beating them to death with massive creatures in traditional Boros fashion. High powered casual deck with many overlapping synergies to win the game.


The Damned and the Discarded

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SCORE: 24 | 1750 VIEWS | IN 6 FOLDERS


This is a rakdos wheels deck that generates huge amounts of value by taking advantage of wheel effects and all the various payoffs these colors have to offer. This deck hits incredibly hard and fast and may be my most powerful deck I own outside of my cEDH and combo builds. High powered casual build that wins by pinging our opponents to death with draw and discard triggers.


The Syndicate's Sacrifice

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SCORE: 4 | 353 VIEWS


Standard Teysa Karlov build that wins through infinite aristocrat loops (pining our opponents to death) or just by simply doing the same thing without looping combos. Mid to high power casual build.

~~~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.~~~

~~~My former version of this deck (Currently the number one Osgir, the Reconstuctor deck on tapped out) can be found here...

Full Metal Alchemy (Retired)

Commander / EDH unstable_anomaly

SCORE: 178 | 78 COMMENTS | 21306 VIEWS | IN 70 FOLDERS


Big thanks to everyone that's commented and upvoted the original list. All of the feedback has been more than helpful and greatly appreciated. Hopefully you enjoy my revised version just as much as I do.~~~

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95% Casual

Competitive

Revision 14 See all

(2 months ago)

-1 Dockside Extortionist main
+1 Fellwar Stone main
-1 Mana Crypt main
+1 Marvin, Murderous Mimic main
Date added 1 year
Last updated 2 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

17 - 0 Mythic Rares

48 - 0 Rares

16 - 0 Uncommons

7 - 0 Commons

Cards 100
Avg. CMC 3.69
Tokens Citizen 1/1 GW, Construct 0/0 C, Copy Clone, Emblem Daretti, Scrap Savant, Golem 3/3 C w/ Flying, Golem 3/3 C w/ Trample, Golem 3/3 C w/ Vigilance, Powerstone, Treasure, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
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