So does anybody know if Mairsil's copying ability only works while he is on the battlefield or does it also work in other zones. Like for example I cage a Geralf's Masterpiece with Mairsil, can I return him from the Graveyard to the battlefield that way?
The thing I am using before he is out to check rulings on is Necrotic Ooze and that doesn't work with Reassembling Skeleton so I am going to guess he has to be in play to have his abilities also be working.
I agree Quicksilver Elemental is the best way to push his limits. It basically adds U to the cost of using each ability a second time and seems super fun.
So does anybody know if Mairsil's copying ability only works while he is on the battlefield or does it also work in other zones. Like for example I cage a Geralf's Masterpiece with Mairsil, can I return him from the Graveyard to the battlefield that way?
The thing I am using before he is out to check rulings on is Necrotic Ooze and that doesn't work with Reassembling Skeleton so I am going to guess he has to be in play to have his abilities also be working.
The difference is, that Necrotic Ooze has the condition that it has to be on the battlefield right in its ruletext. That is exactly why I think, that it could work differently with Mairsil.
This is true and has a high potential to be amazing.
A couple general notes for people. Mairsil's ability only works on the battlefield so things like Geralf's Masterpiece don't work unfortunately. Things like Gilded Lotus are nice, but because Mairsil is a creature and not an artifact he'll need haste in order to tap for mana so going infinite is trickier than just using Aetherling. Deadeye Navigator doesn't work at all because he doesn't actually have an activated ability. He has a static ability that can give him one.
That all being said Phyrexian Devourer is the easiest way to win. It makes Mairsil large enough to take someone out in one hit and if you get AEtherling he is unblockable/blinkable and Walking Ballista can let you just ping the table to death too.
I think we have to pick and choose what is useful utility for mairsil to have. We get one caged card per etb. Without a blink/clone enabler we each additional caged card will cost us a Mairsil replay which gets expensive real fast.
I think caging a card just to get an ability which gives us haste is not valuable enough. We're in red, there's lots of global haste enablers like Anger or fervor. Or lands like Hall of the bandit Lord or flamekin village. Or equipment will run anyway like greaves and boots.
Point is i think if we want to get marsail to toolkit state every card we cage has to add to the toolkit. Haste is something he needs only the turn he is played. And abilities that grant haste are only useful if we also happen to have extra Mana on the turn he is played. Just think those will be dead in your hand a lot.
The difference is, that Necrotic Ooze has the condition that it has to be on the battlefield right in its ruletext. That is exactly why I think, that it could work differently with Mairsil.
Mairsil cannot use abilities of caged creatures while it's anywhere other than the battlefield. The spoiler below has the relevant rules if you want to know why. Even if Ooze didn't have the clause at the beginning of its static ability, it would function the same way. It's likely written the way it is to preempt this discussion.
The first place you want to look is the under the rules for abilties. Those tell you that a non-sorcery, non-instant object's abilities only function on the battlefield unless it fits one of the exceptions. Relevant rules are copied below with anything that clearly doesn't apply struck out.
Quote from Comprehensive Rules »
112.6. Abilities of an instant or sorcery spell usually function only while that object is on the stack. Abilities of all other objects usually function only while that object is on the battlefield. The exceptions are as follows:
112.6a Characteristic-defining abilities function everywhere, even outside the game. (See rule 604.3.)
112.6b An ability that states which zones it functions in functions only from those zones.
112.6c An object’s ability that allows a player to pay an alternative cost rather than its mana cost functions in any zone in which its mana cost can be paid (which, in general, means it functions on the stack). An object’s ability that otherwise modifies what that particular object costs to cast functions on the stack.
112.6d An object’s ability that restricts or modifies how that particular object can be played or cast functions in any zone from which it could be played or cast.
112.6e An object’s ability that restricts or modifies what zones that particular object can be played or cast from functions everywhere, even outside the game.
112.6f An object’s ability that states it can’t be countered or can’t be countered by spells and abilities functions on the stack.
112.6g An object’s ability that modifies how that particular object enters the battlefield functions as that object is entering the battlefield. See rule 614.12.
112.6h An object’s ability that states counters can’t be put on that object functions as that object is entering the battlefield in addition to functioning while that object is on the battlefield.
112.6i An object’s activated ability that has a cost that can’t be paid while the object is on the battlefield functions from any zone in which its cost can be paid.
112.6j A trigger condition that can’t trigger from the battlefield functions in all zones it can trigger from. Other trigger conditions of the same triggered ability may function in different zones.
112.6k An ability whose cost or effect specifies that it moves the object it’s on out of a particular zone functions only in that zone, unless that ability’s trigger condition, or a previous part of that ability’s cost or effect, specifies that the object is put into that zone. The same is true if the effect of that ability creates a delayed triggered ability whose effect moves the object out of a particular zone.
112.6m An ability that modifies the rules for deck construction functions before the game begins. Such an ability modifies not just the Comprehensive Rules, but also the Magic: The Gathering Tournament Rules and any other documents that set the deck construction rules for a specific format. However, such an ability can’t affect the format legality of a card, including whether it’s banned or restricted. The current Magic: The Gathering Tournament Rules can be found at WPN.ards.com/en/resources/rules-documents.
112.6n Abilities of emblems, plane cards, vanguard cards, scheme cards, and conspiracy cards function in the command zone. See rule 113, “Emblems”; rule 901, “Planechase”; rule 902, “Vanguard”; rule 904, “Archenemy”; and rule 905, “Conspiracy Draft.”
From that, it's apparent that the only two possible exceptions are [a], which applies if Mairsil's static ability is a characteristic defining ability (CDA), and [i]/[k], which don't apply because Mairsil won't have any activated abilities outside of the battlefield if the static ability doesn't function. CDAs are covered by 604.3, under static abilities.
Quote from Comprehensive Rules »
604.3. Some static abilities are characteristic-defining abilities. A characteristic-defining ability conveys information about an object’s characteristics that would normally be found elsewhere on that object (such as in its mana cost, type line, or power/toughness box) or overrides information found elsewhere on that object. Characteristic-defining abilities function in all zones. They also function outside the game.
604.3a A static ability is a characteristic-defining ability if it meets the following criteria: (1) It defines an object’s colors, subtypes, power, or toughness; (2) it is printed on the card it affects, it was granted to the token it affects by the effect that created the token, or it was acquired by the object it affects as the result of a copy effect or text-changing effect; (3) it does not directly affect the characteristics of any other objects; (4) it is not an ability that an object grants to itself; and (5) it does not set the values of such characteristics only if certain conditions are met.
The first condition for a CDA disqualifies Mairsil's static ability from being a CDA, as the ability doesn't define colors, subtypes, power, or toughness.
Because Mairsil's static abilities don't meet any of the exceptions in 112.6, they don't function anywhere but the battlefield → Mairsil will have no activated abilities in any zone other than the battlefield.
Here's my version of a Mairsil deck. It's built around artifact synergies and uses Mairsil as a flexible enabler with some combo potential, but can also win without him.
This looks like an interesting list, but I think it's a bit light on interaction/removal. I'll try out an artifact-heavy build myself as it certainly helps using Argent Sphinx's ability and provides a strong secondary theme.
I think we have to pick and choose what is useful utility for mairsil to have. We get one caged card per etb. Without a blink/clone enabler we each additional caged card will cost us a Mairsil replay which gets expensive real fast.
I think caging a card just to get an ability which gives us haste is not valuable enough. We're in red, there's lots of global haste enablers like Anger or fervor. Or lands like Hall of the bandit Lord or flamekin village. Or equipment will run anyway like greaves and boots.
Point is i think if we want to get marsail to toolkit state every card we cage has to add to the toolkit. Haste is something he needs only the turn he is played. And abilities that grant haste are only useful if we also happen to have extra Mana on the turn he is played. Just think those will be dead in your hand a lot.
I completely agree. If we need a card dedicated to giving haste, I think Anger is the best bet, since a) it gives haste without spending a cage trigger, and b) it is a great target for the Entomb/Buried Alive/Intuition stuff that will fuel the deck.
Personally, I plan to go the Voltron route. I've been needing a good beatdown deck, and Mairsil has enough moving pieces to keep me entertained. I see it eventually drawing a lot of hate, though... Buried Alive for Aetherling + Quicksilver Elemental + Phyrexian Devourer is pretty frightening.
I completely agree. If we need a card dedicated to giving haste, I think Anger is the best bet, since a) it gives haste without spending a cage trigger, and b) it is a great target for the Entomb/Buried Alive/Intuition stuff that will fuel the deck.
I don't mind haste on cards where you're also getting something else out of it. Marchesa's Smuggler for haste + unblockable + targeting other creatures + not needing to be caged to be effective is defensible, Skithiryx giving some additional protection is worse but still OK, and I don't think I'd really consider the rest.
Private Mod Note
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[Pr]Jaya | Estrid | A rotating cast of decks built out of my box.
Huge updates to the list. So far Mairsil of the Hair has several strategies/wincons:
1) Artifacts: Emphasis on charge counters and +1/+1 counters, potentially going infinite on turn taking and effects.
2) Combat: Power up via various combination of creature/artifact abilities and go unblockable. Particularly effective with untap abilities.
3) Control Archmage: Mix of all kinds of tricks to maintain board/hand advantage.
Let me know if you have more deck styles in mind!
QUESTION
I presume if I use Quicksilver Elemental to copy Mairsil's abilities, there won't be the once-per-turn limit on activation abilities, yes?
Correct, using Quicksilver Elemental lets you dodge the "once per turn" restriction. It is also important to note that you can actually cage Quicksilver elemental and subsequently have Mairsil target itself with the Elemental's ability to "unlock" itself and turn off the "once per turn" restriction.
Deckbuilding brings out the greatest evil within all of us, eh?
Can we safely call Mairsil an "artifact" general Izzet players have been waiting for? Technically you can play him with two colors.
With all that said, do I think this deck can win consistently? Yes.
Would I ever try to build the deck in person? No.
The deck just isn't fun to play. It's not interactive and does the exact same thing every game. (Lets not even mention the $700 pricetag)
Well, that's just a problem with combo decks in general, isn't it? If you play them enough, there's a point where you feel you're just going through the motions, even if you run multiple combos.
After goldfishing for a bit with an artifacts list that was similar to your first version, I got the feeling that the deck was indeed performing more consistently (compared to my own very first draft for the deck). However, it also felt less fun to play with because you got less chances to do all kinds of wacky stuff with Mairsil and he was "just another combo piece". That's why I think it can't hurt to go a bit "dumpster-fiery" with the deck - maybe go down on the tutors a bit, turn the power level down in general and include some cards that maybe aren't optimal, but fun to use. It may not be very efficient to include stuff like Arcanis or Avatar of Woe, but it just feels so good using their effects with Mairsil twice or more per turn cycle (with help of Rings of Brighthearth or Aphetto Alchemist).
In the end, I think I have to disagree with you: Mairsil is very well suited to be a commander. Sure, if your playgroup demands the most streamlined decks, he may not be that interesting (or powerful for that matter, as I believe there are better combo commanders out there), but there are other decks for him that can play out differently every time and are very interesting. Plus, in my opinion it's always a plus having to have a deck that can be turned into a super efficient combo machine if needed. That way, you essentially have a "casual" and a "competitive" deck all in one.
1) The deck consisted of 30 creatures, so the test deck was a creature approach.
2) It will take some practice before you know which cards should be exiled and which ones should at least be in play once to stabilize the field.
3) Without Quicksilver Elemental, you have extra work at exiling redundant effects with Mairsil to smooth out his power.
4) Like in number 1, I notice the more abilities I put on Mairsil, the more work he has to do, sometimes it helps to have different permanents in play to share his burden instead of letting him hoard all the abilities.
I know this is an unconventional approach, and I'm not entirely sure how the interaction works, but isn't Mairsil, the Pretender+Mirror-Mad Phantasm a leveler effect that is a one card combo w/ your commander. What wincon packages can you have for that combo? Dread Return-->Laboratory Maniac works, but I'm not sure if you can guarantee 3 creatures to sacrifice. Any advice?
Mirror of Fate is a similar Leveler effect from Commander also has the ability to un-cage things in a weird way that could become a dumb janky not Doomsday Doomsday
Another card I am thinking of that I use in my Gonti deck below that I could see applications here for is Goryo's Vengeance which gives out haste while also giving a fresh ETB at the same time. Corpse Dance similarly would more rely on what abilities he has at the given time like a Sac, Flicker, or Return to Hand or Library
So according to a few people in this topic Mairsil is extremely not fun. I'm looking to build a Mairsil deck that could potentially be fun for me and focuses around controlling the board while playing generally hard to deal with creatures that Mairsil can benefit from should they die. I also wanted to include the effects that can return all exiled creatures like Pyxis of Pandemonium and the like, anyone have any advice or should I avoid this concept?
So according to a few people in this topic Mairsil is extremely not fun. I'm looking to build a Mairsil deck that could potentially be fun for me and focuses around controlling the board while playing generally hard to deal with creatures that Mairsil can benefit from should they die. I also wanted to include the effects that can return all exiled creatures like Pyxis of Pandemonium and the like, anyone have any advice or should I avoid this concept?
Just gonna leave this here. http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&color= ![W]+![G]&text=+![{w}]+![{g}]+![{b}]+![{u}]+![{r}]+![{t}]+![{2}]+![{3}]+![{4}]+![{5}]+![{6}]+![{7}]+![{8}]+![{9}]+![cycling]+![morph]+![transform]+![energy]+![equip]+![snow]+[:]&type=|[%22Artifact%22]|[%22Creature%22]
This a search for every creature and artifact in our colors that has an activated ability that Mairsil can use, does not cause Mairsil to tap, does not cost more than 1 mana, does not cost colored mana, and does not cost snow mana or use energy counters.
EDIT: For some reason it won't post the whole link, just copy/paste it. (sorry, no clue how to fix). Also forgot to omit soulbond and fortify, but those are rare enough. I also opted to leave in creatures with ETBs, which let in a few oddballs (namely eldrazi) but I didn't want to cut out cards that Mairsil could use that also synergize with Panharmonicon and the like.
The most straightforward would be caging Quicksilver Elemental, Staff of Domination and a manarock that produces at least 2 mana. This lets you produce infinite mana and draw your entire deck,
The most straightforward would be caging Quicksilver Elemental, Staff of Domination and a manarock that produces at least 2 mana. This lets you produce infinite mana and draw your entire deck,
I don't see how this goes infinite.
The idea is you activate Quicksilver Elemental's ability from Marsil, targeting Marsil. Quicksilver Elemental's ability gives Marsil all of the activated abilities it currently has, but because they're no longer linked to the static ability, they don't have the "once per turn" restriction. Therefore, you can activate the Staff's untap ability in conjunction with the mana rocks to produce infinite mana, then use the infinite mana to repeatedly draw cards with Staff's abilities.
The only part I'm not sure on rules wise is whether the "once per turn" restriction gets copied. That said, even if it does, you just need to be producing blue mana instead of any color, as Quicksilver Elemental's ability can keep granting more and more copies, since the number of copies of abilities granted goes up exponentially (The first time just copies the abilities on him, the second copies both the original abilities and the copies, meaning you end up with 4 copies, next makes 8, and so on and so forth).
The thing I am using before he is out to check rulings on is Necrotic Ooze and that doesn't work with Reassembling Skeleton so I am going to guess he has to be in play to have his abilities also be working.
Others I haven't seen mentioned are Mirage Mirror for protection, Myr Propagator for non-discard cloning, Grenzo, Dungeon Warden for filling the yard.
I agree Quicksilver Elemental is the best way to push his limits. It basically adds U to the cost of using each ability a second time and seems super fun.
Astral Cornucopia and Everflowing Chalice let Mairsil tap for mana once he has at least one counter. Then Gemstone Array, Jinxed Choker and Ventifact Bottle use the mana to gain more counters.
As for win cons -
Chimeric Mass
Heliophial
Grindclock
Magistrate's Scepter
Orochi Hatchery
Riptide Replicator (I'm assuming the creature will be colourless and have no creature type??)
This is true and has a high potential to be amazing.
That all being said Phyrexian Devourer is the easiest way to win. It makes Mairsil large enough to take someone out in one hit and if you get AEtherling he is unblockable/blinkable and Walking Ballista can let you just ping the table to death too.
I think we have to pick and choose what is useful utility for mairsil to have. We get one caged card per etb. Without a blink/clone enabler we each additional caged card will cost us a Mairsil replay which gets expensive real fast.
I think caging a card just to get an ability which gives us haste is not valuable enough. We're in red, there's lots of global haste enablers like Anger or fervor. Or lands like Hall of the bandit Lord or flamekin village. Or equipment will run anyway like greaves and boots.
Point is i think if we want to get marsail to toolkit state every card we cage has to add to the toolkit. Haste is something he needs only the turn he is played. And abilities that grant haste are only useful if we also happen to have extra Mana on the turn he is played. Just think those will be dead in your hand a lot.
Because Mairsil's static abilities don't meet any of the exceptions in 112.6, they don't function anywhere but the battlefield → Mairsil will have no activated abilities in any zone other than the battlefield.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Personally, I plan to go the Voltron route. I've been needing a good beatdown deck, and Mairsil has enough moving pieces to keep me entertained. I see it eventually drawing a lot of hate, though... Buried Alive for Aetherling + Quicksilver Elemental + Phyrexian Devourer is pretty frightening.
Draft my Mono-Blue Cube!
lichess.org | chess.com
1 Torchling
1 Staff of Domination
1 Disciple of the Ring
1 Hateflayer
1 Pili-Pala
1 Knacksaw Clique
1 Grimgrin, Corpse-born
Protection/Blinking
1 Aetherling
1 Torchling
1 Riptide Laboratory
1 Crystal Shard
1 Erratic Portal
1 Rainbow Efreet
1 Deadeye Navigator
1 Myr Propagator
1 Pack rat
1 Shifty Doppelganger
1 Skeleton Scavengers
Reanimation Package
1 Reanimate
1 Exhume
1 Animate Dead
1 Buried Alive
1 Entomb
1 Coffin Queen
1 Feldon of the Third Path
1 Hell's Caretaker
1 Phyrexian Reclamation
1 Tortured Existence
1 Shauku, Endbringer
1 Anthroplasm
1 Sage of Hours
1 Solarion
1 Walking Ballista
1 Deathbringer Thoctar
1 Grimgrin, Corpse-born
1 Ashling the Pilgrim
1 Cruel Sadist
1 Dark Imposter
1 Olivia Voldaren
1 Skeleton Scavengers
1 Blade of the Bloodchief
Non-combo Victory Package
1 Thassa, God of the Sea
1 Marchesa's Smuggler
1 phyrexian devourer
1 Tree of Perdition
1 Memnarch
1 Olivia Voldaren
Tutor Suite
1 Entomb
1 Buried Alive
1 Demonic Tutor
1 Vampiric Tutor
1 Intuition
1 Sensei's Divining Top
1 Thousand-Year Elixir
1 Lightning Greaves
1 Swiftfoot Boots
1 Marchesa's Smuggler
Mana Rock Package
1 Sol Ring
1 Mana Vault
1 Mana Crypt
1 Gilded Lotus
Activated and Triggered Abilities
1 Strionic Resonator
1 Rings of Brighthearth
1 Illusionist's Bracers
1 Training Grounds
Kill Spells
1 Shauku, Endbringer
1 Dark Impostor
1 Hateflayer
1 Falkenrath Exterminator
40 land (including Riptide Laboratory) + Commander
1) Artifacts: Emphasis on charge counters and +1/+1 counters, potentially going infinite on turn taking and effects.
2) Combat: Power up via various combination of creature/artifact abilities and go unblockable. Particularly effective with untap abilities.
3) Control Archmage: Mix of all kinds of tricks to maintain board/hand advantage.
Let me know if you have more deck styles in mind!
QUESTION
I presume if I use Quicksilver Elemental to copy Mairsil's abilities, there won't be the once-per-turn limit on activation abilities, yes?
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
Deckbuilding brings out the greatest evil within all of us, eh?
Can we safely call Mairsil an "artifact" general Izzet players have been waiting for? Technically you can play him with two colors.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
After goldfishing for a bit with an artifacts list that was similar to your first version, I got the feeling that the deck was indeed performing more consistently (compared to my own very first draft for the deck). However, it also felt less fun to play with because you got less chances to do all kinds of wacky stuff with Mairsil and he was "just another combo piece". That's why I think it can't hurt to go a bit "dumpster-fiery" with the deck - maybe go down on the tutors a bit, turn the power level down in general and include some cards that maybe aren't optimal, but fun to use. It may not be very efficient to include stuff like Arcanis or Avatar of Woe, but it just feels so good using their effects with Mairsil twice or more per turn cycle (with help of Rings of Brighthearth or Aphetto Alchemist).
In the end, I think I have to disagree with you: Mairsil is very well suited to be a commander. Sure, if your playgroup demands the most streamlined decks, he may not be that interesting (or powerful for that matter, as I believe there are better combo commanders out there), but there are other decks for him that can play out differently every time and are very interesting. Plus, in my opinion it's always a plus having to have a deck that can be turned into a super efficient combo machine if needed. That way, you essentially have a "casual" and a "competitive" deck all in one.
1) The deck consisted of 30 creatures, so the test deck was a creature approach.
2) It will take some practice before you know which cards should be exiled and which ones should at least be in play once to stabilize the field.
3) Without Quicksilver Elemental, you have extra work at exiling redundant effects with Mairsil to smooth out his power.
4) Like in number 1, I notice the more abilities I put on Mairsil, the more work he has to do, sometimes it helps to have different permanents in play to share his burden instead of letting him hoard all the abilities.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
Another card I am thinking of that I use in my Gonti deck below that I could see applications here for is Goryo's Vengeance which gives out haste while also giving a fresh ETB at the same time. Corpse Dance similarly would more rely on what abilities he has at the given time like a Sac, Flicker, or Return to Hand or Library
An enigma as vexing as life itself.
You can always choose to make any deck less combo-licious and emphasize on voltron him uber, at least that's how I will approach mine for my meta. Combining creatures like Dragon Whisperer, Morphling, Torchling, Ertai, Wizard Adept, Shauku, Endbringer, Mist Dragon, etc, Mairsil becomes very difficult to kill and serve both as offense and defense. Dragon Whisperer/Oona, Queen of the Fae/Ghoulcaller Gisa+Lich Lord of Unx (If Zombie) can net you an army should you need them.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
http://gatherer.wizards.com/Pages/Search/Default.aspx?action=advanced&color= ![W]+![G]&text=+![{w}]+![{g}]+![{b}]+![{u}]+![{r}]+![{t}]+![{2}]+![{3}]+![{4}]+![{5}]+![{6}]+![{7}]+![{8}]+![{9}]+![cycling]+![morph]+![transform]+![energy]+![equip]+![snow]+[:]&type=|[%22Artifact%22]|[%22Creature%22]
This a search for every creature and artifact in our colors that has an activated ability that Mairsil can use, does not cause Mairsil to tap, does not cost more than 1 mana, does not cost colored mana, and does not cost snow mana or use energy counters.
EDIT: For some reason it won't post the whole link, just copy/paste it. (sorry, no clue how to fix). Also forgot to omit soulbond and fortify, but those are rare enough. I also opted to leave in creatures with ETBs, which let in a few oddballs (namely eldrazi) but I didn't want to cut out cards that Mairsil could use that also synergize with Panharmonicon and the like.
I don't see how this goes infinite.
The only part I'm not sure on rules wise is whether the "once per turn" restriction gets copied. That said, even if it does, you just need to be producing blue mana instead of any color, as Quicksilver Elemental's ability can keep granting more and more copies, since the number of copies of abilities granted goes up exponentially (The first time just copies the abilities on him, the second copies both the original abilities and the copies, meaning you end up with 4 copies, next makes 8, and so on and so forth).