I have been looking around for a good URB EDH deck and have been disapointed time and time again and I believe that I am not the only one so I will try my hand at posting a deck. If this is crap please let me know if you can think of cards that sould be put in, again let me know, however if you do suggest a card also please recomend a card in which to replace for your new suggestion. As we all know the hardest part of changing your deck is not findind a card you want to put in, but finding a card you are willing to take out. With out futher ado I proudly give you "Combo Nation" by Joe Berry.
Combo one can be improved by adding Azami, Lady of Scrolls, Acanis, the Omnipotent, and/or Niv-Mizzet, the Firemind. Any of these three can also be fetched with Vedalken Aethermage, who can also find Archaeomancer/Izzet Chronarch. Each have their advantages - Azami can be used right away, Arcanis draws 3 cards (which allows you to also generate mana from the Mind over Matter), and Niv can deal damage as he draws, which can kill 1-2 opponents on its own, and also has the easiest mana cost, not requiring triple blue.
I'm not sure if the Chains combos are good enough. Chains-Puzzlebox is a lock out, (as is Chains-Anvil of Bogardan, which you are not running), but it locks you out as well. Likewise, Chains-Draw7's empties your own hand, and it gives everyone a chance to recover. If you're looking for another combo, I might suggest Leyline of the Void + Helm of Obedience.
I would suggest the following changes, at minimum:
Out: Chains of Mephistopheles Teferi's Puzzlebox Temporal Mastery (can't combo out with this one due to self-exile) Desertion (expensive, you rarely want to pass with 5 mana open, easily telegraphed) Sower of Temptation (too easily blanked by the amount of removal in the format) Blighsteel Colossus (I imagine this is just in here to be a card you can pitch over and over to Mind over Matter, but I would suggest something less likely to backfire badly on a Bribery, like the regular Darksteel Colossus or Guile if that's really what you want) Crosis's Catacombs (ugh this land is awful) Cabal Coffers (too hard to assemble with Urborg and protect them both, and is just a dead draw without) Dimir Aqueducts, Izzet Boilerworks, Rakdos Carnarium (these lead to Strip Mine blowouts far too often and are just glacially slow)
The Three Filter lands, the Three M10 Duals - These are better as half-color fetches to get your duals/shocks.
Wow you nailed it. Lets start with the chains combo, anvil + chains is not really a lock It simply pervents anyone from increasing thier hand size(always exception) as it goes draw, dicard, discard, draw. However there is a good synergy with my general and Chains if I can get it out quickly or wipe the board frist.
Mana Crypt needs to be in there I am working on getting one. I dont like mana vault because I can only untap it during my upkeep,and I take alot of self inflicted damage already. I am on the fence about chrome mox I feel if I am able to remove a card from the game for one mana that card is to weak to be in the deck, infact for a while that is how I would figure out what cards needed to come out of my deck.
Temeporal Mastery is so good second turn which happens all the time with tutor that put cards on top of my deck. true though in is a pain to have to remove it. I will give it some thought.
Desertion has already come out of the deck I put in Mindbreak Trap but Have been thinking about taking that out too. You are right about Blightsteel I think I will go with guile because it is usefull if I play it as well.
If I take out Cabal Coffers do you think Urbrog can come out as well. I don't see much use in one with out the other. Yes Crosis Catacombs is awfull I hate that card and it will come out of the deck asap. I can take these out for the other fecthes I really lilke the bounce lands because in a way the allow more lands in hand without taking up the space. If I have a two land opening hand, and one of them is a bounce land I will have land drops an till turn three.
You are brillant I completly for got about Riptide Lab. it is so good thankyou. I ran KIki Jiki / intruder alarm for a while but is was a three card combo instead of two I think I might try the Kiki / Zealous Conscripts for a while and see how that work it seems like it could be fun.
Helm/ leyline is really cool I am going to have to try that.
Wildfire thank you so much For your suggestion they where well thought out and brillant. You are a fantasctic magic player, and I wish we could play some timeI feel like it would be an amazing game. Wildfire keep on Being Awesome.
Wow you nailed it. Lets start with the chains combo, anvil + chains is not really a lock It simply pervents anyone from increasing thier hand size(always exception) as it goes draw, dicard, discard, draw. However there is a good synergy with my general and Chains if I can get it out quickly or wipe the board frist.
Mana Crypt needs to be in there I am working on getting one. I dont like mana vault because I can only untap it during my upkeep,and I take alot of self inflicted damage already. I am on the fence about chrome mox I feel if I am able to remove a card from the game for one mana that card is to weak to be in the deck, infact for a while that is how I would figure out what cards needed to come out of my deck.
Temeporal Mastery is so good second turn which happens all the time with tutor that put cards on top of my deck. true though in is a pain to have to remove it. I will give it some thought.
Desertion has already come out of the deck I put in Mindbreak Trap but Have been thinking about taking that out too. You are right about Blightsteel I think I will go with guile because it is usefull if I play it as well.
If I take out Cabal Coffers do you think Urbrog can come out as well. I don't see much use in one with out the other. Yes Crosis Catacombs is awfull I hate that card and it will come out of the deck asap. I can take these out for the other fecthes I really lilke the bounce lands because in a way the allow more lands in hand without taking up the space. If I have a two land opening hand, and one of them is a bounce land I will have land drops an till turn three.
You are brillant I completly for got about Riptide Lab. it is so good thankyou. I ran KIki Jiki / intruder alarm for a while but is was a three card combo instead of two I think I might try the Kiki / Zealous Conscripts for a while and see how that work it seems like it could be fun.
Helm/ leyline is really cool I am going to have to try that.
Wildfire thank you so much For your suggestion they where well thought out and brillant. You are a fantasctic magic player, and I wish we could play some timeI feel like it would be an amazing game. Wildfire keep on Being Awesome.
You're right, Anvil isn't a hard lock unless everyone's hand is emptied first.
Temporal Mastery does literally nothing on the second turn (barring some form of acceleration), as you can't cast it with only one land and you can't have dropped a second land by the draw step of the second turn. Even Vamp/Myst/Personal Tutoring into it on the third turn seems like an AWFUL waste. You just used up one of your tutors, your draw, and 1U to take another turn, but you likely can't do anything else on that first turn besides drop a land. So you basically just tutored into an Explore. It seems like it could be powerful to topdeck tutor for the later game, when you can do something like cast a creature with your remaining mana, then untap and bash with it, but I'm even not convinced about that.
Urborg, Tomb of Yawgmoth is fine without Coffers. It still fixes your mana by allowing everything to produce black, it lets you tap Ancient Tomb later without taking damage, Temple of the False God early before you have enough lands to turn it on, lets you tap Maze of Ith for mana in a pinch, etc.
The Karoos are passable, but I've seen them blown out by LD far too many times. In your situation where you have one land and one karoo, you're not playing anything on turn two, and if someone has a Strip Mine or Acidic Slime effect, you're looking at 1 land on turn 3.
I noticed the Mindslaver combo, but it's not quite the same as it only really wins the game straight-up when it comes down to two people.
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Ture you have to wait an till turn two to play the tutor then temporal mastery on turn three asuming I dont have a mox out. However mana accel in what really is just a blue black deck is the reason I put the time magic in my deck in the frist place. I was getting bet by lesser deck solely because they ran green and acceled faster that I did. Plus having a three mana general makes turn three Time walk a little and I do mean little more worth it.
You are right about mindslaver but is is so good if someone has a Necropotence out which most of my play group runs because I run Chains.
I have been working on this deck for year and been aquiring cards as I could mana crypt simply has yet to be one of them, it is coming soon. I used to run power artifact but again the meta game in my play group always had answers ( Zur with aura of Silnce and copy enchant) Grim Monolith is infinitely better than mana vault because I can untap it EOT and if I don't it is not a constant drain on my life.
Must often time my play group save their LD for my Bosiju or academy ruins and I have not had to worry about it too much. You are right however they are targets one of the reasons I stopped running lotus vale.
Long-Term Plans and Cruel Tutor are easily the weakest of your tutors if you're looking to make some space. Personally, I'd probably replace them with Gamble and Intution, especially if you can fit a few more cards that are useful in the graveyard into your deck. Intuition seems good for assembling your infinite turns combos, as you can search for Archaeo/Chronologist/Wall, or Warp/Manipulation/Jingzhou, or Splinter/Kiki/Shard, for example, to guarantee yourself one of those effects. Heck, if you start with that first split, you can recur the Intuition and get the last pile, recur intuition again, and tutor the Warp pile for the win (given enough mana/time).
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Really you like gamble, why is that? intution is a must again my local card shop has not had any for a long time. I like your splits also makes a good argument for shards.
Really you like gamble, why is that? intution is a must again my local card shop has not had any for a long time. I like your splits also makes a good argument for shards.
It's basically Vampiric Tutor, except instead of giving up your next draw, you give up a random card in hand (and also doesn't cost life but isn't an instant). Assuming you've got more than 1-2 cards in hand when you cast it, there's a very small chance of discarding the tutored card.
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if you have two or Three cards there is a 33.3% chance or a 50% chance I i always have the worst luck with that type of stuff, but I do see where you are coming from. I just try to keep random dumb luck to a mininum.
I was thinking about shards also it would mean that I would have to at least have 11 mana to star comboing out. it works better with time stretch but I only run one and there are alot of dissipates and the like flying around my group.
Can you think of any other good time spells. I have been playing with the idea of putting the one merfolk in (sorry i cant remember the name off the top of my head) but it is not this decks style and i and not sure if it would be a good curve ball or just a flop. thoughts?
if you have two or Three cards there is a 33.3% chance or a 50% chance I i always have the worst luck with that type of stuff, but I do see where you are coming from. I just try to keep ramondom dumb luck to a mininum.
I was thinking about shards also it would mean that I would have to at least have 11 mana to star comboing out. it works better with time stretch but I only run one and there are alot of dissipates and the like flying around my group.
Can you think of any other good time spells. I have been playing with the idea of putting the one merfolk in (sorry i cant remember the name off the top of my head) but it is not this decks style and i and not sure if it would be a good curve ball or just a flop. thoughts?
Wildfire you have been so very helpfull I can't thank you enough. It is so nice to get an out side point of view, and an intelligent one at that. You have been awesome and if you think of anything else please let me know.
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1 Tetsuo Umezawa
Artifacts (11):
1 Mox Diamond
1 Sensei's Diving Top
1 Sol Ring
1 Grim Monolith
1 Scroll Rack
1 Scuplting Steel
1 Temple Bell
1 Nevinyrral's Disk
1 Teferi's Puzzle Box
1 Guilded Lotus
1 Mindslaver
Enchantments (6):
1 Chains of Mepistopheles
1 Copy Artifact
1 Necropotence
1 Future Sight
1 Splinter Twin
1 Mind Over Matter
Instant/ Interupt (17):
1 Pact of Negation
1 Brainstorm
1 Mystical Tutor
1 Vampiric Tutor
1 Arcane Denial
1 Impluse
1 Lim-Dul's Vault
1 Mana Drain
1 Capsize
1 Dissipate
1 Faerie Trickery
1 Hinder
1 Long-Term Plans
1 Spell Crumple
1 Cryptic Command
1 Desertion
1 Force of Will
1 Imperial Seal
1 Personal Tutor
1 Demonic Tutor
1 Cruel Tutor
1 Grim Tutor
1 Timetwister
1 Wheel of Fortune
1 Windfall
1 Yawgmoth's Will
1 Capture of Jingzhou
1 Devisation Tide
1 Temporal Manipulation
1 Time Warp
1 Time Spiral
1 Temporal Mastery
1 Time Stretch
1 Glided Drake
1 Archaeomancer
1 Phyrexian Metamorph
1 Solemn Simulacrum
1 Sower of Temptation
1 Izzet Chronarch
1 Mnemonic Wall
1 Duplicant
1 Blightsteel Colossus
Lands (40):
1 Academy Ruins
1 Ancient Tomb
1 Badlands
1 Blood Crypt
1 Bloodstained Mire
1 Bosiju, Who Shelters All
1 Cabal Coffers
1 Cascade Bluffs
1 Command Tower
1 Crosis's Catacombs
1 Crumbling Necropolis
1 Deserted Temple
1 Dimir Aquaduct
1 Dragonskull Summit
1 Drowned Catacomb
1 Graven Carins
3 Island
1 Izzet Boilerworks
1 Maze of Ith
2 Mountain
1 Polluted Delta
1 Rakdos Carnarium
1 Reflecting Pool
1 Scalding Tarn
1 Steam Vents
1 Strip Mine
1 Sulfur Falls
1 Sunken Ruins
2 Swamp
1 Temple of the False God
1 Tolaria West
1 Underground Sea
1 Urborg, Tomb of Yawgmoth
1 Vesuva
1 Volcainic Island
1 Watery Grave
Combo one can be improved by adding Azami, Lady of Scrolls, Acanis, the Omnipotent, and/or Niv-Mizzet, the Firemind. Any of these three can also be fetched with Vedalken Aethermage, who can also find Archaeomancer/Izzet Chronarch. Each have their advantages - Azami can be used right away, Arcanis draws 3 cards (which allows you to also generate mana from the Mind over Matter), and Niv can deal damage as he draws, which can kill 1-2 opponents on its own, and also has the easiest mana cost, not requiring triple blue.
Combo two could be improved with Crystal Shard, Kiki-jiki, Mirror Breaker, and Riptide Laboratory as other ways to bounce/copy your Archaeomancers. With Kiki and Splinter Twin, we can also add Zealous Conscripts and possibly Pestermite/Deceiver Exarch/Intruder Alarm as additional auto-win combos.
I'm not sure if the Chains combos are good enough. Chains-Puzzlebox is a lock out, (as is Chains-Anvil of Bogardan, which you are not running), but it locks you out as well. Likewise, Chains-Draw7's empties your own hand, and it gives everyone a chance to recover. If you're looking for another combo, I might suggest Leyline of the Void + Helm of Obedience.
I also notice you're missing a couple of great pieces of artifact acceleration: Mana Vault, Mana Crypt, and Chrome Mox.
I would suggest the following changes, at minimum:
Out:
Chains of Mephistopheles
Teferi's Puzzlebox
Temporal Mastery (can't combo out with this one due to self-exile)
Desertion (expensive, you rarely want to pass with 5 mana open, easily telegraphed)
Sower of Temptation (too easily blanked by the amount of removal in the format)
Blighsteel Colossus (I imagine this is just in here to be a card you can pitch over and over to Mind over Matter, but I would suggest something less likely to backfire badly on a Bribery, like the regular Darksteel Colossus or Guile if that's really what you want)
Crosis's Catacombs (ugh this land is awful)
Cabal Coffers (too hard to assemble with Urborg and protect them both, and is just a dead draw without)
Dimir Aqueducts, Izzet Boilerworks, Rakdos Carnarium (these lead to Strip Mine blowouts far too often and are just glacially slow)
The Three Filter lands, the Three M10 Duals - These are better as half-color fetches to get your duals/shocks.
In:
Mana Vault, Mana Crypt, Chrome Mox
The other six half-color fetches
Niv-Mizzet, the Firemind
Vedalken Aethermage
Kiki-jiki, Mirror Breaker
Riptide Laboratory
Zealous Conscripts
Crystal Shard
Leyline of the Void
Helm of Obedience
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Mana Crypt needs to be in there I am working on getting one. I dont like mana vault because I can only untap it during my upkeep,and I take alot of self inflicted damage already. I am on the fence about chrome mox I feel if I am able to remove a card from the game for one mana that card is to weak to be in the deck, infact for a while that is how I would figure out what cards needed to come out of my deck.
Temeporal Mastery is so good second turn which happens all the time with tutor that put cards on top of my deck. true though in is a pain to have to remove it. I will give it some thought.
Desertion has already come out of the deck I put in Mindbreak Trap but Have been thinking about taking that out too. You are right about Blightsteel I think I will go with guile because it is usefull if I play it as well.
If I take out Cabal Coffers do you think Urbrog can come out as well. I don't see much use in one with out the other. Yes Crosis Catacombs is awfull I hate that card and it will come out of the deck asap. I can take these out for the other fecthes I really lilke the bounce lands because in a way the allow more lands in hand without taking up the space. If I have a two land opening hand, and one of them is a bounce land I will have land drops an till turn three.
You are brillant I completly for got about Riptide Lab. it is so good thankyou. I ran KIki Jiki / intruder alarm for a while but is was a three card combo instead of two I think I might try the Kiki / Zealous Conscripts for a while and see how that work it seems like it could be fun.
Helm/ leyline is really cool I am going to have to try that.
Wildfire thank you so much For your suggestion they where well thought out and brillant. You are a fantasctic magic player, and I wish we could play some timeI feel like it would be an amazing game. Wildfire keep on Being Awesome.
You're right, Anvil isn't a hard lock unless everyone's hand is emptied first.
I figured getting a Mana Crypt would be no problem as you already have far more expensive cards in the deck (Imperial Seal, Mana Drain, etc). As for Mana Vault, I figured if you ran Grim Monolith (without Power Artifact or Mana Reflection to go infinite with it), Mana Vault is at least as good.
Temporal Mastery does literally nothing on the second turn (barring some form of acceleration), as you can't cast it with only one land and you can't have dropped a second land by the draw step of the second turn. Even Vamp/Myst/Personal Tutoring into it on the third turn seems like an AWFUL waste. You just used up one of your tutors, your draw, and 1U to take another turn, but you likely can't do anything else on that first turn besides drop a land. So you basically just tutored into an Explore. It seems like it could be powerful to topdeck tutor for the later game, when you can do something like cast a creature with your remaining mana, then untap and bash with it, but I'm even not convinced about that.
Urborg, Tomb of Yawgmoth is fine without Coffers. It still fixes your mana by allowing everything to produce black, it lets you tap Ancient Tomb later without taking damage, Temple of the False God early before you have enough lands to turn it on, lets you tap Maze of Ith for mana in a pinch, etc.
The Karoos are passable, but I've seen them blown out by LD far too many times. In your situation where you have one land and one karoo, you're not playing anything on turn two, and if someone has a Strip Mine or Acidic Slime effect, you're looking at 1 land on turn 3.
I noticed the Mindslaver combo, but it's not quite the same as it only really wins the game straight-up when it comes down to two people.
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You are right about mindslaver but is is so good if someone has a Necropotence out which most of my play group runs because I run Chains.
I have been working on this deck for year and been aquiring cards as I could mana crypt simply has yet to be one of them, it is coming soon. I used to run power artifact but again the meta game in my play group always had answers ( Zur with aura of Silnce and copy enchant) Grim Monolith is infinitely better than mana vault because I can untap it EOT and if I don't it is not a constant drain on my life.
Must often time my play group save their LD for my Bosiju or academy ruins and I have not had to worry about it too much. You are right however they are targets one of the reasons I stopped running lotus vale.
Long-Term Plans and Cruel Tutor are easily the weakest of your tutors if you're looking to make some space. Personally, I'd probably replace them with Gamble and Intution, especially if you can fit a few more cards that are useful in the graveyard into your deck. Intuition seems good for assembling your infinite turns combos, as you can search for Archaeo/Chronologist/Wall, or Warp/Manipulation/Jingzhou, or Splinter/Kiki/Shard, for example, to guarantee yourself one of those effects. Heck, if you start with that first split, you can recur the Intuition and get the last pile, recur intuition again, and tutor the Warp pile for the win (given enough mana/time).
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It's basically Vampiric Tutor, except instead of giving up your next draw, you give up a random card in hand (and also doesn't cost life but isn't an instant). Assuming you've got more than 1-2 cards in hand when you cast it, there's a very small chance of discarding the tutored card.
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I was thinking about shards also it would mean that I would have to at least have 11 mana to star comboing out. it works better with time stretch but I only run one and there are alot of dissipates and the like flying around my group.
Can you think of any other good time spells. I have been playing with the idea of putting the one merfolk in (sorry i cant remember the name off the top of my head) but it is not this decks style and i and not sure if it would be a good curve ball or just a flop. thoughts?
There are not that many reliable time magic cards out there. After the 5-mana Time Warps (Capture of Jingzhou, Temporal Manipulation), and Time Stretch, things start getting a little worse.
Temporal Mastery self-exiles, which means you can't combo it. It's also very overpriced to hardcast.
Wanderwine Prophets and Notorious Throng require too much of a tribal commitment to tribes that you have zero of thus far.
Warrior's Oath, Second Chance, and Final Fortune require another combo piece like Platinum Angel or Sundial of the Infinite to work.
Stitch in Time and Temporal Extortion are too unreliable.
Savor the Moment doesn't give you an untap step.
Beacon of Tomorrows is very expensive and shuffles itself into your deck. It combos out with Planar Portal, which you do not run, and it costs 14 to hit the infinite point.
The only good time magic you're not running is Walk the Aeons.
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