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    posted a message on Thor, Ragnar Röks!
    Thor, Ragnar Röks!


    Building a Deck on a Theme
    For those of you who don't know me, I am a huge Marvel comic book nerd, and I love me some Thor Odinson. I confided in a friend that I was running low on EDH inspiration, and that I needed something new and fresh to reinvigorate my love of the format. In response to this, my friend gave me a list of deck building challenges, and I chose the one that sang to me the most: "Show me what Marvel's Thor would look like in EDH."

    Before you read any further, I want you to know that this deck will be based on that theme, and while cards like DEN+Palinchron work great with other cards in this deck, namely Tooth and Nail, without being able to tie cards back to Thor in some way or another, I will not include them in my build. That's what makes this a challenge, and why its both fun to play, and build.

    As of 2019, I am happy to announce a 2nd comic book theme deck has been built, and if you enjoy reading this build, please check out my Hela and the Enemies of Asgard deck when you get a chance!

    Why should you play Ragnar/Thor?

    You will enjoy this deck if:

    • You will definitely appreciate this more if you enjoy Marvel's Thor
    • You want to be the only person with your commander
    • You like your deck to have style when you win
    • You want to play a "75% deck" - you wanna win without playing all the best, overplayed cards
    • You enjoy having multiple ways to win, this deck is a Voltron Combo build
    • Old school Legends, no matter how bad they are, give you warm MTG nostalgia feelings.

    You will NOT enjoy this deck if:
    • You want to play heavy amounts countermagic in every blue deck - go pick a control commander
    • You do not like playing cards in the redzone. Our ways of winning are almost exclusively redzone based.
    • You want to play cutthroat, 100% effort all the time - simply put, for every playstyle, there is a superior Bant commander. Ragnar is relatively weak.
    • You do not like combo. The deck will win that way roughly half the time.
    • You want to play bant goodstuff.dec. We run great cards, but we also intentionally don't run some of the best cards, simply because there's no flavorful justification.

    My Decklist

    Thor, Ragnar RöksMagic OnlineOCTGN2ApprenticeBuy These Cards
    -=Commander=-
    1x Ragnar

    -=Land=-
    1x Breeding Pool
    1x Canopy Vista
    1x Command Tower
    1x Exotic Orchard
    1x Fabled Passage
    1x Flooded Strand
    1x Forbidden Orchard
    5x Forest
    1x Glacial Fortress
    1x Hallowed Fountain
    1x Homeward Path
    3x Island
    1x Kor Haven
    1x Misty Rainforest
    5x Plains
    1x Prairie Stream
    1x Reflecting Pool
    1x Reliquary Tower
    1x Savannah
    1x Scalding Tarn
    1x Strip Mine
    1x Temple Garden
    1x Tropical Island
    1x Tundra
    1x Verdant Catacombs
    1x Wasteland
    1x Windswept Heath
    1x Yavimaya Hollow

    -=Instant=-
    1x Beast Within
    1x Cyclonic Rift
    1x Enlightened Tutor
    1x Krosan Grip
    1x Path to Exile
    1x Swords to Plowshares

    -=Creature=-
    1x Adarkar Valkyrie
    1x Arbor Elf
    1x Birds of Paradise
    1x Bloom Tender
    1x Consecrated Sphinx
    1x Edric, Spymaster of Trest
    1x Elesh Norn, Grand Cenobite
    1x Elvish Mystic
    1x Eternal Witness
    1x Faeburrow Elder
    1x Faerie Artisans
    1x Fiend Hunter
    1x Karmic Guide
    1x Kozilek, Butcher of Truth
    1x Noble Hierarch
    1x Oracle of Mul Daya
    1x Prime Speaker Vannifar
    1x Rafiq of the Many
    1x Reveillark
    1x Saffi Eriksdotter
    1x Stoneforge Mystic
    1x Stonehewer Giant
    1x Sun Titan

    -=Sorcery=-
    1x Cultivate
    1x Day of Judgment
    1x Kodama's Reach
    1x Nature's Lore
    1x Recurring Insight
    1x Skyshroud Claim
    1x Supreme Verdict
    1x Tooth and Nail
    1x Wargate
    1x Wrath of God

    -=Artifact=-
    1x Altar of Dementia
    1x Azorius Signet
    1x Blackblade Reforged
    1x Blasting Station
    1x Chromatic Lantern
    1x Hammer of Nazahn
    1x Lightning Greaves
    1x Selesnya Signet
    1x Simic Signet
    1x Sol Ring
    1x Swiftfoot Boots
    1x Sword of Body and Mind
    1x Sword of Feast and Famine
    1x Sword of Fire and Ice
    1x Sword of Light and Shadow
    1x Sword of War and Peace

    -=Enchantment=-
    1x Earthcraft
    1x Intruder Alarm
    1x Journey to Nowhere
    1x Squirrel Nest
    1x Sylvan Library

    -=Planeswalker=-
    1x Oko, Thief of Crowns


    Card Choices and Inspirations:
    Every card in this deck I try to tie back to Marvel's Thor. Not every card is as perfect a fit as others, but I did my best. I still am missing a few additions I want, but I will pick those up over time, and update this list as I go. Here is the full list as it currently exists:

    Thor (Commander)
    Ragnar - A near spitting image of the thundergod himself, Thor! I was originally torn between Ragnar and Keranos, God of Storms, but Ragnar won out in the end due to being so perfect a visual representation, and having a better color suite for building the deck I had in mind.

    Asgard (Lands)

    Breeding Pool
    Canopy Vista - The upper branches of Yggdrasil.
    Command Tower - The Avenger's Tower.
    Emeria, The Sky Ruin - The remains of Alfheim after Ragnarok.
    Exotic Orchard - The Orchard of Adun v1, where the apples of immortality are grown. Without these apples, Thor would die of old age!
    Fabled Passage - Yggdrasil, the World Tree!
    Flooded Strand - A barren land, containing the remains of a beast slain by Thor! (referring to Kahns art)
    Forbidden Orchard - The Orchard of Adun v2, where the apples of immortality are grown. Without these apples, Thor would die of old age!
    Glacial Fortress - An Asgardian Fortress in Jotunheim
    Hallowed Fountain - The blessed Well of Wisdom, Mimir
    Homeward Path - Representing Thor's return to Asgard, after living the life of a mortal as Donald Blake.
    Kor Haven - A hiding place within Asgard to shelter its inhabitants from pesky goddesses of death.
    Misty Rainforest
    Prairie Stream
    Reflecting Pool - The pool of the Norns. Also, one of the most confusing scenes in Age of Ultron...just saying...
    Reliquary Tower - Thor's hammer (img link). Heh.
    Savannah - A great place for Asgard on Earth, be it Oklahoma like in the comics, or Sweden from the movies.
    Scalding Tarn
    Strip Mine - Post Ragnarok Asgard.
    Temple Garden - A lovely Asgardian temple scene, well taken care of by the devotees to Asgard
    Tropical Island
    Tundra
    Verdant Catacombs
    Vesuva - An alternate Marvel Universe!
    Wasteland - Post Ragnarok Asgard.
    Windswept Heath
    Yavimaya Hollow

    Loki's Tricks (Instants)
    Beast Within - Its a BILGESNIPE!! Basically, a beast native to Asgard.
    Cyclonic Rift - If there's something Thor does a LOT, its swing his hammer in a circle and make tornadoes full of lightning.
    Enlightened Tutor - Failing and seeking wisdom is a recurring theme in Thor comics. A weak justification, but I am sure I could find a Norn looking like the old lady as well..
    Krosan Grip - Thor's grip is so powerful that he can easily crush Uru, the same material that his Hammer is made of!
    Path to Exile - The perfect representation of Thor's time as Donald Blake, for being Unworthy, is the promo art.
    Swords to Plowshares - Mjolnir a great weapon, it's power has no equal, as a weapon to destroy, or as a tool to build.

    Warriors of Asgard (Creatures)

    Adarkar Valkyrie - Too bad she isnt as lovely as Tessa Thompson. That said, this Valkyrie is a very powerful and welcome creature in our deck.
    Arbor Elf - Elves lend themselves easily to Thor, as he frequently makes allies in Alfheim, the realm of the light elf tribes.
    Birds of Paradise = Using the modern art for this card, I call it the Bird of the Rainbow Bridge.
    Bloom Tender - Another helpful denizen of Alfheim, Queen Aelsa!
    Consecrated Sphinx - Few people know about the time that Thor bested Hyperion, one of the strongest characters in marvel, in front of the Sphinx of Gisa, and I couldn't not include this overpowered homage to that moment.
    Edric, Spymaster of Trest - A beautiful representation of Loki, in almost every way. A conniving, sneaky, and political card that looks just like the Trickster god himself.
    Elesh Norn, Grand Cenobite - Her head...helmet?...face? reminds me greatly of the long time Thor villainess and daughter of Loki, Hela.
    Elvish Mystic - Did I mention that elves are just easy includes?
    Eternal Witness - A very powerful, and nigh perfect depiction of The Enchantress, the asgardian goddess of Sorcery.
    Faeburrow Elder - Our new Groot! The MCU made his relationship even more thematic for our deck.
    Faerie Artisans - Though not a true fairy, Thor allied himself with The Wasp, who made quite a habit of changing her appearance before each mission. The constant new tokens created by Artisans capture this quite well in my opinion.
    Fiend Hunter - Donald Blake, the human alter ego of Thor, and bearer of the great hammer, Mjolnir.
    Karmic Guide - An angel of Asgard
    Kozilek, Butcher of Truth - Gorr, the god butcher. A foul villain from the Thor comics, this gray skinned alien seeks to destroy all divinity to show that one does not need to be a god to be all powerful.
    Kruphix, God of Horizons - Marvel's own Eternity, the abstract embodiment of reality.
    Llanowar Elves - More druids from Alfheim.
    Noble Hierarch - Frigga, Mother of Thor!
    Oracle of Mul Daya - A perfect Norn, the oracles of Asgard.
    Prime Speaker Vannifar - Aleyah, Scholar of the Brightelves, and Alfheim's representative at the congress of worlds!
    Rafiq of the Many - Heimdall, the gatekeeper of Asgard. Also, brilliant in any deck with a Voltron.
    Reveillark - The elemental form of Zephyr, the wind goddess
    Saffi Eriksdotter - As a man named Erik, I couldn't help but include Eriksdotter in this viking lore themed deck. She serves as our Jane Foster, a nurse who always seeks to save the lives of others and beloved of Donald Blake (Thor's human alter ego while banished to earth in the early comics).
    Siona, Captain of the Pyleas - Say hello to Lady Sif!
    Stoneforge Mystic - Mjolnir's mold was made using the heart of a dying star, and stoneforge shows this casting brilliantly.
    Stonehewer Giant - Even though the creature typing lends this to being a Jotun...I like his ability theme with Peter Dinklage's representation of Eitri, who was a giant dwarf in the Marvel movies.
    Stuffy Doll - if you haven't seen groot Thor, he's pretty great. Removed Stuffy doll for new Groot, Faeburrow Elder!
    Sun Titan - This, is Surtur. Now you might say, Surtur doesnt bring things back to life. Ah, but he certainly strip mines and wastelands the Hel outta Asgard!

    Magic (Sorceries)

    Cultivate - As the protector of Midgard, Thor must cultivate its growth as much as he defends it.
    Day of Judgment - A blast of godly might, though not so strong that it can kill our God of Thunder (regenerate)
    Kodama's Reach - Seeking the spirit of Gaea, Thor can reach out to his mother in times of need. (fun filled fact, Thor is only half Asgardian, his other half is actually that of Elder Gods, as he is the blood son of Gaea!)
    Nature's Lore - A simple elven trick to generate land.
    Overrun - Rallying the 9 realms behind him, Thor is able to do feats of great power and trample his foes.
    Recurring Insight - The all seeing eye of Odin grants us much wisdom, in the form of drawing cards.
    Skyshroud Claim - The elves believe the realm is their's to claim (kinda stealing from the plotline of dark world)
    Supreme Verdict - Odin's commands can not be ignored, his verdicts are supreme.
    Tooth and Nail - Tanngrisnir and Tanngnjóstr, or Teethbarer and Teethgrinder, the trusted goats of Thor!
    Wargate - Heimdall! OPEN THE BIFROST! This lets us quickly access any of Asgards allies, warriors, or tools.
    Wrath of God - When Thor lets out his Warrior's Madness, no one can survive the thunder gods wrath.

    The Armory (Artifacts)
    Altar of Dementia - Deep in the halls of Loki's lab, this mysterious altar is a final destination for many a poor soul.
    Azorius Signet - A seal showing the aliances of asgard to other realms.
    Blackblade Reforged - A nearly perfect representation of All Black, the Necrosword! If you havent read Thor: God of Thunder, you need to. The series is the most metal comic books you will ever read.
    Blasting Station - The crux of the Bifrost, a station where Heimdall can use his sword to connect the 9 realms with great ease.
    Chromatic Lantern - The casket of winters, an artifact in Odin's vault captured from Jotunheim.
    Hammer of Nazahn - THE MIGHTY MJOLNIR!
    Lightning Greaves - Even the gods need shoes. What better to strap on his feet when striding into battle?
    Selesnya Signet - A seal showing the aliances of asgard to other realms.
    Simic Signet - A seal showing the aliances of asgard to other realms.
    Sol Ring - A crossing ring, a magical tool for communication and mobilization of Asgard.
    Swiftfoot Boots - For when he isnt feeling formal, Thor also brings his work boots.
    Sword of Body and Mind - Hofund, the sword of Heimdall
    Sword of Feast and Famine - The Odinsword, a blade that when drawn signal's the coming of Ragnarok.
    Sword of Fire and Ice - Gram, a sword that can pierce through any lie to find the truth - represented by the burning and card drawing of Fire and Ice!
    Sword of Light and Shadow - Dragonfang, the sword of Valkyrie.
    Sword of War and Peace - Twilight Sword, the sword of Surtur, its intent is to set the universe on fire.

    Blessings of Odin (Enchantments)
    Concordant Crossroads - The nexus of the 9 realms, a crossroad where all realms meet at Yggdrasil. The 9 realms united together against their enemies! War of the Realms reference, as well as useful for voltron and creature combos.
    Druid's Call - Asgard has many great druids among its people, and this enchantment pairs brilliantly with our Groot. Weak theming, was removed 10-13-19
    Earthcraft - As half Elder god, and blood son of Gaea, Thor is literally Earthcrafted.
    Greater Good - Thor is always about the greater good.
    Intruder Alarm - Loki, how many times will you betray me? A scene from Thor Ragnarok, as Loki pulls the alarm.
    Journey to Nowhere - Journey Into Mystery #83 - the first comic book to feature Thor! God of Thunder!
    Shielded by Faith - Gotta have faith in your gods (reference to my favorite thor series, god of thunder!) Infinite tokens with Sif (Siona).
    Squirrel Nest - The nest of Ratatoskr, the immortal and super powered squirrel of Asgard.
    Sylvan Library - A blessed library of the elves, Thor is able to draw much great knowledge from this place.

    Gods among men (Planeswalkers)
    Oko, Thief of Crowns - Our young Loki representation, Kid Loki is often treated as a separate character in the comics. Mr. Steal-Yo-Girl

    Phases of the game: Thor's Strategy
    Early Game:
    In the early game, Thor has 3 main, and simple objectives. Firstly, you are looking to establish a mana base. This means casting ramp spells, playing mana dorks, and most importantly, keeping an opening hand with about 3 lands in it. We can function on 2 with the right hand, and 4 isnt too many, but outside of 2-4 lands, you should likely throw that hand away and mull for a new one. Thor's second objective is to enter the fray himself. Play your commander early and often. He can regen himself with all that mana you are establishing, and a board presence that can chump block and regenerate helps you dissuade opponents from pressuring you. Finally, Thor's third objective in the early game is to lay the foundations of our mid game strategy: Voltron. At this point in the game, if you can play some equipment, do so. They will be less valuable the longer the game goes, and they help make your board presence even more intimidating. Just make sure to be careful with Lightning Greaves. As much as Thor loves these boots, they can really stymie your ability to equip your creatures with equipment.

    Mid Game:
    Starting turn 4-5, you want to be going into the red zone with Thor. You will try to maintain this strategy for at least 3-5 more turns. Thor plus some equipment can do some serious damage, and all the swords of Asgard's armory can really give you a massive momentum boost, depending on which ones you get into play. Continue to play equipment and pressure your opponents with Thor. If they remove him, reestablish him as quickly as possible so that they are continuously dealing with a voltron in their face, forcing them to burn their reactive spells. At this phase of the game, Thor will often learn his lesson: you can't simply bludgeon every foe into submission. Instead, start to seek wisdom. Establish draw engines, or drop big draw spells like the all seeing eye of Odin. We want to start searching for an ultimate solution for the enemies of Asgard, some sort of ace up our sleeve where our enemies are overpowered by some sort of limitless power. For those who aren't with me, this is where the combo part of our build appears. We want to establish the set up for it, start gathering pieces in our hand, and then drop a game winning move all at once.

    Late Game / End Game:
    Thor has 2 ways to close out a game: Voltron from start to finish or, more likely, combo out. Entering the late game, our weaknesses will start to be apparent. Just like how Loki gives Thor trouble in the comics, trickster opponents with combat tricks, counter magic, and ways of shutting down our combos. Commanders with the ability to easily destroy our equipment will also be giving us trouble at this point, and cards like Wave of Vitriol can be back breaking. At this point in the game, its all about how well you played the first two phases. If you established mana early, pressured your opponents to force them to burn up their resources, and started to establish card draw and tutoring, you should be OK and set up for a win. As soon as you can go for the win, do it when the board state seems safe to do so. Thor doesn't gloat or monologue, he just wins, so don't waste time when you see your opening! A strong finish is Tooth and Nail, or as I like to refer to it, Toothgnasher and Toothgrinder, as these precious goats of Thor can chariot in a combo to close the game!


    Weaknesses:
    I still haven't played this deck enough to have a full list of weaknesses, BUUUUUUUUT:
    • Commanders with decks or abilities that enable repeated, low cost artifact removal cripples our voltron efforts.
    • Pillow Fort style decks are annoying. They limit our ability to voltron, as well as any infinite squirrel combos we use become valueless against their attack taxing effects.
    • Large scale removal / bounce effects like cyclonic rift are always painful.
    • Thor is not meant to be an arch enemy, and when everyone at the table is tired of your theme deck working too well, they come with pitch forks and torches...and you can expect to have a bad day.

    Win Conditions
    In addition to Voltron Thor beatdown, here is a list of combos currently found in this build:

    Earthcraft + Squirrel Nest = The infinite army of Ratatoskr! Can drop scarily early, almost always an instant keep if you have both cards in hand off the opener. (Currently removed from the build)

    Siona, Captain of the Pyleas + Shielded by Faith = Infinite soldiers of Asgard!

    Saffi Eriksdotter + Karmic Guide / Sun Titan / Reveillark + Sac outlet = Infinite creatures enter play, enter graveyard, and sac outlet effect.

    Adarkar Valkyrie + Intruder Alarm + Sac Outlet = Infinite creatures enter play, enter graveyard, and sac outlet effect. (Currently removed from the build)

    Stuffy Doll + Druid's Call + Intruder Alarm = Another way to unleash Ratatoskr upon our foes. Can also deal a fatal amount of damage to a single opponent. - Removed Druid's Call and Stuffy Doll from my build. Still a great combo, so not deleting it, but I am not going to feature it anymore.

    There a great many other interactions with the above cards, such as adding a mana dork to the Stuffy Doll combo in order to generate infinite mana, etc, but I haven't listed all those interactions. Also, there are a few very powerful synergies in this deck, such as:

    Sun Titan + Wasteland / Strip Mine = Land Destruction Surtur loop


    Change Log:

    Out:
    Squirrels Nest - I love Ratatoskr and her Marvel appearances, but I also wanted to build Acornelia, and I do not like repeated combos in my decks.
    Earthcraft
    Intruder Alarm - No longer serves a purpose sans Stuffy Doll combo. Never seems useful.

    In:
    Siona, Captain of the Pyleas - Say hello to Lady Sif!
    Shielded by Faith - Gotta have faith in your gods (reference to my favorite thor series, god of thunder!) Infinite tokens with Sif.
    Concordant Crossroads - The 9 realms united together against their enemies! War of the Realms reference, as well as useful for voltron and creature combos.

    Out:
    Forest

    In:
    Fabled Passage - Not the best fetch land, but love the Yggdrasil flavor!

    Out:
    Forest
    Stuffy Doll - Without Druid's Call, overpriced and doesn't help us. Replaced with new Groot.
    Druid's Call - Theming was weak.

    In:
    Faeburrow Elder - New Groot!
    Oko, Thief of Crowns - Loki examining one of his daggers
    Exotic Orchard - Another representation of the Orchard of Adun.

    Out:
    Greater Good - A great card, and fun to say Thor sacrifices himself to the greater good, honestly, I rarely abused this card to get real value out of it.

    In:
    Stoneforge Mystic - Lets us fetch hammer from the deck, drawing it to Thor's hand. Easy include now that I have a copy.

    Out:
    Kruphix, God of Horizons - Thor has little interaction with Eternity, and he wasn't helping the deck's goals.

    In:
    Prime Speaker Vannifar - Strong theming, especially with the latest run of Jason Aaron's Thor Story line, and helps our deck find its game winning combo faster.

    Out:
    Llanowar Elves - Weak theme, limited mana generation

    In:
    Noble Hierarch - Strong theme as Frigga, not to mention, awesome upgrade mechanically.

    Out:
    Concordant Crossroads - Honestly, it led to my opponents kicking my ass more often than me doing so, so its getting benched for the foreseeable future.

    In:
    Blackblade Reforged - An even better representation of All Black, the Necrosword!

    Out:
    Emeria, The Sky Ruin - only currently run 8 total plains in the deck, this card is never worth it, just enters play tapped.
    Overrun - Never seems to perform how I want it too. Overly expensive for a card slot, and a terrible explanation in the discussion section.

    In:
    Journey To Nowhere - A very useful piece of removal that also fits incredibly well into this theme deck, as an homage to the comic book that started it all, Journey into Mystery
    Temple Garden - Dual land that can enter play tapped for no cost, or untapped if it helps me

    FAQs:
    I don't know if it counts as a frequently asked question or not, but my friend Jay, who originally challenged me to with the idea for building this deck, asked me what my process was for building this deck. Here was my reply to him:

    Step 1: Pick a commander.

    I figured that I had to pick a commander first, and I had known about Ragnar from my Avengers theory craft (same goes for Loki as Edric). That said, I googled up all the gods, and i also searched for legendary creatures with lightning, storm, thunder, etc. Turns out there are a lot of Storm names in magic, or at least, more than i thought.

    Ultimately, came down to 3:

    Tishana, Voice of Thunder - Best colors in edh according to the meta / online; but doesn't look like Thor or behave like him in my opinion. the only similarity between Tishana and Thor is the Thunder in his name; that and he has potential to be a strong commander.

    Keranos, God of Storms - God. Check, Storms, Check. Muscles, Check. So what didn't I like? Thor is "Lawful Good", and Red just doesn't do it for me. That said, I did build a Keranos prototype. Lots of Barbarians and Berserkers (there are a lot of berserkers in magic); it was gonna be Thor and his shock troopers. Ultimately, it didn't play test well, and the commander's ability was pretty crumby. I didn't want to invest in buying cards I didn't own that i knew I wouldn't enjoy playing. He was scrapped.

    Ragnar - Spitting image, and great colors to represent the brutally strong, learning, and good guy nature that is Thor. That said, his power and toughness are awful for a 3 CMC creature with a garbage ability. Frankly, the commander is one of the weakest cards in my deck. Ultimately settled on this commander because he was the best representation out of my options, and having a three color suite really enabled me to have the most options with my build of the deck. This was the biggest selling point, because unlike Keranos, who locked me into playing berserkers and barbarians, Ragnar really lets me build a marvel universe around my commander.

    Step 2: Key Players

    Since I was building a Marvel Thor deck, there are some aspects of Thor i HAD to capture: Thor, Loki, Mjolnir, Odin. Without those 4, I wouldn't be happy with the build. I actually have a link saved in my evernote that helped me with this: http://www.zimbio.com/Beyond the Box Office/articles/rNilHmND3Yy/Thor Characters Look Like Magic Gathering - Several of the Keranos prototype cards came from this, such as Balthor as Volstagg, and Jeska as Sif. I think that when I built my avengers deck that I must've used this too, because it also lists Loki as Edric.

    Odin - I decided since I am a planeswalker, and control everything, I would be taking the role of Odin. This allows Thor to command the deck without having an issue with who is really the king of Asgard and all theoretical holes that pokes in having Thor as the commander, as well as lets me think I am one of the most overpowered characters ever.

    Thor, Loki, and Mjolnir you know. I found Mjolnir (who was a scary prospect for me) by looking at hammer equipment. I was tickled pink to find one that flies to Thor's hand. That was a very happy accident.

    Step 3: Strategy.

    Before I started filling out the rest of my 90ish cards, I wanted to figure out how I was gonna play the deck, since I figured that given a theme and a strategy, finding cards that fit both would be easier than looking at the entire MTG universe for anything I could align to Thor (which, as a fantasy comic, aligns in a lot of ways). So I looked at our play group and the decks we played, and I realized that the deck I wanted to emulate was Prossh. I see Prossh as a deck that can do anything, and I have seen a friend have great success with it as a Voltron Combo deck - he pressures you early with a voltron you have to deal with or lose, and when you finally get that under control and stop worrying about him, he surprises you with a sudden combo. So with that in mind, I started compiling a list of gear that Thor uses in his comics, which is a lot, and then started looking into combos within my color suite that I could align to Marvel's Thor and its characters.

    From there, I started to piece together all the gear for a voltron deck, such as this list:

    Sword of Body and Mind - Hofund
    Sword of Feast and Famine - All Black The Necrosword
    Sword of Fire and Ice - The Odinsword
    Sword of Light and Shadow - Dragonfang
    Sword of War and Peace - Twilight Sword

    And some combos that I could sink into after the voltron is dismantled, because 9 times out of 10, voltrons lose because they have no way to close all 3 opponents. After I had a LONG list of equips and combos, i started thinning the deck out, and adding in removal, like Path to Exile, and Wrath of God, etc to flesh out the rest of the deck.

    I wish evernote kept a log of when you open a note, because I dont know exactly how long the entire process took me after the challenge was issued and accepted. I just know that i opened an evernote list and kept typing in cards anytime i thought about one.

    Why Listen to me?
    My name is Erik and I am 30 years old. I have been playing Magic: The Gathering for over 20 years, though there have been off and on periods during that time frame. I have mostly played extended till Legacy came into being; at which point I played strictly legacy for several years. My deck experience (and mostly small events, though a few SCG qualifiers) were Merfolk, Reanimator, and BUG (team america and shardless).

    I transitioned over to EDH around 2012; when I joined MTG Salvation. I had recently moved, and none of my new friends played legacy. My first EDH deck was a Dralnu deck that I made out of spare cards that the timmy in me wanted to see played. Time Warp, Time Stretch, etc. I did not do well, but found a love for the format. I then shifted to Azami wizards, and realized that playing some of the best decks wasnt ideal for casual games at the kitchen table. Today, i still enjoy playing power cards and winning games; but I also see the fun in casually playing with friends, and thats where Mishra and I joined forces. I have played Mishra for years, and have become known in my circles as "that blue mage who loves artifacts." So since I am bros with Mishra, favor blue and artifact cards...I am basically Urza, and you should listen to me. Smile

    For those coming from reddit, I am u/frotch on reddit, and frequent both the magicTCG and edh subreddits. Cheers!
    Posted in: Multiplayer Commander Decklists
  • 3

    posted a message on Mishra, Artificer Prodigy
    Mishra, Artificer Prodigy


    My History with Mishra
    I first saw Mishra, Artificer Prodigy several years ago, when Time Spiral brought back all the old names that I had almost forgotten about. My copy went into my trade binder and I hadn't thought about him for some time. Hardly usable at a competitive level for any format, and not worth much in trades, he sat in my binder for years. I started playing EDH in the spring of 2012, and since then, I have had an on and off desire to build a deck to make him work; every time halting because the idea of stax seemed un-fun to me. Another flaw with picking up Mishra as my commander was that a fantastic card for him, Nether Void, felt like it'd be forever out of my price range. I was fortunate in early 2015 to finally get my hands on a Nether Void, making my resolve to rock this commander even stronger.

    My goal below is to put together a deck that is designed to generate chaotic game altering effects for our opponents, while generating card advantage for ourselves. Currently I like to play a variant that is more casually designed, aiming for a '75%' build, however, I will also go over some key cards below that will really amp up the competitiveness of this general. You will note that I pack some serious power cards in this build, so you may question why I call it 75%. The reason I believe this deck to be 75% is because while I run some fantastic cards, you'll note that there are a lot of ways to really refine what this deck is doing. I don't run a fistful of amazing tutors, I don't run a counter suite to protect my combo. I personally believe this deck could be made more competitive than it currently is; though I'd also probably change grixis generals if that was my intent.

    Why should you play Mishra?
    You will enjoy this deck if:
    • You want to be the only person with your commander
    • You like shiney artifacts
    • You enjoy a unique commander
    • You want to play a 75% deck - you wanna win without playing all the best, overplayed cards
    • You hate mirror matches
    • You enjoy a dash of chaos
    • Did I mention, no one else runs this dude!

    You will NOT enjoy this deck if:
    • You want to play heavy amounts countermagic in every blue deck - go pick a control commander
    • You want to have an answer to everything all the time - people answer to Mishra, he doesnt answer to inferiors
    • You want to tutor every turn - not my style, but feel free to add it in
    • You want to play cutthroat, 100% effort all the time - simply put, for every deckstyle, there is a more competitive general than Mishra.
    • You hate not drawing cards in mass - we will generate our card advantage in other ways
    • You want to play grixis goodstuff - Mishra is unique, so we will build around him uniquely

    My Decklist
    Mishra, Artifact Lord - Primary BuildMagic OnlineOCTGN2ApprenticeBuy These Cards
    -=Commander=-
    1 Mishra, Artificer Prodigy

    -=Land (38)=-
    1 Academy Ruins
    1 Ancient Tomb
    1 Badlands
    1 Blood Crypt
    1 Bloodstained Mire
    1 Cavern of Souls
    1 Command Tower
    1 Great Furnace
    1 Inkmoth Nexus
    1 Inventors' Fair
    1 Minamo, School at Water's Edge
    1 Mishra's Factory
    1 Mishra's Workshop
    1 Polluted Delta
    1 Reflecting Pool
    1 Scalding Tarn
    1 Seat of the Synod
    4 Snow-Covered Island
    4 Snow-Covered Mountain
    4 Snow-Covered Swamp
    1 Steam Vents
    1 Sulfurous Springs
    1 Underground River
    1 Underground Sea
    1 Urborg, Tomb of Yawgmoth
    1 Vault of Whispers
    1 Volcanic Island
    1 Volrath's Stronghold
    1 Watery Grave

    -=Creature (21)=-
    1x Arcum Dagsson
    1x Blightsteel Colossus
    1x Duplicant
    1x Emry, Lurker of the Loch
    1x Etherium Sculptor
    1x Goblin Welder
    1x Guardian Beast
    1x Jhoira, Weatherlight Captain
    1x Junk Diver
    1x Kuldotha Forgemaster
    1x Master Transmuter
    1x Metalworker
    1x Padeem, Consul of Innovation
    1x Phyrexian Metamorph
    1x Sai, Master Thopterist
    1x Scarecrone
    1x Scrap Trawler
    1x Steel Hellkite
    1x Thada Adel, Acquisitor
    1x Vedalken Archmage
    1x Wurmcoil Engine

    -=Enchantment (8)=-
    1 Mechanized Production
    1 Nether Void
    1 Planar Chaos
    1 Possibility Storm
    1 Rhystic Study
    1 Spreading Plague
    1 Storm the Vault
    1 The Abyss

    -=Instant (5)=-
    1 Chaos Warp
    1 Cyclonic Rift
    1 Hurkyl's Recall
    1 Thirst for Knowledge
    1 Whir of Invention

    -=Planeswalker (4)=-
    1 Daretti, Ingenious Iconoclast
    1 Karn, the Great Creator
    1 Tezzeret, Artifice Master
    1 Tezzeret, Master of the Bridge

    -=Artifact (17)=-
    1 Chromatic Lantern
    1 Cloud Key
    1 Coalition Relic
    1 Crawlspace
    1 Darksteel Forge
    1 Ensnaring Bridge
    1 Gilded Lotus
    1 Lightning Greaves
    1 Mirrorworks
    1 Mycosynth Lattice
    1 Nevinyrral's Disk
    1 Portcullis
    1 Sculpting Steel
    1 Sensei's Divining Top
    1 Sol Ring
    1 Trading Post
    1 Unwinding Clock

    -=Sorcery (6)=-
    1 All Is Dust
    1 Chain Reaction
    1 Praetor's Grasp
    1 Recurring Insight
    1 Scrap Mastery
    1 Vandalblast

    Other Mishra Builds
    1v1 COMPETITIVE BUILD
    This deck is a much more consistent combo build variant based around playing Mishra and numerous cost reducing cards, establishing a draw engine so that when you play any artifact or card, you draw a new card, then storm for the win. Something to take note of, is that while I refer to this deck as a '1v1' build, it IS capable of multiplayer victories, but the requirements are far more strict, and success is much more difficult.

    Description
    This is an artifact storm combo deck that aims to win turn 5-6 consistently. Originally I was deferring to Ombolis's list on tapped out, but I have found it needing a serious update, so here is my latest take on storm combo with Mishra.

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    Commander
    1 Mishra, Arificer Prodigy

    Artifact (39)
    1 Aether Spellbomb
    1 Aetherflux Reservoir
    1 Basalt Monolith
    1 Chromatic Lantern
    1 Chromatic Sphere
    1 Chromatic Star
    1 Chrome Mox
    1 Cloud Key
    1 Coalition Relic
    1 Conjurer's Bauble
    1 Darkwater Egg
    1 Dimir Signet
    1 Elsewhere Flask
    1 Fellwar Stone
    1 Flight Spellbomb
    1 Grim Monolith
    1 Helm of Awakening
    1 Ichor Wellspring
    1 Izzet Signet
    1 Krark-Clan Ironworks
    1 Lotus Petal
    1 Mana Crypt
    1 Mana Vault
    1 Mind Stone
    1 Mox Opal
    1 Necrogen Spellbomb
    1 Nihil Spellbomb
    1 Phyrexian Furnace
    1 Prismatic Lens
    1 Prophetic Prism
    1 Pyrite Spellbomb
    1 Rakdos Signet
    1 Relic of Progenitus
    1 Scrabbling Claws
    1 Semblance Anvil
    1 Shadowblood Egg
    1 Sol Ring
    1 Tsabo's Web
    1 Voltaic Key

    Land (25)
    1 Ancient Tomb
    1 Badlands
    1 Blood Crypt
    1 Bloodstained Mire
    1 Cavern of Souls
    1 City of Brass
    1 Command Tower
    1 Inventors' Fair
    1 Island
    1 Mishra's Workshop
    1 Mountain
    1 Polluted Delta
    1 Reflecting Pool
    1 Reliquary Tower
    1 Scalding Tarn
    1 Steam Vents
    1 Sulfurous Springs
    2 Swamp
    1 Underground River
    1 Underground Sea
    1 Urborg, Tomb of Yawgmoth
    1 Vault of Whispers
    1 Volcanic Island
    1 Watery Grave

    Instant (11)
    1 Ad Nauseam
    1 Brainstorm
    1 Cabal Ritual
    1 Chain of Vapor
    1 Dark Ritual
    1 Hurkyl's Recall
    1 Lim-Dul's Vault
    1 Mystical Tutor
    1 Paradoxical Outcome
    1 Remand
    1 Vampiric Tutor

    Sorcery (10)
    1 Demonic Tutor
    1 Fabricate
    1 Gamble
    1 Gitaxian Probe
    1 Mind's Desire
    1 Ponder
    1 Preordain
    1 Tendrils of Agony
    1 Wheel of Fortune
    1 Yawgmoth's Will

    Creature (12)
    1 Dimir House Guard
    1 Drift of Phantasms
    1 Ethereal Usher
    1 Etherium Sculptor
    1 Frogmite
    1 Memnite
    1 Ornithopter
    1 Phyrexian Walker
    1 Riddlesmith
    1 Shield Sphere
    1 Snapcaster Mage
    1 Vedalken Archmage

    Enchantment (2)
    1 Blood Funnel
    1 Null Profusion



    The deck's engine works like this:

    Step 1. Play a cost reducer such as Helm of Awakening, Semblance Anvil, Blood Funnel + Mishra, or Etherium Sculptor

    Step 2. Use artifacts including ones that cantrip (and Riddlesmith) to dig for Null Profusion or Vedalken Archmage. Play said draw engine.

    Step 3. Play an unreasonable amount of artifacts to dig for Tendrils of Agony, resolve with storm count 20+. You can also play tendrils at a lower storm count (9) and play Snapcaster Mage, Remand (on the original at storm 10), or Yawgmoth's Will and play it again to kill.
    Multiplayer Stax build!
    A brutal attrition build to crush our opponents will to play as we establish our winning move!

    Description
    So I have finally put together a list. I still believe you should reference the stax primer and see what you like best as tech for your own stax build, however, this is my take on the classic deck "The 4 Thousand dollar Solution."

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    Commander (1)
    1x Mishra, Artificer Prodigy

    Land (35)
    1x Academy Ruins
    1x Ancient Tomb
    1x Badlands
    1x Blood Crypt
    1x Bloodstained Mire
    1x Cavern of Souls
    1x Command Tower
    1x Great Furnace
    1x Inventors' Fair
    1x Minamo, School at Water's Edge
    1x Mishra's Factory
    1x Mishra's Workshop
    1x Polluted Delta
    1x Reflecting Pool
    1x Reliquary Tower
    1x Scalding Tarn
    1x Seat of the Synod
    3x Snow-Covered Island
    3x Snow-Covered Mountain
    3x Snow-Covered Swamp
    1x Steam Vents
    1x Sulfurous Springs
    1x Underground River
    1x Underground Sea
    1x Urborg, Tomb of Yawgmoth
    1x Vault of Whispers
    1x Volcanic Island
    1x Volrath's Stronghold
    1x Watery Grave

    Instant (3)
    1x Chaos Warp
    1x Cyclonic Rift
    1x Hurkyl's Recall

    Artifact (28)
    1x Chromatic Lantern
    1x Coalition Relic
    1x Crucible of Worlds
    1x Darksteel Forge
    1x Dimir Signet
    1x Ensnaring Bridge
    1x Gilded Lotus
    1x Izzet Signet
    1x Lightning Greaves
    1x Mana Crypt
    1x Mycosynth Lattice
    1x Myr Turbine
    1x Nevinyrral's Disk
    1x Pithing Needle
    1x Rakdos Signet
    1x Sculpting Steel
    1x Sensei's Divining Top
    1x Skeleton Shard
    1x Smokestack
    1x Sol Ring
    1x Static Orb
    1x Tangle Wire
    1x Thran Dynamo
    1x Torpor Orb
    1x Trading Post
    1x Trinisphere
    1x Unwinding Clock
    1x Winter Orb

    Enchantment (8)
    1x Mana Vortex
    1x Nether Void
    1x Phyrexian Arena
    1x Planar Chaos
    1x Possibility Storm
    1x Rhystic Study
    1x Spreading Plague
    1x The Abyss

    Creature (16)
    1x Bloodghast
    1x Burnished Hart
    1x Etherium Sculptor
    1x Goblin Welder
    1x Junk Diver
    1x Kuldotha Forgemaster
    1x Master Transmuter
    1x Metalworker
    1x Myr Retriever
    1x Nether Traitor
    1x Phyrexian Metamorph
    1x Reassembling Skeleton
    1x Scarecrone
    1x Solemn Simulacrum
    1x Vedalken Archmage
    1x Wurmcoil Engine

    Sorcery (5)
    1x All Is Dust
    1x Chain Reaction
    1x Demonic Tutor
    1x Scrap Mastery
    1x Vandalblast

    Planeswalker (3)
    1x Daretti, Ingenious Iconoclast
    1x Daretti, Scrap Savant
    1x Tezzeret the Seeker



    The deck's engine works like this:

    This deck doesn't follow a series of steps, instead, it has a goal in mind: Tax and Evade. Much like the 75% main build, our objective is to create symmetrical effects that we mitigate with our own abilities, however, unlike the 75% main build, we don't do this through asymmetry. Instead, we create recursion and redundancy that allow us to survive the oppressive game style we establish.

    Using effects like Nether Void, Mana Web, and Tangle Wire we attempt to choke off our opponents lands. We attack their creatures with effects that tax and destroy them, such as The Abyss and Pendrell Mists. Finally, we attack their other permanents through other means, such as Smokestack.

    The ultimate goal is to stick our game closing combo using Niv's Disk, Forge, and Lattice; the difference is we aren't riding the storm until we establish it, instead, we are drowning everyone until they cannot resist our finishing move, even if they want to. We take them into deep water, finish them off.
    Multiplayer super casual build!
    A beer and pretzels variant of the deck that still has potent winning conditions

    Description
    This design is primarily creature based. The objective is to play a relatively slow paced game, more friendly to newer players or more casual playgroups. The deck still runs many of the core synergies and Mishra flavor; but it has less 'feel bad' moves, such as Arcum tutors and looped destruction of everything via Niv's disk. Please note that if you are using this list that the lands are merely ones I own, and as a deck builder, I prefer to use a landbase I am confident in. You do not need Mishra's Workshop to play beer and pretzels magic Smile

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    Commander (1)
    1x Mishra, Artificer Prodigy

    Creature (34)
    1x Arcbound Crusher
    1x Baleful Strix
    1x Blightsteel Colossus
    1x Burnished Hart
    1x Chief of the Foundry
    1x Duplicant
    1x Etched Champion
    1x Etherium Sculptor
    1x Feldon of the Third Path
    1x Goblin Welder
    1x Junk Diver
    1x Karn, Silver Golem
    1x Kuldotha Forgemaster
    1x Master of Etherium
    1x Master Transmuter
    1x Metalworker
    1x Myr Retriever
    1x Padeem, Consul of Innovation
    1x Phyrexian Metamorph
    1x Sandstone Oracle
    1x Scarecrone
    1x Sharding Sphinx
    1x Shimmer Myr
    1x Soul of New Phyrexia
    1x Sphinx Summoner
    1x Steel Hellkite
    1x Steel Overseer
    1x Thada Adel, Acquisitor
    1x Thopter Engineer
    1x Vedalken Archmage
    1x Wurmcoil Engine

    Land (36)
    1x Academy Ruins
    1x Ancient Tomb
    1x Badlands
    1x Blood Crypt
    1x Bloodstained Mire
    1x Cavern of Souls
    1x Command Tower
    1x Great Furnace
    1x Inventors' Fair
    1x Minamo, School at Water's Edge
    1x Mishra's Factory
    1x Mishra's Workshop
    1x Polluted Delta
    1x Reflecting Pool
    1x Reliquary Tower
    1x Scalding Tarn
    1x Seat of the Synod
    3x Snow-Covered Island
    3x Snow-Covered Mountain
    4x Snow-Covered Swamp
    1x Steam Vents
    1x Sulfurous Springs
    1x Underground River
    1x Underground Sea
    1x Urborg, Tomb of Yawgmoth
    1x Vault of Whispers
    1x Volcanic Island
    1x Volrath's Stronghold
    1x Watery Grave

    Planeswalker (3)
    1x Daretti, Scrap Savant
    1x Karn Liberated
    1x Tezzeret the Seeker

    Artifact (13)
    1x Chromatic Lantern
    1x Coalition Relic
    1x Cranial Plating
    1x Darksteel Forge
    1x Gilded Lotus
    1x Lightning Greaves
    1x Mycosynth Lattice
    1x Sculpting Steel
    1x Sensei's Divining Top
    1x Skeleton Shard
    1x Sol Ring
    1x Sword of Body and Mind
    1x Sword of Fire and Ice
    1x Sword of Light and Shadow
    1x Thran Dynamo
    1x Trading Post

    Enchantment (6)
    1x March of the Machines
    1x Phyrexian Arena
    1x Planar Chaos
    1x Possibility Storm
    1x Rhystic Study
    1x Thopter Spy Network

    Sorcery (5)
    1x All is Dust
    1x Praetor's Grasp
    1x Recurring Insight
    1x Scrap Mastery
    1x Vandalblast

    Instant (2)
    1x Cyclonic Rift
    1x Hurkyl's Recall



    The deck's works like this:

    There are a handful of 'winning moves' in this deck. Primarily, it is designed to be a creature beat down deck that moves at a slow to moderate pace; and then has late game options that can single handed close out a game.

    Game winning interactions (should robot beats not suffice):

    March of the Machines + Mycosynth Lattice + Chief of the Foundry/Master of Etherium = Everything in play is an artifact creature. All our opponents lands 'die'

    Mycosynth Lattice + Vandalblast / Hurkyl's Recall = we keep our stuff, one or more players lose theirs.
    Multiplayer/1v1 Voltron Win Condition
    A non-combo win condition variant of the deck that focuses on commander damage or powerful equipment swings.

    Description
    This deck has been a fun little experiment in building Mishra without a combo close out. The basic premise is that you establish some sort of board through rapid mana rocks and card draw effects, and hopefully start swinging for commander damage no later than turn 5 with a 3 turn win clock. This deck is very unpolished and I expect to have many revisions before I complete it. Not the most robust way of winning a game, but sometimes its more about sending a message.

    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    Commander(1)
    1x Mishra, Artificer Prodigy

    Land (38)
    1x Academy Ruins
    1x Ancient Tomb
    1x Badlands
    1x Blood Crypt
    1x Bloodstained Mire
    1x Cavern of Souls
    1x Command Tower
    1x Flamekin Village
    1x Great Furnace
    1x Inventors' Fair
    1x Minamo, School at Water's Edge
    1x Mishra's Factory
    1x Mishra's Workshop
    1x Polluted Delta
    1x Reflecting Pool
    1x Reliquary Tower
    1x Scalding Tarn
    1x Seat of the Synod
    4x Snow-Covered Island
    3x Snow-Covered Mountain
    4x Snow-Covered Swamp
    1x Steam Vents
    1x Sulfurous Springs
    1x Underground River
    1x Underground Sea
    1x Urborg, Tomb of Yawgmoth
    1x Vault of Whispers
    1x Volcanic Island
    1x Volrath's Stronghold
    1x Watery Grave

    Enchantment (4)
    1x Phyrexian Arena
    1x Planar Chaos
    1x Possibility Storm
    1x Rhystic Study

    Artifact (25)
    1x Assault Suit
    1x Chromatic Lantern
    1x Coalition Relic
    1x Cranial Plating
    1x Darksteel Plate
    1x Gilded Lotus
    1x Kitesail
    1x Lightning Greaves
    1x Loxodon Warhammer
    1x Mana Crypt
    1x Mox Opal
    1x Neurok Hoversail
    1x Prismatic Lens
    1x Sculpting Steel
    1x Sensei's Divining Top
    1x Sol Ring
    1x Swiftfoot Boots
    1x Sword of Body and Mind
    1x Sword of Feast and Famine
    1x Sword of Fire and Ice
    1x Sword of Light and Shadow
    1x Sword of War and Peace
    1x Thran Dynamo
    1x Umezawa's Jitte
    1x Whispersilk Cloak

    Instant (5)
    1x Chaos Warp
    1x Cyclonic Rift
    1x Hurkyl's Recall
    1x Paradoxical Outcome
    1x Thirst for Knowledge

    Sorcery (6)
    1x All Is Dust
    1x Chain Reaction
    1x Demonic Tutor
    1x Recurring Insight
    1x Scrap Mastery
    1x Wheel of Fortune

    Creature (21)
    1x Arcbound Crusher
    1x Baleful Strix
    1x Burnished Hart
    1x Duplicant
    1x Etched Champion
    1x Etherium Sculptor
    1x Goblin Welder
    1x Guardian Beast
    1x Junk Diver
    1x Metalworker
    1x Myr Retriever
    1x Phyrexian Metamorph
    1x Sandstone Oracle
    1x Scarecrone
    1x Shimmer Myr
    1x Solemn Simulacrum
    1x Sphinx Summoner
    1x Steel Hellkite
    1x Thada Adel, Acquisitor
    1x Vedalken Archmage
    1x Wurmcoil Engine

    Planeswalker (1)
    1x Tezzeret the Seeker



    The deck's works like this:

    Honestly, this deck is very straight forward. Play your mana rocks early, establish board while dropping as many draw spells as you can. Draw into equipment and then beat them to death with either handy little replaceable creatures or go for the big win with Mishra himself.

    We retain a few chaotic synergies to maintain the decks original flavor - asymmetrical hate that generates our advantage, but we press a more aggressive game than our traditional control playstyle.

    How my primary build works:
    I am not the first player to play with Mishra, and if you look at other people's builds, I am sure you will see the same symmetrical effects that Mishra makes asymmetrical. What do I mean by that? The goal of this deck is to play an effect that makes the game harder for our opponent to play and normally would hinder us as well, but Mishra lets us cheat around it or even benefit from it! The key to this deck is abusing the order of our triggered effects on the stack.

    Example 1, One-way Chaos:

    In play: Mishra, Artificer Prodigy and Possibility Storm.
    In hand: ANY ARTIFACT, for this example, lets say everyone's favorite, Sol Ring

    Step 1: Cast Sol Ring
    Step 2: Two triggers occur; Possibility Storm, and Mishra, Artificer Prodigy's search effect for 'Sol Ring'. Place Mishra's trigger onto the stack first, then Possibility Storm's on top.
    Step 3: Resolve Possibility Storm, ultimately putting the next artifact on top your library into play, and then all revealed cards, AND Sol Ring onto the bottom of your library
    Step 4: Resolve Mishra's trigger, searching your library for a copy of Sol Ring to put directly into play. Pro-tip: its more than likely on the bottom. Put into play for free. PROFIT!

    With this in play, your opponents never get the spell they want, where as you get 100% of your artifacts, AND a free artifact into play with it on EVERY cast. It's like cascade for us, while our opponents struggle with the loss of their hand. Do not underestimate the mind games that this will play on them.



    Example 2, Counter me not:

    In play: Mishra, Artificer Prodigy and any counter spell effect, lets say Nullstone Gargoyle or Planar Chaos
    In hand: Sol Ring

    Step 1: Cast Sol Ring
    Step 2: Stack Mishra's trigger first, then the triggered counter spell effect on top.
    Step 3: Resolve the counter spell, countering Sol Ring, placing it in grave.
    Step 4: Resolve Mishra's trigger, search your grave for a copy of Sol Ring, put it into play for free.

    Not only does this work well with your own symmetrical counter effects, but cards like blood funnel suddenly make all artifacts 2 less to play! Better still, this aids us against control decks, if the other blue players counter our stuff, it still goes into play! Assuming of course they are careless with the stack...






    Example 3, Multiple copies can be found...in your opponents deck:

    In play: Mishra, Artificer Prodigy
    In hand: Praetor's Grasp

    You know what is great about artifacts? Everyone runs them!

    Step 1: Target some unfortunate soul with Praetor's Grasp or a similar deck or hand theft effect
    Step 2: Exile any choice artifact that we share with them. Great targets include: Sol Ring, Lightning Greaves, Signets, Gilded Lotus, Sensei's, THE LIST GOES ON!
    Step 3: Play their copy, Triggering Mishra to search for our own copy
    Step 4: Two artifacts for the price of one!!

    Phases of the game: Mishra's Strategy
    Mishra is the man with a plan, but that doesn't mean you can just waltz into every game cocky. Unless your opponent has some idea of whats to come, you are gonna catch people off guard with Mishra as your commander - but after that first victory, they will be wise to you. Your play and politics will have to be tight. Obviously, we cannot count on gimmicks like having a 'worthless commander' carry us to victory; so heres our game plan:

    Phase one: Establish some trinkets
    Mishra plays some big spells, and to put together our megazords we are going to need to start off strong. We want to open keep a hand with at least 3 lands. You might be wondering, why 3? Well, our opening position is based on getting out fast mana rocks and ramping up quickly. The sweet spot for most of our mana ramp is 3. If you have a sol ring in your opener and a land, keep it, but you need to be able to put down 3 mana fast. If you cannot establish 3 mana with your opener, throw it away, its likely a dud hand. There are of course some exceptions. I don't think I could every throw away a turn 1 Goblin Welder, especially if I've got something beefy I can pitch into the grave paired with a Great Furnace I can weld into it. Ultimately though, your early game goal, and by that I mean the first 5 turns, is to establish a strong mana base, and put Mishra himself down on the board. I know some players hesitate to play their commanders, but hes important to our overall strategy, and the deck cranks out mana, so we dont need to worry about commander tax. We can use him as an early game deterrent against attackers, as a 4/4 for 4cc isn't bad. The more mana rocks and card draw you can establish in the first 5 turns, the easier the rest of the game will be on you.

    Phase two: Asymmetrical Ass-kicking
    In an ideal world, turn 5 or 6 involves you having Mishra down, and then you can follow up with Possibility Storm; which will confound our opponents long enough for us to establish our game winning board state. Obviously you won't have this frequently, but this is the point of the game where we want to start dropping chaotic cards that Mishra mitigates for us. The soul purpose of our chaos effects is to start leveraging Mishra and hindering our opponents forward movement. The mid game to us doesn't have any goals other than to set ourselves up for our game winning plays. If you are setting up for a combo, start with your less vulnerable pieces. In my build, I try to lead with Darksteel Forge. Normally its the most durable combo piece; and combined with Nevinyrral's Disk its a 2 card game closer. Other key cards to establish during the mid game include Mycosynth Lattice, which can combo with dozens of effects, and Goblin Welder, who is a beast all on his own in a deck loaded with toys for him.

    Something to keep in mind, is that this is the phase where the game is won or lost. You will very rarely make it to the end game and lose if you play this phase correctly; but people will also target you if you move too quickly. My build is not riddled with countermagic, so I try to play a controlled pace at this point, and try not to make enemies. I prefer to leverage my massive amount of artifact recursion to make it seem futile to come after me and Mishra. If our opponents buy into that, they will give us plenty of time to assemble our game winning moves. If they don't, I try to set up the red herring which is the chaos effects. Our opponents will spend so much time just trying to break free of our soft lock that they will lose focus as we assemble our game winning board state.

    Phase three: End the game
    Don't be afraid to make your move. Blow up the board, infect damage people to death, commander damage, March of the Machines, Bludgeon Brawl. There are lots of ways Mishra decks can win, but this part of the game is the same in all decks: play to win and close out the game. If your plan falls through, step back down to phase 2, or in the worst case scenario, treat the game as reset. You will win some, and you will lose more. This is not a deck who can take on 3 players by itself, Mishra simply isn't that strong of a general. Play to win and if you lose, learn from it.

    Weaknesses:
    Only a fool says that his deck is undefeated or unbeatable. Every deck has flaws and by recognizing them, we can anticipate our opponents moves - possibly even bait them with fake over extensions. This deck relies incredibly heavily on artifact mana sources and non basic lands; running only about a dozen basics. Cards to watch out for include effects similar to Ancient Runes, Vandalblast/Pulverize and blood moon/back to basics. Recently, my playgroup has really taken a shine to Wave of Vitriol, which can really hurt. Another thing to keep an eye out for is pacing yourself. We use unique advantage generators, and this can bite us since this build isn't loaded up on the best card draw options available; allowing you to play out your hand too quickly in a format riddled with board wipe effects. Pace yourself and don't dump your hand until you can refill it.
    Game play style, this deck is weak in the early game. Avoid getting on the bad political side of voltron and aggro decks, as they can often critically injure you; often ruining your chances at reaching the late game, where Mishra reigns. Play conservatively early, keep back blockers, and don't be afraid to chump block scary threats like Ruric Thar. Once you get to the mid game you will have the tools to recur all our best cards from the grave, and set yourself up for a win.
    Because of your weakness in the early game I would recommend avoiding lands that enter the battlefield tapped as a whole. Painlands work great, since you will rarely use them for color (robots for the win!), and enter the battlefield untapped. You will want to get outta the gates smoothly early, and being effectively a turn behind during the early game can really be crippling. The only tapped lands I would recommend are the vivid lands, since they tend to be very useful since they can provide any of 3 colors.

    How do I win?
    Ok, yes, all the above is all well and good, but how do we close out the game?

    With my build, we have a few great options:

    Be cruel: Mycosynth Lattice + Darksteel Forge + Nevinyrral's Disk/Vandalblast - Blow up all the things. Go home kids, you got beat by the emo king of edh artifact decks. Karn also can start popping lands like a mox monkey!

    Be venomous: Blightsteel Colossus tends to work wonders, and we got the mana rocks to throw him down real fast, real early. Bonus points if you steel (see what I did there?) their's, and double down on the infect!


    Be awesome: Mana rocks mean who cares about commander tax? start swinging with Mishra early and often, to pimp smack people to death with those purple glow fingers! Once you establish chaos and counter boards, they will have a hard time disrupting you!

    Mishra's Workshop - Cards to Consider

    In this section I will be trying to explain the bulk of my card choices, but trying to also include several cards that can really take this 75% build the next few steps to really make it an archenemy. You may notice I cut some of these from my build - more than likely that is because they are too powerful for my meta, and simply made games unfun for my friends.

    I will be excluding a lot mana fixing, fetch lands, and dual lands - as they will depend entirely on your personal adjustments to the deck and what you budget can accommodate. I do note several mana rock artifacts that should help you with any mana problems.

    A very strong way to build Mishra is a stax variant. My meta frowns on stax pretty hard, and those decks get hated out of games before they can do well or they create an 'unfun' play environment, so i didnt go stax with my build. I have since changed my ways, and posted a stax list that I will be playing from time to time, and have it listed above in the variant build section. I still beliece that if you are considering stax that I HIGHLY recommend visiting this page: http://www.mtgsalvation.com/forums/the-game/commander-edh/204260-the-stax-primer .

    Creatures
    Arcbound Reclaimer - Retrieves artifacts we want back from the grave for no extra mana
    Arcum Dagsson - God tier card for this deck. Enables your game winning combo within 3 turns and turns your deck into an artifact toolbox.
    Baleful Strix - In my meta, he serves as a good early game deterrent, but isnt useful enough to see play in edh
    Blightsteel Colossus - Game winning option via cheating artifacts into play
    Broodstar - Big dumb flying beater. This is the ONLY vanilla affinity creature worth running in my opinion. EDH is the sort of format that fast cheap 2/2s and 3/2 fliers just arent good enough in.
    Burnished Hart - Land Ramp, for when mana rocks arent enough
    Chief Engineer - Convoke on artifacts, definitely enables creature based builds
    Chromescale Drake - Potential 3/4 flier that enters play with a draw 3 cards effect. Fantastic if you synergize it with ways to abuse ETB effects, such as deadeye navigator
    Copper Gnomes - Nice 1 sided Show and Tell for artifacts. With recursion, could be abused to cheat cards into play.
    Consecrated Sphinx - Probably the best card draw creature in edh.
    Darksteel Colossus - Strictly inferior to Blightsteel, but still a major threat.
    Disciple of the Vault - Great in creature based builds and standard alike - really deters boardwipes
    Etched Champion - Often an amazing blocker / attacker in artifact creature oriented builds
    Duplicant - any creature removal assuming you can target
    Emry, Lurker of the Loch - Super powerful recursion for our deck since it hits any artifact, plus shes basically a 1 drop for us every game.
    Epochrasite - seems great, but if it dies, you dont see it for 3 turns, which is an eternity in edh. Frankly, not worth the slot, even in a stax variant.
    Etherium-Horn Sorcerer - amazing piece in the deck, cascades repeatedly thanks to its self bounce, and can chump block massive critters safely
    Etherium Sculptor - Reduction of cost is pretty cut and dry
    Faerie Artisans - A solid goodstuff card that generates artifact tokens and gives us copies of opponents ETB effects. Great overall card, in this deck or others.
    Feldon of the Third Path - Simply amazing. Weld targets, ETB/ETG effect abuse, generates chump blockers. Nothing not to love
    Fiend of the Shadows - Nice ability, but will rarely synergize with Mishra, and our opponents will try not to give us good cards. I dont like giving my opponent choices.
    Filigree Sages - Useful ability if you want to abuse for infinite combos.
    Goblin Artisans - Retro points. Taps to either draw a card to counter your own artifact spell, which Mishra negates
    Goblin Welder - All star of the deck. Tons of abuse to be had in reanimating beaters and utility alike.
    Grand architect - Turns everything in play into a mana rock that ignores summoning sickness, and buffs many creatures in the deck easily. Worth a spot in many builds.
    Guardian Beast - Pricey, but incredibly protective all all your artifacts, great card for the deck.
    Guile - Awesome in a Mishra control build loaded with counterspells and counter effects for maximum theft synergy
    Grand Architect - Can serve as pseudo ramp, pumps other blues, and can alter colors. pretty cool guy.
    Hangarback Walker - Lots of potential to grow over time, especially with all our ramp. Also feeds fetch cards like arcum or forgemaster nicely
    Havengul Lich - Synergizes with Mishra, and if not, lets you reanimate creatures for 1 mana + CC, which is amazingly handy
    Hellkite Tyrant - Combo out game winner type card. Combos brilliantly with Lattice
    Inkwell Leviathan - Big beater that is hard to remove and an artifact to boot.
    Jhoira, Weatherlight Captain - Play Historic permanents, draw cards. Nothing but profit in this deck.
    Junk Diver - Flying Myr Retriever. Useful chump blocker that recurs artifacts
    Karn, Silver Golem - March of machines, lets you animate artifacts of your opponents during boardwipes, and expecially mean against lands with Lattice out.
    Kheru Spellsnatcher - Spelljack on a body
    Kuldotha Forgemaster - Tutor effect that goes straight into the battlefield. Pairs well with token generators and reanimator effects
    Lodestone Golem - Fits beautifully in stax builds making it harder for opponents to cast spells
    Magus of the Abyss - Great in a stax build
    Marionette Master - expensive to invest into, but really enables some free damage if youve got the curve to fit him in.
    Master of Etherium - Great for artifact beat down builds like with march of machines
    Master Transmuter - Cheats artifacts into play and can chump block like its her job.
    Memnarch - Pairs beautifully with Lattice, all artifacts should be allied with Mishra.
    Metalworker - Amazing mana generation for this deck
    Mindleech Mass - Steals opponents cards for pseudo advantage and has potential to synergize with mishra. a bit overpriced though
    Muzzio, Visionary Architect - value generation at a relatively low cost. flawed in the sense that doesnt net any gain without a solid board, at which point he feels win more
    Mycosynth Golem - If affinity is your thing, look no further. He is useful in any heavy artifact themed deck.
    Myr Battlesphere - Has potential for welding an army of myr / myr beatdown builds, but overall not a fan
    Myr Retriever - 2 drop artifact recursion chump blocker. I like this little dude
    Nightveil Specter - I dont like 3 colored mana symbols in a deck i want to be mostly colorless; also, i find his ability too inconsistent to recommend. Would be better if it removed mana cost.
    Nullstone Gargoyle - strong synergy with mishra to lock out opponents
    Padeem, Consul of Innovation - Protects our stuff and draws us cards. 10/10 auto include
    Pentavus - Army in a box, pairs great with welding and recursion for generating quick tokens for sacing to better effects
    Phyrexian Metamorph - best clone for Mishra
    Platinum Angel - I have always found her ability underwhelming and never actually of much value in a game
    Priest of Yawgmoth - Turns an artifact into mana, which can be handy, but in this deck isnt completely necessary
    Ruination Guide - a non artifact combat booster
    Sai, Master Thopterist - Gives us blockers in the early game, while being beefy himself; and also, provides a draw source for us
    Sandstone Oracle - Card draw on a body.
    Scarecrone - Potential Card draw in a pinch, can reanimate your artifact critters for 4 mana
    Scrap Trawler - Recursion overlord! This guy makes artifacts a LOT harder to deal with in mass, and people do not tend to run a lot of single target spot removal in edh.
    Sharding Sphinx - Amazing card in creature beatdown artifact builds
    Shimmer Myr - Poor man's Orrery. Works in a pinch, but im not a huge fan of him, as too many forms of removal can target him
    Silent-Blade Oni - Adding some combat tricks to your deck, steal cards, and potentially synergize with Mishra. I prefer Oni to Mindleech Mass
    Sire of Stagnation - One of the best card draw options, and can act a beater role as well.
    Slobad, Goblin Tinkerer - Very useful for protecting key cards on the board
    Solemn Simulacrum - Nasty synergy with Feldon, amazing card on its own
    Soul of New Phyrexia - Protects against a wipe both on the board and from beyond the grave. A solid choice against boardwipe.dec
    Sphinx Summoner - creature tutor; pretty damn handy
    Squee, Goblin Nabob - Useful to mitigate hurting yourself when playing stax
    Steel Hellkite - If dropped early, game winner, if dropped late, serious threat
    Steel Overseer - If you are going for the artifact army effect, this guy serves as an interesting lord effect; and goes off to the races with untap effects
    Thada Adel, Acquisitor - Amazing card BEFORE you get to search for copies with Mishra thanks to their synergy together
    Treasure Mage - Big piece tutor
    Trinket Mage - little piece tutor
    Vedalken Archmage - Solid card draw for Mishra if artifact heavy build.
    Voltaic Construct - Amazing combo enabler. Pairs really well with animated mana rocks / mana dorks like metalworker.
    Wurmcoil Engine - Amazing beater with a great synergy with welder and Feldon.

    Artifacts (non creature)
    Aetherflux Reservoir - alternative win condition in life gain or storm variants.
    Basalt Monolith - Mana rock that can go infinite really easily

    Brittle Effigy - Colorless removal in the form of exile, always a solid card to have on hand.
    Clock of Omens - Useful in combo oriented builds
    Chalice of the Void - Hateful card against optimized builds, can hate out commanders, and synergizes very well with Mishra
    Chromatic Lantern - A must have mana rock for any 3+ color deck
    Cloud Key - versatile price reduction, when in doubt, artifacts.
    Coalition Relic - manarock and mana fixer. can be abused for 2x mana in a turn
    Cranial Plating - Great for early aggression / Voltron builds
    Crucible of Worlds - with fetch lands and stax effects, this card is pretty amazing.
    Crystal Chimes - A lot of our Mishra Synergy comes from using enchantments, and this is a great way to recover them if they've been tossed into the bin
    Darksteel Forge - key piece to my build, creates a very frustrating board state to play against
    Darksteel Ingot - solid mana rock, versatile and hard to remove
    Darksteel Plate - Another solid 'protection' equipment.
    Dimir Signet - mana rock
    Everflowing Chalice - my deck in particular generates a lot of spare mana, this allows us to explode
    Gilded Lotus - mana rock
    Grim Monolith - Mana rock that can go infinite really easily
    Grinning Totem - Synergizes with Mishra allowing us to take any of our cards that they have as well out of their deck and use it, OR simply fetch a useful card from an opponent
    Ichor Wellspring - Personally not a fan, but can work with welding / recursion effects well
    Izzet Signet - mana rock
    Knowledge Pool - Great in theory, but after each opponent realizes what youre up to stealing cards with this, they simply wont play cards you can synergize with mishra anymore
    Krark-Clan Ironworks - Better than Ashnod's for this deck; can combo well with many cards such as Pentavus with Sadistic Glee
    Lightning Greaves - protects Mishra / welder, if you are using cards like bludgeon brawl, try swiftfoot boots instead. I prefer 0 cost of greaves to boots
    Mana crypt - overpriced imo, and not worth it unless you are going REALLY try hard. you simply dont need this early game mana in edh
    Mana Vault - useable mana rock, not ideal imo. great if you get untap sources out, meh otherwise.
    Mana Web - Really cripples opponents who play control / effects on other players turns
    Memory Jar - Hand reload that and also protects your hand from discard. Great card in any deck
    Mimic Vat - Generates copy tokes, highly versatile artifact
    Mind's Eye - Card Draw in artifact form, pretty good.
    Mindslaver - Infinite player control with academy ruins. some circles frown on these effects though.
    Mirrorworks - Double all our best cards for a measly 2 mana. Definite include
    Mizzium Transreliquat - Very unique cloning effect. I prefer sculping steel to it, because while its versatile, i dont like the repeated investment
    Mox Opal - Great mana rock in mishra. tends to be useable as of turn 3 at the latest
    Muse Vessel - Synergizes with Mishra, but its very hit or miss - you dont get to pick the exiled card, can only exile on your own turn, and you still have to pay its mana cost. very expensive for its effect over all
    Mycosynth Lattice - Key card to the deck, synergizes with numerous effects and enables a lot of our win conditions
    Myr Turbine - great token generator to sacrifice to our other effects or serve as chump blocks

    Nevinyrral's Disk - Key card, doesnt sacrifice on its destruction ability, can be seriously abused with darksteel forge.
    Nim Deathmantle - Allows us to sacrifice creatures and bring them back for cheap. also boosts power of creatures and can make them frustratingly durable
    Oblivion Stone - Not as good as Disk imo, but can be used to board wipe things you want, then welded back into play later
    Ornate Kanzashi - Synergizes with Mishra, but tends to be more miss than hit. I don't recommend this in anything but the most casual builds
    Paradox Engine - I cannot list all the potential combos with this card, just that there are an insane amount available.
    Portcullis - Amazing anti aggro card. Totally shuts down token and creature based strategies. Something to note is that it does not stop enters the battlefield effects
    Prototype Portal - Good if youve got tons of spare mana and a playing against opponents who lack removal; but in my experience this sort of imprint gets targeted before its actually useful
    Rakdos Signet - mana rock
    Rings of Brighthearth - Combos with everything. good god what a beastly edh card. if you are going for infinite combos in your mishra win condition, I recommend rings.
    Scroll Rack - A fantastic value engine combined with Mishra, who can shuffle away anything we don't want when we put it ontop our library. Thanks to Fiddler for calling this card out.
    Sculpting Steel - fantastic artifact clone in Mishra
    Semblance Anvil - Not a fan of remove from hand exile effects as they draw removal, but potent cost reduction spell
    Sensei's Divining Top - Allows us to control our top decks, which is fantastic in a deck with mana to spare
    Skeleton Shard - Artifact recursion, fantastic card for Mishra
    Skullclamp - Great draw; but most builds wont have enough small creatures to benefit from this. Pair with artifact creatures you can weld in and out of play
    Smokestack - the original stax effect. very powerful in mishra, coupled with artifact recursion effects
    Sol Ring - THE manarock
    Sphere of Resistance - Another great stax card, keeping our opponents from playing more permanents
    Spine of Ish Sah - Removal of any permanent that we can weld into something else then recast. This card is amazing in my experience with it
    Staff of Domination - a great way to dump tons of spare mana, which this deck generates with its vast amoumt of mana rocks
    Staff of Nin - card advantage generator with the ability to poke at utility creatures our opponents have
    Storage Matrix - Great in stax builds
    Swiftfoot Boots - protect Mishra / other key creatures
    Sword of Fire and Ice - And all its siblings - all solid and powerful cards, fire and ice being the best imo for Mishra. If you are going Voltron variant, these are great.
    Tangle Wire - In a stax-ish build, this card is pretty amazing at locking down your opponents
    Thran Dynamo - mana rock
    Tormod's Crypt - Targeted grave removal on an artifact is always nice in mishra
    Torpor Orb - hate card, fantastic if your build doesnt have a mass of ETB effects on your creatures. Makes for great weld swapping with Simulacrum.
    Trading Post - artifact recursion combined with chump block generation with the ability to draw cards when you need to, very versatile.
    Trinisphere - fantastic against pesky cheap critter decks like Edric, and abusive in stax
    Unwinding Clock - untaps everything on every turn. incredibly powerful
    Vedalken Orrery - instant speed casting for all our cards, which is incredibly powerful
    Voltaic Key - Very useful card throughout game, pairs well with mana sources and creatures alike, and can combo
    Winter Orb - A stax decks best friend. Take away their resources and tap the rest

    Enchantments
    Bitterblossom - Great card in stax builds, for 1 life you can mitigate 1 sacrifice
    Blood Funnel - Cheaper artifacts and synergizes with Mishra (let the card go into grave, then search for it).
    Bludgeon Brawl - Enables us to turn our rocks and static effect artifacts into equips to bolster our critters.
    Counterbalance - Pairs strongly with Sensei's, very good static counter effect.
    Dissipation Field - A great turn off for pesky voltron commanders.
    Future Sight - Pairs well with Sensei's and Veldae
    Goblin Assault - Another stax mitigation card, not quite as useful as Bitterblossom unfortunately.
    Ice Cave - Enables us to turn our copious mana rocks into counter magic. Add in Lattice and suddenly we can counter all real threats while ignoring the effect via Mishra
    Land Equilibrium - keeps opponents land count low in stax games
    Leyline of Anticipation - enabling all our cards to be cast at instant speed is always very handy
    Leyline of the Void - We want to preserve our own graveyard, but banishing your opponents is always useful, especially when playing stax and you want to prevent them from leveraging their own recursion
    Mana Vortex - Stax effect for all players lands
    March of the Machines - Turn your board into an alpha strike
    Mechanized Production - Create copies of whatever you need! ETB creatures, beaters, mana rocks, artifact lands. If you can protect it for 8 turns, auto win! Very versatile copy card and i love it for this deck.
    Necropotence - A card advantage king.
    Nether Void - Incredibly synergy with mishra, we allow this to counter our own effects and mishra retrieves our artifacts from the grave
    No Mercy - Mishra generates a ton of ramp, but he doesnt flood the board with blockers early. If your meta is full of aggro decks, something to consider
    Phyrexian Arena - Card Advantage generator
    Pia's Revolution - Political implications are huge, and a form of recursion for our artifacts.
    Planar Chaos - Makes our opponents play through 50:50 counter magic, which we ignore because of Mishra
    Possibility Storm - Amazing synergy with Mishra. Note that you can cast Mishra AFTER storm, since storm doesnt effect cards cast if they didnt come from your hand.
    Power Artifact - Useful throughout the deck, can also enable infinite combos with Monolith like cards.
    Rhystic Study - Card advantage.
    Spreading Plague - Mono color deck's mortal enemy; pairs well with artifact creatures who frequently dont have other types
    The Abyss - Stax effects are strong in mishra, definitely worth considering...if youve got the money
    Thopter Spy Network - Useful in stax-y builds in generating sacrifice fodder. Also has potential in artifact army builds for curiosity effect



    Planeswalkers
    Chandra Ablaze - Solid mini wheel effect that is repeatable twice if unattended. has her uses in the deck
    Dack Fayden - Cool card, but not really useful unless you are making an artifact theft based build
    Daretti, Ingenious Iconoclast - What a name. Firstly, great mana cost. Creates 1/1 construct tokens on his +1 which are useful. -1 is sac an artifact and you can destroy a creature or artifact, and his -6 is basically game over for our opponents if we get it off.
    Daretti, Scrap Savant - Card filtering, goblin welding, indestructible generating Darettim - what a beautiful planeswalker.
    Jace, Architect of Thought - Helps limit attackers to help against aggressive swarm strategies (looking at you Krenko). Ult brings some mishra synergy
    Jace, the Mind Sculptor - Hard to argue against big Jace. This guy allows brain storm spamming and wins 1v1 games.
    Karn Liberated - Robowalker goes into any deck well, and this deck is no exception. not perfect, but versatile and useful
    Karn, the Great Creator - A new combo win with our Mycosynth Lattice. Undeniably powerful.
    Liliana of the Veil - Valuable in a stax oriented build
    Saheeli Rai - Cheap planeswalker that if we can protect puts a 3 card combo on the board. Scry, clones artifacts, wins the game. Great at all levels.
    Sorin Markov - His -3 is pretty dope, but overall not a huge boon to this deck
    Tezzeret, Agent of Bolas - Generates card advantage almost with every +, can generate blockers, and can recoup life, which is something this build lacks
    Tezzeret, Artifice Master - Card draw, blockers, and a crazy ultimate that forwards our goals. Replacing Karn with him.
    Tezzeret, Master of the Bridge - Incidental life gain, card recursion, and also a strong ulti if he gets there. Plus he helps us cheat mana costs which is insanely powerful.
    Tezzeret the Seeker - Untaps our mana rocks for explosive mana ramp. Fetches artifacts we need when we ned them, and can march of machines our board. I recommend purely off his tutoring and untapping alone.

    Sorcery
    All is Dust - A rare sacrifice board wipe; and just perfect for our artifact heavy build.
    Black Sun's Zenith - One of my favorite board wipes
    Demonic Tutor - If you want to combo out hard and fast, this is a key card.
    Fabricate - Artifact tutor at a good CC.
    Increasing Ambition - A pricey tutor, but with our mana rocks, this card can fetch all the pieces to a 3 card or less combo all by itself.
    Praetor's Grasp - Synergizes beautifully with Mishra and can be used for utility when you don't need it to.
    Psychic Intrusion - Learn their hand, psuedo card advantage for us, and can even synergize with mishra if you steal an artifact.
    Recurring Insight - A solid Consecrated Sphinx substitute.
    Scrap Mastery - Another great C14 gift from wizards. Recovers us from an overloaded Vandalblast
    Thoughtcast - I prefer thirst for knowledge to dig 1 deeper, since we dont care if cards go into our grave; but this isnt terrible, potentially 2 cards for 1 mana.
    Trash for Treasure - One time weld. Not the best card, but handy
    Transmute Artifact - Into play artifact tutor
    Vandalblast - Speak of the devil - this card is a game ending spell with Mycosynth Lattice in play.
    Wheel of Fortune - Hand reload and throw away what your opponents have been saving. also pretty neat vs that guy with 40 cards in hand

    Instants

    It is very hard to list good black, blue, and red instants for Mishra without just listing all the top 50 cards. Countermagic if you want it, cyclonic rift and other auto includes, just tons of high powered instants. I would recommend fleshing out your decklist first, then adding what you need after a few play tests.

    Blinkmoth Infusion - UU to untap our board at instant speed? pretty amazing. Does require a lot of board presence to be worth it though. Kind of a dead draw as a top deck unless you need to set up for it. All in all, good, but underwhelming
    Hurkyl's Recall - Saves your own stuff from wipes, and can really mess with opponents with Lattice
    Paradoxical Outcome - Great in storm or 75%. Bounce all your mana rocks, draw a card for each one, then replay them all!
    Spelljack - Potential synergy with Mishra, if used on an artifact. A bit pricey though.
    Thirst for Knowledge - We have tons of artifact recursion, which turns this into draw 3, discard 1 that you'll get back soon.
    Vampiric Tutor - If you're going for 100% effort on winning, this is a must have combo piece retriever
    Whir of Invention - Instant speed into play tutor that we can use any artifact in play to pay for. Straight amazing.

    Lands
    Academy Ruins - Get your artifacts back on a land ability? hell yeah
    Bojuka Bog - Exile a grave on a land. Pretty fantastic
    Buried Ruin - Academy Ruin's lame cousin, but still worth considering for more recusion
    Darksteel Citadel, Great Furnace, Seat of the Synod, Vault of Whispers - Artifact lands that can be welded if a pinch. Pretty amazingly useful
    Glimmervoid - Normally very useful, but can be a dead draw in an opener or at the wrong time in the early game. I prefer basics to this.
    Inventors' Fair - Land...tutor? Holy crap this one is amazing.
    Mishra's Factory - artifact creature that can block up to 3/3s for surprise sometimes, can also be welded into more important cards
    Mishra's Workshop - if you have the money, you should run this card, but its ungodly expensive
    Phyrexia's Core - in meta's flooded with theft decks, this is pretty great when they try to steal your tech.
    Sea Gate Wreckage - if you are in top deck mode, this card can get you back into the game.
    Tolaria West - Always nice to have a land tutoring land.
    Urza's Factory - Strictly meh, but if you dont have color fixing issues, worth a slot for chump blockers / token generation
    Urza's Mine - Strictly a cute move, you'll see the full set 1 in 20 games tops. Real Mishra players dont hang with Urza anyways.
    Urza's Power Plant - See Urza's Mine
    Urza's Tower - See Urza's Mine
    Volrath's Stronghold - More recursion makes it hard for your stuff to stay gone

    Cards that I have dropped from my build:
    Please see the 2nd post for a full change log and history of my build. I change it frequently as I like to experiment, and it keeps my playgroup on their toes.

    Why Listen to me?
    My name is Erik and I am 30 years old. I have been playing Magic: The Gathering for over 20 years, though there have been off and on periods during that time frame. I have mostly played extended till Legacy came into being; at which point I played strictly legacy for several years. My deck experience (and mostly small events, though a few SCG qualifiers) were Merfolk, Reanimator, and BUG (team america and shardless).

    I transitioned over to EDH around 2012; when I joined MTG Salvation. I had recently moved, and none of my new friends played legacy. My first EDH deck was a Dralnu deck that I made out of spare cards that the timmy in me wanted to see played. Time Warp, Time Stretch, etc. I did not do well, but found a love for the format. I then shifted to Azami wizards, and realized that playing some of the best decks wasnt ideal for casual games at the kitchen table. Today, i still enjoy playing power cards and winning games; but I also see the fun in casually playing with friends, and thats where Mishra and I joined forces.

    For those coming from reddit, I am u/frotch on reddit, and frequent both the magicTCG and edh subreddits.
    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on Hela, and the Enemies of Asgard
    Hela, and the Enemies of Asgard


    Building a Deck on a Theme
    For those of you who don't know me, I am a huge Marvel comic book nerd, and I love me some Thor Odinson. I confided in a friend that I was running low on EDH inspiration, and that I needed something new and fresh to reinvigorate my love of the format. In response to this, my friend gave me a list of deck building challenges, and I chose the one that sang to me the most: "Show me what Marvel's Thor would look like in EDH."

    I have read EVERY Thor comic book (616 / prime universe) released to date, and I went HARD on my project to build my Thor, Ragnar Roks deck. The deck turned out great, and is loaded with numerous references and each card feels fun to me. Also, I got to stick with my pattern of playing less popular commanders, since you know, I am a special snowflake and have got to be different.

    I loved the project. It was immensely fun to build a deck on a theme like that; and after I got the deck to a stable version, I figured, why stop there?! I want to build a Hela and enemies of Thor deck! Jay, bro, if you read this, thanks man, you really gave me a great idea to build off.

    Now that said, with this theme deck, I wanted to have a few rules:
    • Avoid repeated cards with Ragnar. I think I accomplished this almost perfectly. I even built a blue deck with NO CYCLONIC RIFT. Still ended up with a few minor staples.
    • I can represent an evil version of a character with this deck to be a foil to the good version found in my Ragnar deck. An example of this is Loki, who often rides the line between hero and villain.
    • No infinite combos. My Thor deck shows the good guy habit of working together (synergy / combo). Sometimes villains work together, but for the most part, they never actually get to a combo win because they betray / turn on each other in the end.
    • Battle cruiser oriented strategy - each major villain in this deck should be a scary threat in their own regard, much like how they are in comics.
    WARNING!
    While this is a comic book themed deck, I also make references to the Marvel Movie franchise. Please be aware that there may be spoilers below, and if you haven't seen a movie, and hate spoilers, read further at your own risk!

    Why should you play Hela?

    You will enjoy this deck if:

    • You will definitely appreciate this more if you enjoy Marvel's Thor and Avengers comics and their movies.
    • You enjoy a powerful commander with lots of other players who can give you card suggestions
    • You enjoy graveyard interaction
    • You are a Timmy at heart, and love BIG SCARY CREATURES
    • You like being the threat at the table

    You will NOT enjoy this deck if:
    • You want to play heavy amounts countermagic in every blue deck - go pick a control commander
    • You want to play combo - there are tons of combo decks with Muldrotha, this isnt one
    • You don't like to be scary / targetted. The instant you play Strip Mine, you won't have friends anymore.
    • You like to play less seen commanders. Muldrotha is very popular right now, and this won't be the strongest version of her.
    • You want to include better cards that don't fit theme, such as Cyclonic Rift or Tooth and Nail. I want to stress that this is a SUBPAR Muldrotha build, and there are many better competitive choices.

    My Decklist

    The Enemies of AsgardMagic OnlineOCTGN2ApprenticeBuy These Cards
    Commander (1)
    1x Muldrotha, the Gravetide

    Creature (34)
    1x Acidic Slime
    1x Azusa, Lost but Seeking
    1x Blood Artist
    1x Bloodgift Demon
    1x Coffin Queen
    1x Deathrite Shaman
    1x Dragonlord Silumgar
    1x Elves of Deep Shadow
    1x Frost Titan
    1x Golgari Grave-Troll
    1x Grim Haruspex
    1x Kokusho, the Evening Star
    1x Llanowar Elves
    1x Massacre Girl
    1x Mazirek, Kraul Death Priest
    1x Merciless Executioner
    1x Midnight Reaper
    1x Nath of the Gilt-Leaf
    1x Ohran Frostfang
    1x Overtaker
    1x Phantasmal Image
    1x Plaguecrafter
    1x Ramunap Excavator
    1x Rankle, Master of Pranks
    1x Sailmonger
    1x Sire of Stagnation
    1x Solemn Simulacrum
    1x Ulamog, the Ceaseless Hunger
    1x Underrealm Lich
    1x Venser, Shaper Savant
    1x Vilis, Broker of Blood
    1x Void Winnower
    1x Wolfir Silverheart
    1x Zulaport Cutthroat

    Land (38)
    1x Bayou
    1x Boseiju, Who Shelters All
    1x Command Tower
    1x Darkwater Catacombs
    1x Drowned Catacomb
    8x Forest
    1x Grim Backwoods
    1x High Market
    4x Island
    1x Misty Rainforest
    1x Overgrown Tomb
    1x Polluted Delta
    1x Reliquary Tower
    1x Strip Mine
    1x Sunken Hollow
    7x Swamp
    1x Tropical Island
    1x Underground Sea
    1x Urborg, Tomb of Yawgmoth
    1x Verdant Catacombs
    1x Wasteland
    1x Watery Grave

    Artifact (6)
    1x Birthing Pod
    1x Bloodforged Battle-Axe
    1x Chromatic Lantern
    1x Crucible of Worlds
    1x Helm of the Host
    1x Sol Ring

    Instant (7)
    1x Crop Rotation
    1x Entomb
    1x Grisly Salvage
    1x Harrow
    1x Putrefy
    1x Realms Uncharted
    1x Sultai Charm

    Sorcery (9)
    1x Command the Dreadhorde
    1x Commune with the Gods
    1x Explosive Vegetation
    1x Fork in the Road
    1x Mulch
    1x Primal Growth
    1x Skyshroud Claim
    1x Villainous Wealth
    1x Whispering Madness

    Enchantment (4)
    1x Evolutionary Leap
    1x Pernicious Deed
    1x Secrets of the Dead
    1x Sultai Ascendancy

    Planeswalker (1)
    1x Ob Nixilis Reignited


    Card Choices and Inspirations:
    Every card in this deck I try to tie back to Marvel's Thor and his villains. I tried for the most part to stick to purely Thor villains, but I also included some Marvel Villains that are widely known, and have easier recognition. Not to mention - when a villain gets big enough, they cross paths with the Avengers and Thor!

    Hela (Commander)
    Muldrotha, the Gravetide - This card accomplishes 2 things: Firstly, she has the iconic head shape that Hela's crown of Hel provides her. Secondly, she has heavy interactions with the 'yard, which is thematically very much aligned with our thorned goddess. Love this card, and she fits the theme well.

    The Nine Realms (Lands)

    Bayou - A dark, dank swamp filled with nefarious creatures.
    Boseiju, Who Shelters All - Yggdrasil, the world tree!
    Command Tower - An unfortunate repeat between my two decks. Art is reminscent of her battle with the Valkyries in Thor Ragnarok
    Darkwater Catacombs - Catacomb. Need I say more?
    Drowned Catacomb - Oh yes, More catacombs
    Forest
    Grim Backwoods - Grim, dark, and deliciously evil.
    High Market - Hela is happy to sacrifice her minions to execute her goals.
    Island
    Misty Rainforest
    Overgrown Tomb - Tombs are too good for this theme.
    Polluted Delta - Another great dark theme, with evil polluting the very waters.
    Reliquary Tower - One of my few repeats. To be replaced actually - never seem to draw many cards with this deck.
    Strip Mine - Oppressive with Hela
    Sunken Hollow - Seriously, blue black lands are too beautiful in this deck.
    Swamp
    Tropical Island
    Underground Sea
    Urborg, Tomb of Yawgmoth - Keep them tombs a rolling.
    Verdant Catacombs - More catacombs!
    Wasteland - As with strip mine, simply incredibly powerful in this deck.
    Watery Grave - Grave is literally in the name on this one. Cmon!

    Loki's Tricks (Instants)
    Ancient Excavation - A Hel-ish landscape that provides us much needed draw while filling our grave. The dark art feels great in this deck.
    Crop Rotation - Using the art with the elf, this is the dark elves salting the very earth on their conquest to expand their territories.
    Entomb - Hela using her magic to bring any of her dead minions to the top of the proverbial heap and throw them straight into the grave where she can reach them.
    Grisly Salvage - More card advantage, through the salvaging of the dead and gone, which is Hela's specialty.
    Harrow - In order to gain, there must be death. Hela must first see the very lands die before she can gain territory.
    Putrefy - Hela's iconic green and black energy killing her foes outright.
    Realms Uncharted - Even the goddess of death lets her hair down. Hela's uncharted realms tend to be offlimits, to most...
    Sultai Charm - The Eternal Flame, kept in the vaults of Asgard. In the movie Thor Ragnarok, Hela uses the power of the flame to revive an evil undead army.

    The Enemies of Asgard (Creatures)

    Acidic Slime - Quicksand - A lesser known avengers villain, she is a nemesis to Thor Girl, and is made of shape shifting sand.
    Azusa, Lost but Seeking - Angerboda, the mother of Hela. She is also the mother of the Midgard Serpent and Fenris, so she had to be included in our deck. Azusa synergizes well with our strategies, as well as looks pretty similar to the character.
    Blood Artist - Dracula. Fun filled fact - Mjolnir is a holy relic, and does massive damage to Dracula in the comic books.
    Bloodgift Demon - Kurse! I love that the belt and head shape match so much.
    Coffin Queen - Karnilla, who is currently as of Thor 04 in 2018, is the WIFE OF HELA!!
    Deathrite Shaman - ALL HAIL DOOM! The green cloak and face seal this 1 drop planeswalker as Doctor Doom.
    Dragonlord Silumgar - Fafnir, the Dragon King. First appearing in Thor 134, he was an evil dragon lord that hails originally from a continent on Asgard itself!
    Elves of Deep Shadow - Dark elves, plain and simple.
    Frost Titan - Ymir, the Living Winter and most powerful of all the frost giants.
    Golgari Grave-Troll - Ulik, the troll king. Nigh unkillable and immensely powerful, grave-troll was too perfect a fit with the strong synergy it provides to Muldrotha.
    Grim Haruspex - The Disir, a sect of Bor's undying Valkyries. Merely speaking their name means certain death. They are the personal body guards to Hela.
    Hell's Caretaker - Mephisto, Lord of Hell. Mephisto has had a relationship with Hela in the past, even providing her a slice of his own Hell in during the times of Ragnarok when she had no land of the dead for herself.
    Keiga, the Tide Star - Cut from the deck, formally Foom.
    Kokusho, the Evening Star - Fin Fang Foom. Another old comic villain to Thor, surprisingly, even though he appears to look like a Chinese dragon, he is actually an alien!
    Llanowar Elves - Knife wielding, angry elves? Great new art for this deck.
    Massacre Girl - Lady Wizaria during her time as Kurse. Female Kurse Here
    Mazirek, Kraul Death Priest - Gorr, the God Butcher. Gained his power using All Black the Necrosword and killing gods, Mazirek likewise gets more powerful as things die.
    Merciless Executioner - Skurge, the Executioner. Hilariously played by Karl Urban, this survivalist is an off again on again villain to Thor, and iconic due to the movie Thor Ragnarok.
    Midnight Reaper - Avengers and Thor Villain - Grim Reaper! And c'mon, lets face it, too perfect to not include in a death deck.
    Nath of the Gilt-Leaf - Evil Loki. While Loki in my Thor deck draws cards, Loki in my Hela deck makes others discard them. Love this mirror imagery.
    Ohran Frostfang- The Midgard Serpent. The world serpent is said to be the death of Thor, who will be bitten and poisoned by the great beast, and die after striking the serpent down.
    Overtaker - Lorelei, the sister of the Enchantress. She uses her seductive magics to get what she wants out of others.
    Phantasmal Image - Carl Creel, the Absorbing man. He, and his ball and chain, have the ability to gain the powers of anything he or it touches. Phantasmal Image not only mimics enemies just like Creel, but also wields a mace in the image. What a great card for this theme!!!
    Plaguecrafter - Parker Robbins, aka, The Hood! A magic wielding villain of the Avengers, Plaguecrafter is a great representation of this villain for us, and he synergizes so incredibly well with Hela.
    Ramunap Excavator - Klaus Voorhees, hailing from Journey Into Mystery #98 (1963!) Thor vs The Human Cobra! Not a particularly powerful villain on his own, but when working with others, a real pain in the asp.
    Rankle, Master of Pranks - Classic Thor Villain, the Grey Gargoyle. If he was to touch you, you'd turn to stone! Flavor and ability on point with pretty solid art.
    Sailmonger - This is my new representation of Enchantress, and leads to wonderful political conversations at the table.
    Sire of Stagnation - The First Firmament, a being who was once the first universe. It wishes to be all that exists once again, leading to the Avenger's battling him back with the help of other abstracts. I like the similarity between this card art and the First Firmament.
    Solemn Simulacrum - Can you find me a more Ultron looking card? I'll wait.
    Tasigur, the Golden Fang - The Serpent, Thor's uncle. Once banished, the god of Fear made a return in Marvel's Fear Itself, and has been a real handful for the God of Thunder ever since.
    Ulamog, the Ceaseless Hunger - Ceaseless hunger? Red Blue and Purple? Indestructible? Yeah, Galactus is a REAL big problem for people to deal with when he arrives and starts eating everything.
    Underrealm Lich - Malekith, the King of the Dark Elves. Never dies, and kills without pause, he provides Hela with all sorts of advantages. Something I love about this representation is that half his face is lit, drawing a similarity to Malekith's iconic face.
    Venser, Shaper Savant - Zarrko the Future Man. A villain from classic Thor comics, this time traveler actually showed some of Thors most ridiculous powers back in the good ol' days.
    Vilis, Broker of Blood - The new Mephisto on the block. Literally is signing a blood pact in the art. Too good to not upgrade to!
    Void Winnower - The Void, the dark half of The Sentry. Multi limbed, utterly insane, and vicious to his enemies, the Void is utterly oppressive as a villain. Void. Void Winnower. C'mon, its like Wizards did it for me.
    Wolfir Silverheart - The Fenris wolf. Technically the child of Loki (shape shifting magic leads to some unsavory things I guess), the wolf is a vicious enemy to Thor, especially when at the side of Hela.
    Zulaport Cutthroat - The Wrecker, a human who was given a magic crowbar by Loki to do battle with Thor. Old comics are weird.

    Magic (Sorceries)

    Command the Dreadhorde - Hela leading her army of the damned to wreck face!
    Commune with the Gods - Card advantage, check. God reference? Check. Uses Graveyard? Check. Whats not to love?
    Explosive Vegetation - Sticking with a violent theme, I like the idea of my ramp being explosive with green magic.
    Fork in the Road - More ramp that leads to cards going into the graveyard rather than simply into play. Less efficient than say Cultivate, but more on theme.
    Mulch - Sticking to the idea that my ramp leads to death keeps me in the Hela flavor zone.
    Primal Growth - Maximum death on my ramp spell, this card also is someone reminiscent of Cate Blanchett in her role as Hela.
    Skyshroud Claim - Elves conquering in the name of Hel!
    Villainous Wealth - Gold buys death. Death buys gold. - The flavor text says it all. A great game winning card that fits our flavor of being villainous.
    Whispering Madness - Stick around Loki long enough, and you will lose your mind. Ego learned this the hard way in Thor 05 and 06 of 2019's Thor Vol 5

    The Armory (Artifacts)
    Birthing Pod - A vicious machine that prospers of death.
    Bloodforged Battle-Axe - The Blood Axe. The weapon of choice for Skurge the executioner, the Blood Axe is a vicious weapon from Marvel Comics that can drive its wielder to blood lust.
    Chromatic Lantern - Casket Of Frozen Winters, and an unfortunate repeat in my theme decks. Might cut this due for something more versatile, since this deck tends to ramp well.
    Crucible of Worlds - The Nine Realms in all their beauty, filled with lives to be reaped. Also synergizes incredibly well with our sacrificing / pitching of lands.
    Darksteel Plate - Thor's Battle Armor, a trophy for Hela, from when she cursed him with brittle bones and immortality so that he might suffer indefinitely, wishing for death.
    General's Kabuto - A Hel Crown representation. Not perfect, but very useful in our deck.
    Helm of the Host - Visually, a better Hel Crown, and also, incredibly powerful, considering that Muldrotha's ability stacks with itself should you get multiple copies of her on the board.
    Sol Ring - Staple. Boring. Bleh.

    Curses of Hela (Enchantments)
    Evolutionary Leap - A lovely gorgon outstretched, this card represents so much of our deck. Green art, death for gains.
    Pernicious Deed - More lovely green art, and massive quantities of death. Synergizes incredibly well with Hela as well, being a permanent card type.
    Secrets of the Dead - The more death that surrounds us, the stronger the forces of Hel become.
    Sultai Ascendancy - Versatile, and assures something is going into the graveyard.

    Deities of Evil (Planeswalkers)
    Garruk Relentless - Ares, who often gives into the Bloodaxe, and succumbs to his bloodlust. A great fit for Garruk Relentless, who shows Garruk's surrender to madness.
    Ob Nixilis Reignited - Surtur, lord of the fire giants and king of Muspelheim

    Phases of the game: Hela's Conquest
    Early Game:
    In the early game, its all about the ramp. This deck plays a bit different than other green decks, but this part we have in common. Ramp, and ramp hard. Try to keep an opener with about 3 mana, and accelerate as fast as you can with mana dorks and our ramp spells. We don't pack a lot of rocks, but we won't really need them. Focus on keeping things simple early on, and try not to draw too much undue hate. Muldrotha is a well known powerhouse, and is a threat merely by being in the command zone. A great early game card for us is actually Pernicious Deed. Anything that lets you dissuade others from attacking or threaten their mana rocks will greatly improve your odds in the early game. Since we will be dropping bombs for the rest of the game, make sure to focus purely on getting mana out there, and not much else.

    Mid Game:
    You should get 6+ mana out pretty quick, and for this deck, thats the sign you have hit the mid game. You won't win the game with 6 mana, but boy, can you start to shape the flow of the game. At this point, start throwing down threats one after another. This deck is a battle cruiser strategy, and we want to really show our opponents that each creature we have is a bomb. There is one important piece to this phase of the game: Do not rush Muldrotha onto the battlefield. Yes, she great, and yes, she can really give you incremental advantage; but she is also easily removed, and a high priority target. She can easily be removed 2-3 times, and suddenly be out of reach. More often than not, Hela is our closer, and we don't want her costing 12 mana. Instead, save playing your commander until you have a strong synergy to pair with her. I will write a synergy section below, but some key cards to pair with her are Merciless Executioner or Strip Mine. Until you are ready to close a game, try not to play her, and instead, throw bomb creature after bomb creature every turn. Threaten the board, be the scary player, and really press for advantage.

    Late Game / End Game:
    Once you get your mana base upwards of 10 mana, its time to start pushing for the win. Our commander synergizes with a TON of cards in the deck, and they can really shift a game very quickly from being the biggest threat, to being the winner. Play Muldrotha at this point, and start playing cards that can be abused over and over again from the graveyard. Most of the time, we will win games by going into the red zone. I frequently win off Ulamog eating libraries, and also tend to win by grinding away my opponents with the above mentioned Merciless Executioner and Strip Mine loops. If you can, get the Helm of the Host onto Muldrotha, which will allow you to play numerous copies from your grave, as well as give you 6/6 beaters to overwhelm your opponents with. The one thing to keep in mind in this phase of the game is that you are not using an infinite combo deck, so you won't have the explosive, 1 turn win, but instead, will most likely crush your opponents with repeated attacks from big creatures.

    Now, Die!

    Weaknesses:
    • Any form of gravehate. Leyline of the Void. Rest in Peace. So many others
    • Early aggression. We aren't a blazingly fast deck. Play smart early and don't get too much hate.
    • We recover well from most board wipes, but tend not to do well if Muldrotha is removed repeated. Protect her.
    • Hela is not meant to be an arch enemy. We run a popular commander in a theme style, with subpar cards for the sake of staying on theme. Keep this in mind, and play for fun. Until your group learns you are a little easier going, brace yourself for hate.

    Hela good Synergies
    Here is a list of cards that tend to work well together:

    Muldrotha, the Gravetide + Merciless Executioner = Every great ruler needs an executioner. For 4BB, all opponents sacrifice 2 creatures on the first go around, and then you can do it 1x every turn after, sacrificing the Executioner to himself for minimal losses while taking out 3 creatures a turn.

    High Market / Birthing Pod + Kokusho, the Evening Star / Keiga, the Tide Star / Solemn Simulacrum = Incremental advantage through sacrificing our own creatures, only to later reuse them via Muldrotha. Evolutionary Leap also works as a great sac outlet. We gain both the benefit of our sac outlets, but also the on death triggers from our powerful dragons and Ultron.

    Crucible of Worlds + Azusa, Lost but Seeking + Strip Mine / Wasteland = Destroy 3 lands a turn. Slow, but can feel SO oppressive / demoralizing to opponents.

    A great many synergies in this deck revolve around abusing Muldrotha and her ability to replay cards, and then having them at our access to sacrifice. The beauty of most of our death effects is that the sacrifice is part of the cost, leaving our opponents little room to respond to us, and gives them little ability to rob us of our toys.

    Change Log:
    Out:
    General's Kabuto - Honestly, didnt get as much use, and I don't need 2x Hel Crowns
    Keiga, The Tide Star - Upgraded flavor to Ohran Frostfang
    Hell's Caretaker - New Mephisto in town makes blood pacts
    Tasigur, the Golden Fang - Never got mileage out of him since I don't do infinite mana
    Ancient Excavation - Weak Flavor
    Darksteel Plate - Expensive and not great. I will keep it nearby though if Hela gets hated off the table too much.

    In:
    Massacre Girl - Lady Wizaria during her time as Kurse
    Rankle, Master of Pranks - Classic Thor Villain, the Grey Gargoyle. If he was to touch you, you'd turn to stone! Flavor and ability on point with pretty solid art.
    Vilis, Broker of Blood - The new Mephisto on the block. Literally is signing a blood pact in the art. Too good to not upgrade to!
    Ohran Frostfang - An amazing parallel to the World Serpent.
    Command the Dreadhorde - Hela leading her army of the damned to wreck face!
    Midnight Reaper - Avengers and Thor Villain - Grim Reaper! And c'mon, lets face it, too perfect to not include in a death deck.
    Out:
    Garruk Relentless - No real synergy with Muldrotha, and Ares isn't really an enemy of Asgard outside of events where he is misled.
    In:
    Plaguecrafter - The Hood! A great synergy with the commander and regular Avengers villain that looks incredibly similar to the art on this card. Huge win for the deck.

    FAQs:
    None yet?

    Why Listen to me?
    My name is Erik and I am 31 years old. I have been playing Magic: The Gathering for over 20 years, though there have been off and on periods during that time frame. I have mostly played extended till Legacy came into being; at which point I played strictly legacy for several years. My deck experience (and mostly small events, though a few SCG qualifiers) were Merfolk, Reanimator, and BUG (team america and shardless).

    I transitioned over to EDH around 2012; when I joined MTG Salvation. I had recently moved, and none of my new friends played legacy. My first EDH deck was a Dralnu deck that I made out of spare cards that the timmy in me wanted to see played. Time Warp, Time Stretch, etc. I did not do well, but found a love for the format. I then shifted to Azami wizards, and realized that playing some of the best decks wasnt ideal for casual games at the kitchen table. Today, i still enjoy playing power cards and winning games; but I also see the fun in casually playing with friends, and thats where Mishra and I joined forces. I have played Mishra for years, and have become known in my circles as "that blue mage who loves artifacts." So since I am bros with Mishra, favor blue and artifact cards...I am basically Urza, and you should listen to me. Smile

    For those coming from reddit, I am u/frotch on reddit, and frequent both the magicTCG and edh subreddits. Cheers!
    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on Mishra, Artificer Prodigy
    Currently playtesting Emry and Castle Lochthwain, dropping a Vault of Whispers and Rakdos Signet. More updates to follow, including when the primer moves over to MTGNexus; but I wanted to post an updated none-the-less!
    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on Mishra, Artificer Prodigy
    Well, its been a helluva ride here on MTGSalv, but it seems like things are coming to a close. I have been in communications with a lot of the staff here, and there will be an exodus to a new home. I intend to recreate the primer there, and will continue to share my opinions and experience.

    I hope you all join me in the new space someday!
    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on Mishra, Artificer Prodigy
    War of the Spark Review

    Forgive the lazy formatting everyone, baby #2 is exhausting, but I still wanted to get this content out here before too much time had gone by! For all future set reviews, I am going to try to at least cover all the rares in Grixis colors, as well as hit some other highlights I see. Cards I am excited for in bold.

    Colorless
    God-Pharaoh's Statue - I don't like the 6 mana cost, but this has a place in budget stax decks I suppose. I will not slot this in my build though.
    Karn, The Great Creator - Combo, retrieves exiled key cards, colorless, style points. 10/10 love this card. Going straight into Mishra.
    Ugin, The The Ineffable - Screams storm combo. Seems very strong in an artifact combo build, and also has the ability to spot remove most commanders, as well as generate card advantage and blockers. Another great colorless card.

    Blue
    Commence the Endgame - SPOILERS!! Oh wait...this has nothing to do with Avengers. Its also bad imo. Too much mana for too little card draw and a single creature.
    Fblthp, the Lost - I love this little fella, and I am brewing a deck around him. Hint - He is the commander of the deck, but hes gonna be in the 99, cuz hes lost!! That said, not for Mishra.
    Finale of Revelation - This seems like its gonna be a CEDH staple. I will probably grab one just to have it. The only flaw is that its a sorcery.
    God-Eternal Kefnet - Spell slinger decks, not really a Mishra toy.
    Jace, Wielder of Mysteries - A second copy of lab man imo. Not much value beyond that. If you use a combo to generate infinite mana with artifacts and Mishra, he could be a win con after drawing your deck.
    Kasmina, Enigmatic Mentor - I mean...she kinda protects your stuff? Kinda makes wizards? Filtering is good. I wish she had a little more going for her though. Overall, meh.
    Narset, Parter of Veils - LEOVOLD! I MISSED YOU! I mean..ahem...nothing to see her Rules Committee. Not sure she has much a place in Mishra.
    Silent Submersible - This one seems good out of the vehicle cycle. Arguably useful.
    Spark Double - ehhhh...too bad its only you control, kills this card for me. Otherwise it'd be a strict upgrade over Clone
    Jace, Arcane Strategist - Soooo little value, this kinda bums me out. They basically split his +1 and his static ability, which might as well be the same ability. I get that his passive makes him slightly better, but i mean...ehhhh...maybe good in an Azami deck as a win con i guess, make all your wizards fat by drawing cards every turn? +4/+4 by your next untap?
    Jace's Ruse - I really wish this fetched any Jace. The fact that its only a specific one is rubbish.


    Black
    Bolas's Citadel - hoooo boy. This is gonna be my 'lets see how long it takes to get banned' pick of the set. Jesus christ this thing is OP as hell. I am only at the black cards, and I am gonna say this is the best artifact of the set.
    Command the Dreadhorde - 6 mana and likely 15+ life. I am not sure how I feel about this one. Clearly useful in a super friends deck i guess.
    Davriel, Rogue Shadowmage - Why put black wisps on black font? Bad card is hard to read.
    Deliver onto Evil - Really don't like all these incredibly specific cards. Even though it can be any bolas planeswalker, this still pretty much only enters play in grixis decks. I won't be slotting it, despite the amazing art.
    Dreadhorde Invasion - 2 drop token generator on upkeep that makes the creature gain value over time seems really good. Then you realize, unless you are running a seriously amass central theme with your deck, it will take 6 turns to be worth it.
    The Elderspell - I look forward to this 2 drop ***** whipping super friends decks. I would slot this if my meta shifted to Super friends.
    Finale of Eternity - So thats a lot of mana for that effect...I guess at x=2 or 3 thats not bad, but if you are playing it for the mass revival, i just feel there are better cards for that job, like Living Death
    God-Eternal Bontu - I really like this one. In the right build with tokens or even regular cards, hes a massive card draw engine. Could be great for decks that don't have the draw they need. I bet he'd fit right in with Prossh decks more than Mishra, but if you are building tokens in your deck, this card could be a draw-a-lot spell.
    Liliana, Dreadhorde General - Hate the cmc, very pricey. Her passive is so good though. Really abuseable as a value engine piece, even without having decent loyalty abilities. If you run a sacrifice for value variant of Mishra, I'd consider her.
    Massacre Girl - Is she like, a super hero? Cool boardwipe on a body I suppose. I bet she'd be really good with things that give opponents 1/1 tokens as a drawback, like Forbidden Orchard, which you can tap in response to her ability on the stack to give more -1/-1s.
    Ob-Nixilis, the Hate-Twisted - Nekusar friend. Destroys key targets, deals damage on draw. Not a friend for Mishra though, does nothing for us that a 5 mana removal spell wouldn't.


    Red
    Chandra, Fire Artisan - Lame. Burn is lame, she is lame. Lame. Her +1 is ok i guess as false card draw, but if its something you want to save or a combo piece, she is just bad. I won't run her. With my luck, she'd exile my win cons when I didnt have the mana.
    Dreadhorde Arcanist - This could have potential in the right build. Flashback without paying mana on attack is kinda neat, just needs the right set up around him. The problem for him in Mishra is that I would pump his power through equipment, meaning I won't have a lot of sorceries or instants in my deck.
    Finale of Promise - Lets you flash back a spell at RR+CMC, and with enough mana do it 2 extra times?? thats baller. This is a game winner. I am not sure I will slot into my main Mishra build, but man its strong.
    Illharg, the Raze-Boar - Could be quite abuseable if you set up properly. Not sure how I feel yet.
    Jaya, Venerated Firemage - Her spellshaper version is better, imo.
    Krenko, Tin Street Kingpin - oh man, there are tricks with this dude. Imagine him, and like, shared animosity on the board? Pump him up with your army, and then generate a massive addition to your army, makes him like the original, but with the added bonus of attacking, of course, at the risk of being killed. That said, thats a goblins deck strat, definitely not a Mishra card.
    Mizzium Tank - I recently built a deck around Grimlock, Dinobot Leader, and this vehicle disappointed me.
    Neheb, Dreadhorde Champion - Card filtering and mana for the turn? He seems really strong as a red goodstuff card. That said, I have too many good blue draw spells to include him in Mishra.
    Sarkhan the Masterless - Doth my eyes deceive me? is this a red fort potential card? Theres something to that...if you are running a lot of dragons, stuff like Steel Hellkite and Hellkite Tyrant, maybe in your Mishra build? I feel you need a critical mass of dragons though.
    Tibalt, Rakish instigator - Eh...I like no life gain enchants better than Tibbers.

    Multi
    Angrath, Captain of Chaos - Menace is neat. Kind of like a Rakdos alpha strike set up. If you are running a LOT of artifact creatures and you want to alpha, he might fit.
    Ashiok, Dream Render - I like this one. Kinda reminds me of Shadow of Doubt, too bad his -1 isnt great. Still, wrecks tutoring decks, and that alone justifies this card. Obliterates fetch land value. If your meta has a lot of fetching / tutors, its a must have hate card for any self respecting grixis stax.
    Dreadhorde Butcher - Not a terrible beater, but I am unsure of its value outside zombie tribal.
    Living Twister - Something about this cards 2nd ability feels very abuse able to me.
    Nicol Bolas, Dragon-God - Seems pretty legit in this new era of walkers all over the goddamn table. Nice low mana cost, thought BBB is going to be prohibitive. Another must have if your meta goes Superfriends.
    Role Reversal - This looks mean to me. Not sure I will run it, but its very deceptively versatile and political.
    Saheeli, Sublime Artificer - I like her the more I read her. Generates free blockers that she can later transform for value. Shes getting a playtest in Mishra for sure.
    Soul Diviner - This guy will be amazing in the right deck, calling it now. Outside of Smokestacks tricks, I am not sure where i'd use him though.
    Tezzeret, Master of the Bridge - Affinity is very strong. Dealing X damage where its the number of artifacts you control and then gain x life is strong, on a + ability no less. -3 recurring an artifact is ok. His ultimate is kinda bleh, but his passive and plus are both super good. I will play test him in Mishra.


    Land
    Blast Zone - Is that...is that a boardwipe on a land? Holy **** holy my beer im buying a playset. The only kick in the pants is that it starts with 1 counter instead of 0.
    Karn's Bastion - Proliferate on a land is ok. Definitely a new superfriends staple.
    Mobilized District - Man land that can be a cheap man land seems goodish. Its no Mishra's Factory though.
    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on Mishra, Artificer Prodigy
    My bad on keeping up with things guys! I have a set review mostly written, I just need to tidy it up for the thread before I add it. My wife and I welcomed our second daughter at the end of April, and my family is consuming all my spare time Smile
    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on Mishra, Artificer Prodigy
    I really like your list, and it looks like a great budget alternative to the list I run (in fact, its incredibly similar while having great replacements for a lot of my irrationally purchased high dollar cards).

    Is there anything in the main primer that your list doesn't aim for, or does differently? If you are cool with it, I'd like to include this list in the alternate builds section as a budget build. So many people are turned off because I run The Abyss and Nether Void and think, I cannot play Mishra. I think giving a list that doesnt use those tricks might be beneficial for people looking to get a taste of everyone's favorite Dominarian bad boy.
    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on Mishra, Artificer Prodigy
    Welcome dopefish! Firstly, I want to apologize for the long wait time on my reply. My life has been way too busy lately, haha.

    As for Spreading Plague, I only list the following in my card choice section:
    Spreading Plague - Mono color deck's mortal enemy; pairs well with artifact creatures who frequently dont have other types

    As for how I play this card, it heavily depends on when I get it (early draw) and what I have at my access to abuse with Mishra. Part of my strategy is to stall / stax the game until I can establish a Mishra lock, which further convolutes the game for my opponents while I build towards a combo finisher. You are 100% right that this card often leads to Mishra's death, but I actually like to use it to turn Mishra into a board wipe; flip your thinking. Mishra becomes a 4cc spell that destroys all blue, red, and black creatures.

    For the most part, our long term strategy is leverage high value artifact synergy as we build towards an explosive finish. Spreading plague is just one of our many ways of slowing the game down to buy ourselves more time.
    Posted in: Multiplayer Commander Decklists
  • 1

    posted a message on Mishra, Artificer Prodigy
    Currently thinking about dropping Karn Liberated for Tezzeret, Artifice Master, but really struggling to find a place to plug Sai into the deck, despite him being very powerful in the build in that he provides free value on spell casts. Toying with cutting Phyrexian Arena for him, since Arena is slow to draw cards and harder to cast, where as Sai can draw immediately, and get us going with some bodies on the field.

    Experimental Change on the Primary:
    Out:
    Karn Liberated
    Phyrexian Arena

    In:
    Tezzeret, Artifice Master
    Sai, Master Thopterist
    Posted in: Multiplayer Commander Decklists
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