Mishra Artifact Control EDH

by mikopaladin on 21 February 2013

Main Deck (99 cards)

Sideboard (1 card)

Creatures (1)

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How to Play

Mishra works in this deck to allow constant shuffling. Combining this with Sensei's Divining Top, Future Sight / Magus of the Future, or Scroll Rack allows the player a lot of choice in what's in their hand, and what they're about to draw.

The other artifacts work together to provide various answers to threats in an EDH game, or ramp mana.

Win conditions / Useful combinations of cards:

Karn, Silver Golem + Lots of Non-Creature Artifacts : Swing for high damage. Can create extra high CMC artifacts with the prototype portal imprinted with Spine of Ish Sah for example.

Mind Grind + Mana Ramp : Mill for victory. Doubling cube attached to the prototype portal, Liliana of the Dark Realms + Urborg, Tomb of Yawgmoth, Cabal Coffers + Urborg, Tomb of Yawgmoth, etc. can all provide plenty of mana for this.

Comet Storm : See Mind Grind strategy.

Kaldra Artifacts : Mostly in there because Kaldra is pretty flavourful. But they also seem to attract a lot of artifact destruction spells that would otherwise hit something more useful, at least in my playgroup. If you can get Kaldra out, she serves as a sac. source for Blood Funnel, and a very nice blocker / attacker. ( 9/9 first strike, trample, haste, exiletouch, comes back for 1-mana, and can be destroyed by you by making a second token incase of mind control or similar.)

Planeswalkers + Proliferate + Unwinding Clock : Use the planeswalkers' final abilities on each of your turns, assuming a 4+ player game.

Spellskite : Amazing card for keeping the other artifacts safe, and redirecting opponents' auras to himself.

Mizzium Transreliquat : What do you want it to be? Can copy any permanent if you get Liquimetal Coating out.

Liquimetal Coating + Viashino Heretic : Destroy any permanent for 1R, and deal some damage.

Praetor's Grasp : I tend to use this to remove artifact board wipes from opponents' decks, or steal their tutors.

Salvaging Station + Æther Spellbomb / Nihil Spellbomb / Expedition Map : Recurrable bounces, draw, graveyard removal and land fetching.

Liquimetal Coating + Goblin Welder : Swap any opponents' permanent with an artifact in their graveyard. Usually pretty good late-game when it doesn't matter if your opponent has their artifact land fetcher back if it removes a big creature, or inconvenient enchantment.

Trinket Mage : Find that Sensei's Divining Top! Else, look for Sol Ring, Expedition Map, the spellbombs, the Elixir of Immortality, the Everflowing Chalice or an Artifact Land.

Prototype Portal + Any non-legend artifact : Most of these combinations are useful in this deck.

Land Ramp is made simple with Dreamscape Artist, Expedition Map + Salvaging Station, Tezzeret the Seeker's -X for 0 to search up Artifact Lands, etc.


Mishra's ability:
Play an Artifact, shuffle your library - This is the simplest one.
Mishra + Blood Funnel : Put Blood Funnel's ability on the stack first, and allow your Artifact to be countered. Mishra's ability triggers afterwards, finds it in the graveyard, and puts it into play. Making all your artifacts cost 2 less. Can use Kaldra tokens to sacrifice if you want to play other non-creature spells without hassle.



Main weakness is artifact destruction. This can be prevented by 'cheating out' Darksteel Forge.
Easiest way to do this is to discard it (either by allowing your hand to be larger than 7, or using Insidious Dreams to tutor up other things and discard it), then casting Argivian Restoration to bring it back into play.
Alternatively, Arcum Dagsson can turn one of the artifact creatures into it, or Goblin Welder can fetch it from your graveyard in return for any other artifact.

A more difficult one to pull off is using your Sensei's Top, or Scroll Rack to put the Forge on top of your library, then cast Shape Anew.

Deck Tags

  • Mishra
  • Artificer Prodigy
  • Artifact Control
  • grixis control
  • Artifact Toolbox
  • EDH
  • EDH Control
  • Mishra EDH
  • Artifact EDH
  • Mishra Artificer Prodigy

Deck at a Glance

Social Stats

6
Likes

This deck has been viewed 7,610 times.

Mana Curve

Mana Symbol Occurrence

03020100

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Mishra Artifact Control EDH

M13 Liliana is odd in this deck... There's only three swamps total. Sure, IF she ultimates she will be good IF Urborg is out but otherwise she's extremely weak. It's entirely likely that the last +1 to get her to six won't even have a valid target to search up and unless you're already in a winning board position, the odds of actually getting her ultimate off is near 0.

You have too many CITP tapped lands or lands that can't be tapped for mana without certain other requirements met. Cabal Coffers without Urborg is complete trash in this deck. There will be a good number of games that it can't even tap for mana since there are only three swamps total and it requires three lands to tap for mana at all. (in other words it taps for 3 max at a cost of 3 without urborg) Without Prime Time in the format, it's a lot harder to set up this combo and it's unlikely that you'd want to waste two tutors on land. Not to mention how easily disruptible it becomes with the number of wasteland/strip mine effects looking for exactly this type of crippling play.

Both of these issues could be helped by replacing some of your tapped lands with the ravnica shock duals. They are swamps that are searchable by Liliana and count for coffers without requiring urborg to be out. They are easily available now that they've been reprinted in RTR/GTC.

You also have too few lands total. 31 lands is too low for a mono color, speed deck. A three color deck will definitely struggle with so few lands. I'd recommend at least 34 even with all the artifact ramp in the deck.

Grinning Totem could be a good addition for this deck... You're already playing Praetor's Grasp but this does nearly the same thing and has the added effect of being an artifact and as such, more abusable in the deck.

Explorer's Scope seems weak here. Not one of your creatures in this deck is going to be overly aggressive and most won't even survive the attack. In any event, you'd be better served by something like Druidic Satchel or Journeyer's Kite.

What use do you have for Reliquary Tower? You don't have a single draw spell in the deck. You have plenty of ways to generate card advantage or filtering but the odds of you ever having more than 7 cards in hand is incredibly low.

1
Posted 22 February 2013 at 08:07

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The deck works perfectly fine as it is, because I have so much control over what I am about to draw. I will always have Cabal Coffers / Urborg / Liliana together if I want them, due to my black tutors and hand-altering.

I use the Reliquary Tower in there because, if necessary, I can use Future Sight + Sensei's Divining Top + A -1 cost Artifact Reducer to draw my entire deck, pick the hand of the size I want, then shuffle the others back into my library with the Elixir of Immortality.

Explorer's Scope is super-good, especially to get my tap-lands out.. since I can choose my top cards of the library so often. The Explorer's Scope triggers off the attack, not the damage. So I can just swing with a Darksteel Myr or similar.

In practice, this deck gives me so much control over the top cards of my library (once it gets going. It is a slow deck..), that the problems you point out don't actually cause me trouble.


Thanks for your comment though, it is appreciated.

-1
Posted 23 February 2013 at 19:56

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You will not always have coffers/urborg out and if you do, it leaves a glaring weakness because killing Urborg becomes such an attractive option. Liliana without swamps is really underwhelming. You have three in the entire deck which means there's a huge chance her +1 won't net you any card advantage. Her other two abilities are useless without Urborg. Coffers is quite literally useless without urborg. Resilience and redundancy is good in a singleton format. You NEED more swamps as I doubt you want to waste a slot on Blanket of Night to get a second Urborg effect... Dual lands/shocks are obviously the best options.

Reliquary Tower has 0 use in the deck as you have no standard draw. If you combo off and draw your whole deck, you go infinite and Mind Grind/Comet Storm to win immediately. If you can't do that for some reason, the combo you listed to draw your deck has no discard outlet and you lose at your next draw step entirely because of the Reliquary Tower. (You could put them back with Scroll Rack but you mentioned Elixir which has no interaction with your listed combo) If you can't win with the best 7 cards in your deck in hand, there's something wrong.

Explorer's Scope is not super good. It's super situationally useful and more often super disappointing. Half your creatures are utility that won't attack, the other half won't survive combat or better serve as chump blockers so you might get to trigger it a couple times a game AFTER getting your top manipulation going. Druidic Satchel on the other hand has the same interaction with your top manipulation and still benefits you if you can't dig deep enough for a land or need a different effect (creatures to chump block or sac to blood funnel). It also works every opponent's turn if you get out the unwinding clock. I play the scope in a deck of my own but it doesn't belong here. You don't have enough creatures that want to attack or enough lands.

You have a lot of cards that are only good in combination with certain other cards and are otherwise dead draws. Having cards that take so much set up to be marginally useful as an engine (required setup for a win is one thing) is poor design in a format based on 99 card singleton. It's extremely easy to shut down your tutors or screw up your top manipulation. It's extremely easy to use pinpoint removal to get rid of Urborg or Karn or any other key parts to shut you down. The deck has a lot of potential but in the current form it is extremely weak to disruption and very slow.

Does the deck run perfectly or is is slow? If it's slow, it doesn't run perfectly. If it can be completely stopped by a strip mine, it doesn't run perfectly. You're welcome to ignore the problems I'm pointing out but that doesn't mean the deck wouldn't run better with a few cheap changes. I'm sure sometimes it runs great, doing exactly what you want it to and more often gets mana screwed and loses before you ever get a chance to "set up".

1
Posted 26 February 2013 at 07:44

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