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Viendo una revisión 83. There is a more recent version of this deck.
REAL MEN DON'T PLAY STAX.
I've been playing Magic since about 1998 and have always been captivated by the lore and the different characters.
The character I always liked the most and unfortunately never had his own creature card was Urza.
After a very intense time around the Onslaught block, I took a long break and gave up playing completely.
During Corona, my friend with whom I played Magic at the beginning got me back on track. I built my first Commander decks and then I found him: URZA, FCKING LORD HIGH ARTIFICIER.
I decided to play Urza WITHOUT stax and WITHOUT infinite combos. I just don't like it.
So Urza is the right commander for you if you:
I play almost all fast mana rocks in this deck, so Urza is an extremely fast and versatile commander deck.
Once Urza is on the field, you also get a construct token that you can instant speed tap for blue mana.
As a rule, you can say that Urza is on the field 90% of the time on turn 2-3. With a very good hand also on turn 1.
An average start would look like this:
Turn 1: Land for turn + Mana Rock
Turn 2: Land for turn + Urza (or Mana Rock)
Turn 3: Land for turn + Value Card
Turn 4: Land for turn + Ability of Urza
As a rule, a quick start and a few value cards make you public enemy number 1.
This deck runs all the best counterspells to protect Urza and my key cards.
Urza often wins out of nowhere because with his ability you can cast cards like Expropriate, Time Stretch, Blightsteel Colossus or similar for free.
At the beginning, the first law is to protect urza. After a successful build-up phase, it is bearable if he is destroyed multiple times. At the beginning, however, it is a big problem.
In most cases, an average starting hand will look like this:
The best setup plan (in case you have the right cards) would be:
I hate it.
A quick overview of the included ramp cards and why I play them:
Why no Mox Diamond?
I'm poor.
I currently play the following counterspells in this deck:
I don't play the following counterspells (currently):
To have a consistent card draw, I play the following cards:
Why no Windfall?
I just don't like this card, because you give your opponents also too much value in my opinion.
These two cards are absolute finishers and spread fear and fright as soon as they enter the field:
To control the board and to defend myself I play the following removal spells:
I deliberately decided against a high number of tutors because I'm just personally not a fan of this way of playing.
The following tutors are included in the deck:
The following tutors are not included:
To protect myself and my cards, I play the following cards:
Chimil, the Inner Sun - Absolute value card that protects my spells (which is important because Urza casts the cards for free with his ability) and in my end step I can still discover.
Lightning Greaves - the GOAT
Propaganda - prevents opponents with many creatures from attacking me
Spellskite - protection which I can trigger for free
Swiftfoot Boots - like the Greaves only slower
Darksteel Forge - Protection for my artifacts from cards like Vandalblast or Reclamation Sage
I play various cards that can copy effects or cards:
To get artifact cards that have been destroyed back onto the field, I play the following card:
Don't stop, make it pop
DJ, blow my speakers up
Tonight, I'm fighting
'Til we see the sunlight
Tick tock on the clock
But the party don't stop, no
Everything gets more expensive! Inflation keeps growing!
I generate 2 types of tokens - SHARKS and THOPTERS!
Casting these cards with Urza for free makes me feel like Donald Trump:
I play flicker spells for 2 reasons:
Why no Gemstone Cavern?
I dont see the need for it.
In most cases, Urza wins because of the sheer value the deck can generate. There is always the possibility to play a finisher spell via Urza's ability for free.
Finishers in this deck would be:
An example of a value setup that can lead to victory would be:
-The One Ring
With this setup, one Ring AND Urza can be triggered in each upkeep of each player.
Combo decks:
Due to the large number of counterspells, I can control the opponent's combo pieces well (in a round of 4 it becomes more difficult for me alone). In general, I have to say that I have a bad matchup against cedh combo decks due to my lack of combos. However, in rounds of 4, combo decks are usually the number 1 goal, which in turn works in my favor because I can build up in peace.
Swarm, Stompy or Voltron Decks:
I have a hard time against decks that attack me with a variety of creatures, so I try to stop that with Propaganda and Aetherize. Against stompy or voltron decks I can often try to jump block or try to generate a larger number of strong construct tokens. I can also limit this using targeted removal spells. One possibility here would be to reanimate strong opponent blockers, for example with a portal to Phyrexia.
Stax decks:
If the corresponding stax cards are played AFTER Urza is on the field, I can generally handle it well. I can tap all artifacts for mana and can also use my tutors to search for an unwinding clock from the deck, for example. If the Stax limits the card draw, I will change my play style solely to urza's ability. If activated abilities are restricted, I try to win through value. However, in rounds of 4, Stax decks are usually the number 1 target, which in turn works in my favor because I can build up in peace.
Control decks:
I can keep up well against control decks because of the variety of interactions in my deck. The goal, however, is to tutor Chimil, the Inner Sun very quickly and bring it onto the field to protect my spells. Another possibility here would be Teferi, Mage of Zhalfir.
Urza is definitely the least effective against control decks because all spells that are cast for free with Urza can be countered.
There are 2 ways to make sure your opponents don't put too much pressure on you:
Build a solid defense with cards like Construct Token
Politics. My game depends a lot on who the strongest player is and how I get him not to attack me and increase the pressure on the other opponents. I often achieve this through agreements such as: "I won't destroy XY for you if you don't attack me" - sounds easy? It is, and it works very often.
Ultimately, the plan is not to look dangerous until you can be ;)
1. How fast is this deck? How many turns does it take to do the setup? On what turn do you typically play Urza?
2. How do you keep the pressure off?
3. How badly is this deck hurt by stax pieces that limit card draw? How would you deal with this situation?
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