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![pASS or GAS! Urza, Lord High Artificer (#3) cEDH](https://1a-1791.com/video/s8/1/z/_/g/E/z_gEj.qR4e-small-pASS-or-GAS-Urza-Lord-High-.jpg)
pASS or GAS! Urza, Lord High Artificer (#3) cEDH
Check out a 60-second deck tech here: https://youtube.com/shorts/89sTnjxcB1g?feature=share
Would you keep this hand from this cEDH collaborative deck by Eisenherz , Keegan52, Sinivi, and the UrzaServer?
Deck-list (Polymorph): https://www.moxfield.com/decks/kes83-onUU6X_H-RyM8HPw
Deck-list: (Creature Package): https://www.moxfield.com/decks/UCZpPdZhHESE1BgFVge3OA/
This hand allows for a highly explosive start to the game. If you’re going first, you will benefit the most from being able to act uninterrupted unless opponents keep hands with free interaction. This hand allows you to play it out almost all the way. You have a turn 1 Urza with a free mana rock, a mana-neutral rock, and the ability to tutor on your first turn to find a way to refill your hand in the form of a disruptive wheel. On top of that, if that plan gets disrupted, you have a backup in Transmute Artifact to find a card draw engine like Eye of Vecna or a resource disruption artifact from your salt trio.
I would play this hand out like this (order matters to avoid cards like Mind Break Trap):
T1: Island, Jeweled Lotus, Urza, Tormond’s Crypt, Aether Spellbomb, Personal Tutor for Windfall to disrupt your opponents’ hands, or if you are feeling risky and you’re in the right pod where people wont be able to interact with you, you could grab your Polymorph and shoot for a win on turn two. The biggest issue will be a lack of interaction to protect your win attempt and a spell to start your loop on Turn 2. Depending on what you draw for your first card on turn 1, it’s probably best not to shoot for a win this early, especially because your work will be heavily telegraphed. If you present a win the form of a top deck tutor, your opponents will be forced to hold up their interaction, whereas showing a Windfall tells them you want to draw more cards.
T2: When you start this turn, you should have five mana available after you play your land for the turn. Two Islands, a construct, Tormond’s Crypt, and Aether Spellbomb. For this turn, cast the card you tutored for and go from there.
A very explosive hand can give you a distinct edge in any pod – especially if you are going first, but against prepared opponents, this explosive start could easily become a debilitating position.
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