I think they already moved on from this deck. I hope I'm wrong.
September 16, 2019 7:05 p.m.
TheAlteredMind says... #4
I hope not, I think Urza is worth expanding on so I hope they come back to him
September 16, 2019 9:09 p.m.
What are yall’s thoughts on Dimensional Infiltrator as an alt win con?
October 4, 2019 2:52 a.m.
TheAlteredMind says... #6
I think it's a bit too clunky and unnecessary. If you've got infinite mana to use the infiltrator you've got the mana to use Urza's ability to dig through your deck for whatever you need to win.
October 5, 2019 8:23 p.m.
TheAlteredMind says... #8
I think Mystic Sanctuary could be decent, but it doesn't seem great. It relies on you already having 3 islands out, which can be surprisingly uncommon since generally you want to keep hands with a faster start. Also it requires you to have an instant or sorcery in your graveyard, which is the easiest condition, but one that you feel is worth replacing your next draw with. With options like Timetwister, Time Spiral, and Snapcaster Mage around I dont think it's worth slotting in.
October 6, 2019 11:03 a.m.
DafufuMystic sancturary could be fetched, which is great, you could just fetch it end of turn and put back a tutor and win next turn.
October 10, 2019 5:20 a.m.
I am thinking of replacing Sai with Emry, Sai seems to slow for the deck from the games i played.
October 10, 2019 2:15 p.m.
TheAlteredMind says... #11
Emry looks like a good choice. Sai is good as he enabled some cool combos but the core Urza strategy is strong enough that Sai isnt 100% necessary I feel.
October 16, 2019 8:17 a.m.
I see you guys are thinking about cutting Power Artifact from the deck, if that's the case, the deck would run with just
October 22, 2019 4:39 p.m.
winteriscomingg says... #15
How bad would taking out tabernacle hurt this list?
December 8, 2019 8:39 p.m.
TheAlteredMind says... #16
Ultimately Tabernacle is more of a value piece then a necessity. It slows down decks that like to go wide with creatures but the Urza deck here has enough disruption that Tabernacle isnt needed. Run any land you want to in its place and the deck will still run smoothly.
December 9, 2019 6:24 p.m.
winteriscomingg says... #17
I've been gold fishing this decks for a week or so now and I keep running into a card draw issues, I've got it to combo turn 5 and 7 a time or two but a lot of times it's taking me 13 turns to draw into the right stuff I tend to be stuck with a bunch of countermagic(which I realise is nice for multiplayer) and artifact tutors that put stuff directly onto the field but I dont have dramatic reversal or power artifact so I cant grab scepter. Is the deck meant to be this slow and inconsistent and we must fully rely on stax piece sticking or am I just missing something. I know thos isn't suppose to be a super quick deck but I have a $350 meren deck that can combo turn 5-7 consistently.
December 14, 2019 2:50 a.m.
winteriscomingg says... #18
So update I've got it down to turn 6-8 on average
December 14, 2019 3:29 a.m.
sonalexander says... #19
How about more disruption like Pongify, Rapid Hybridization, Reality Shift or Capsize?
Stax Pieces like Mana Web, Tsabo’s Web or Stasis?
I’ve been goldfishing a brew very similar and the few extra spot removals fee useful.
December 14, 2019 4:03 a.m.
TheAlteredMind says... #20
Anyone else hoping for a new update to the list in the new year?
December 30, 2019 1:23 p.m.
HunterXDante says... #21
I'm not sure if you've mentioned this yet but what about Mystic Forge over Future Sight ? It's tutorable, still combos, costs less, keeps the card hidden and moves a land out of the way. Just not sure if all that even comes close to the value you get off of playing anything with sight.
January 5, 2020 4:03 p.m.
TheAlteredMind says... #22
I think the raw value of Futute Sight edges of Mystic Forge. They do both combo the same way but I think the ability to play any top card is just stronger.
January 6, 2020 6:37 p.m.
dingusdingo says... #23
You clowns slapped a new commander on top of CVT and called it a day. I know that these authors are treated as if they walk on water around these parts, but at a certain point this is just getting ridiculous. Compare the lists between Chain Veil Teferi and this one. Do you really think the two commanders are that similar? There are probably less than 10 cards of difference between these lists. Do you really believe that a PW commander and an artifact centric commander should have a 90% overlap in their lists?
You guys seriously have to stop slotting Legacy's Allure . Its a slow meme card that only performs if its in your opening 7. It is a complete dead draw later in the game. It doesn't advance your own position. Its relevance on the board turn 3 and 4 depends largely on your position in the turn rotation. The card type makes it the worst for interactions in your own deck. It isn't guaranteed to land against important creatures, because it is based on Power. It crumples to creature buffs while its on the stack. This is a pet card, and I'm extremely tired of seeing it pop up in lists because some noob saw it here first. Aether Spellbomb outperforms this immensely in an Urza list, especially since this particular list runs out of gas and struggles with card draw. Spellbomb also can activate itself via tap when Urza is out. Spellbomb also adds further resilience in this deck by not relying on creature stealing effects, which can be negated via Homeward Path . Having this AND drake shut off by a card that can be grabbed by Crop Rotation is poor deck building. Especially consider that this deck runs ALMOST NO WAYS to handle resolved threats, but more on that later.
Recurring Insight is another pet card inclusion. Its a dead card in your hand until turn 4 or 5, dependent on opponents resources for functionality, and is sorcery speed. Slotting this card while slotting other big 4, 5, and 6 cmc spells like Fact or Fiction Time Spiral Future Sight and Tezzeret means you are going to have far more hands that require mulligans due to having multiple of these cards in hand. Insight also proves to be garbage when playing against any decks that run handstax effects, Oppression Necrogen Mists Bottomless Pit Mindslicer Sire Of Insanity and more.
I find it telling you do not run Mishra's Workshop . The artifact density in this deck is far too low for an Urza deck. Its also why it has problems with gas later. If you had proper artifact support and leaned heavier into stax pieces, you could activate Urza casually for card advantage while still advancing board position. Workshop lets you hit the board with extreme speed and build a presence. Unfortunately, there is nothing for Workshop to ramp to, because the authors are so absurdly worried about not being able to protect Urza while holding 12 counterspells. Pro tip: Your list would actually gain resilience from slotting greater synergy between the 99 and the commander, as well as adding ways outside of the commander to access large amounts of mana.
Speaking of the commander, and returning to removal, this deck folds to a resolved Pithing Needle Phyrexian Revoker Sorcerous Spyglass Cursed Totem or Linvala, Keeper of Silence . The lack of layering and the lack of permanent removal mean if any of these permanents hit the table naming Urza, this deck might as well as scoop. The tutors you do run lead mostly to artifacts, and there aren't slotted artifacts that can handle this problem. This deck can answer problems in one of four cards outside counterspells, namely Gilded Drake (good) Legacy's Allure (bad) Chain of Vapor (good but temporary) and Cyclonic Rift (also good but temporary). There is a single card that can tutor into these, Mystical Tutor . Seriously hope you're holding one of 5 cards in your 99 while piloting, or else you're going to look like a joke when turn 1 Needle shuts off your entire gameplan. Your combo outside of Urza is tedious to assemble, and you're simply not going to be able to outrace real combo decks.
The decision not to include Rings + Monolith is silly. Especially when you're having gas problems, adding in additional A + B pieces and layering with other pieces increases resilience and will allow you to, you know, win faster. You'll have more dead opening hands, but if you cut out the garbage like Recurring Insight your overall starting hand strength will raise. Rings is an especially good piece, as it allows complete combo tutor off Muddle, and allows value generation from fetches and various effects like Inventors' Fair . Also consider Rings + Monolith as a combo versus Grim + Power Artifact. Rings has MUCH better usage than Power Artifact outside the combo, and the speed benefit from Grim is marginal compared to Basalt.
Speaking of Fair, it also shocks me that Expedition Map is not in this list. Map -> Fair -> Scepter is a line kids, and having pieces that fetch into the line means greater resilience and layering. Map also has value in fetching Tabernacle against Tymna decks, since this list runs pretty much 0 other answers to Tymna.
This deck is missing some artifacts that should be shoe-ins. Howling Mine is a no brainer. Even if Urza isn't on the field the entire game, receiving 7 cards during the game while giving 2 to your opponents is still beneficial to the pilot. Ensnaring Bridge should also be a no brainer. Slow beats from Pod decks, and stop Tymna, and shut off some infinite creature swinging combos. Trinisphere is another no brainer. It is such a massive slowdown piece. It doesn't matter if you decide to turn it off for a rotation. The pilot gets the decision of when to turn it off, not the opponents. I should not have to explain the benefit here. Even turning it off, the pilot still has the choice between stax effect or mana every time they use it. Even if its turned off on turn 5, if it delayed a turn 4 spell to turn 5 when its turned off it has done significant work.
This is without a doubt the most uninspired and phoned-in list I've seen attached to your names sickrobot ShaperSavant Lerker LabManiac_Sigi. Congratulations on building a $4000 turn 9 combo durdle machine, would give this a downvote if I could.
January 20, 2020 4:51 a.m.
dingusdingo Most cEDH pull from a core set of cards based on the game plan of your deck. The deck you are looking at here is a mid-range deck with a combo finish, and not an artifact stax deck. Chain Veil Teferi is a mid-range deck with a combo finish and not a planeswalker deck. Both decks have similar game plans which is to delay opposing faster combo decks until the infinite mana combo and they can both draw out their decks. The reason this seems so similar is because this deck is essentially CVT with a slightly higher card quality combo, Dramatic Scepter vs Chain Veil, and is less reliant on the commander for the win.
Fact or Fiction , Recurring Insight , Time Spiral and Future Sight all play into the mid-range nature of the deck. Urza is capable of casting these cards that are powerful but a touch to expensive for most decks. In addition these cards also assist with the "...this particular list runs out of gas and struggles with card draw..." weakness you pointed out. Which no card you mentioned to use in place really solved this issue. Hand hate cards are in general rare in cEDH and usually in the form of mass discard with a reanimated Sire Of Insanity or Jin-Gitaxias, Core Augur .
In general thanks for your input, some of your suggestions may work for some playgroups and are likely worth playing in some cases. As with most netdecking you are usually better off starting from a generic list such as the one you commented on and replacing components of that deck to fit your Meta. In some cases you may find that you metagame actively hates against this decks entire gameplan and need to choose another deck.
January 20, 2020 11:53 a.m.
dingusdingo says... #25
Servbot40 come on buddy, lets read for comprehension next time. Everything I'm about to post is already ^ up there.
To reiterate
- Urza gives mana, taps, and free casts. The mana comes from artifacts. Running more artifacts over big flashy draw spells improves board state while still allowing you to accrue card advantage later. Running this as draw-go instead of artifact stax means you're going to be spending much more time reacting to the board than advancing your own game plan, and you will have to devote further slots to card draw to make up for 1-for-1 trades in a 1v1v1v1 format. The entire focus of this build basically ignores the benefits of running Urza as the commander. It is a weak CVT with some extremely minor swaps, and the minor uptick in card quality is negated by running cards like Recurring Insight.
- Claiming that Dramatic Scepter is less reliant than Chain + Teferi is silly when the outlet for Dramatic scepter is STILL the commander. It requires fetching two pieces + rocks, instead of fetching one piece + rocks. This list tries so hard to be able to function without the commander but is still locked out by turn 1 Pithing Needle naming Urza. I understand the intentions of wanting higher resilience and saving slots, but the philosophy and the application simply do not match here. The back up outlets require even more pieces to assemble, and are hard to tutor. Part of the reason this deck so desperately needs card draw is because it is poorly built and doesn't have good tutor outs or good topdecks. It requires lots of digging to find piece A and then Piece B, whereas CVT simply needs to find piece A and cast the commander.
- As far as gas goes, any artifact slotted over any cantrip over 2 CMC in cost is going to improve efficiency and also help with card advantage. Has anyone even read what the commander does? You realize you can pay outside of having infinite mana right? Running more artifacts = more mana = more activations. 17 Artifacts in an Urza list is bizarre. The philosophy about inclusions and exclusions is viewing Urza as your generic carddraw.dec commander. He isn't.
- Believing there is only a small pool of cEDH cards that are viable is why we have an Urza list with 90% match to CVT list. Once again, this deck should have some extremely easy includes with Howling Mine Expedition Map Trinisphere and Ensnaring Bridge, and those are just off the top of my head. It is stifling to the development of decks to be so obtuse as to how different commanders allow different card choices based upon what the commander does. No one is questioning slotting Rhystic Study or similar. Expensive draw spells and the focus on policing the table via counterspells are whats being focused on. Its a losing strategy as Urza doesn't provide the kind of card advantage needed to control the board with counterspells. His ability relies on PERMANENTS IN PLAY to put more GET FREE CASTS. Every additional counterspell is another brick from Urza actives, and slotting more draw spells actually loses mid game value instead of raising it, while also losing early game value.
Once again, I know this community believes these brewers are infallible, but this list is a joke. It makes intentionally sub-par card selections because "Urza might be unavailable" and then relies almost exclusively on Urza activations to assemble the win. It runs almost no problem solving cards. It ignores artifacts in an artifact centered commander to run high density of expensive instants and sorceries. It doesn't win fast, it doesn't win reliably, and if its shut off it has limited answers for solving problems. The answers it does have are temporary, and involve 2-for-1'ing yourself with a bounce THEN a counter to solve problems, or passing multiple turns. This is not a good deck, and the people worshiping it are drinking the Kool-Aid, so to speak.
TheAlteredMind says... #1
Cant wait for the next update. Urza has become my go to commander so I want to see where I can take my good
September 16, 2019 11:50 a.m.