pASS or GAS! Urza, Lord High Artificer (#7) cEDH

1 year ago
13

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/

So, this hand is slightly below average. This hand does have a T3 Urza, resource disruption in the form of Three Ball, a way to draw more cards and interaction, but its most significant issue is the speed at which we can get these cards on board.

Having to deal with Mystic Sanctuary means we will compromise with tempo loss at some point in the early game, which is the most crucial stage for board development. If you play it T1, you have no T1 play. If you play it T2, you have no T2 play, and if you play it T3, you lose out on an early Urza – which means the best time to play this land will be turn 1, as it gives you the option to disrupt the board with a T2 Three Ball.
Because of this, I would pass on this hand as a 1st seven and settle for it for a 2nd seven. Depending on the pod, I would keep it at six and bottom, either the Aether Spellbomb or the Imposter Mech. I would also keep this at five for the turn 2 Windfall.

Overall, a keepable hand but not the best the deck can offer you; check out the description for how I would play this hand.

T1: Mystic Sanctuary; Pass
T2: Ancient Tomb; Depending on the pod, throw out Three Ball or Aether Spellbomb and Imposter Mech
T3: Cephalid Coliseum; Urza. Depending on what you played in T2, you could have access to three U mana to attempt a windfall to refill your hand.

Until now, you have three opportunities to draw more cards that could change how you play this hand.

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