Modern Urza (Competitive)

by dknight27 on 11 February 2024

Main Deck (60 cards)

Sideboard (0 cards)

No sideboard found.

The owner of this deck hasn't added a sideboard, they probably should...

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Trying to abuse artifact synergy in modern, as there's just so much of it.

Primary mechanics are spamming artifacts that all synergize to shut opponent down, generate more material, cycle through the deck quickly, or all of the above.

Primary win conditions are Urza, Thoptor/Sword combo, Urza's Saga tokens, and has a backended Mill win mechanic.

Synergy breakdown:

Urza is, of course, the main boss, and synergizes with everything. He spawns a win condition, turns all your artifacts into U rocks, generates card advantage from the topdeck ability, and then uses that advantage to pump more mana to gain more advantage. Plus he's immune to bolting and Abrupt Decay, requires the tripped Fatal Push and Holy Heat, and hard to take out with Prismatic Ending.

The cookbook mechanic works PERFECTLY with Urza, as it generates artifacts to tap for mana (with Urza) and pump the Urza tokens, but also can be used to keep you alive if necessary through life gain and storage. They can also be used in a pinch to fetch an Urza back to your hand from the grave, and are fetchable with Urza's Saga. Obviously they are built to take advantage of Ovalchase Daredevil, so there's that. I opted away from Azmoranblah in this build to focus on the artifact synergy instead.

Mystic Forge + Urza = game over chump. All the 1-drops on top of your deck become 'cast me for free and keep going', all while pumping the Urza token for the W. It's obviously good on its own as well, as 31 cards in this deck are artifacts, and it can ditch 1 topdecked land per turn (a fantastic subset of this card that often gets overlooked).

Ensnaring Bridge is a beast in here, as your hand should be easy to dump if necessary with the low cmc's, Cookbooks, and Urza's mana rock ability. You can comfortably employ it, then wait in relative safety for the combo piece you need to convert the stasis into a win. Most likely, that will either be the Thopter/Sword combo, which will let you generate flying 1/1's that you can attack through the Bridge, or accumulating enough umph to sac the Bridge to an Urza token/Saga token that can then get to work.

Trinisphere has some great synergy, as it hurts opponent much more than you thanks to your desire to slow the game down and Urza's mana rock abil. However, it also has the delightful bonus of comboing with Urza, as Urza can tap it down, which lets you go all out for mana when necessary. It's not perfect, as the build can't untap it to lock down opponent again, but in that scenario, you'd only use it to tap down on a win condition turn. In any other scenario, just use Urza's mana ramp and Trinisphere to make sure opponent can't really do anything while you're doing just fine. Of note, Trinisphere can also be sacked to Thopter for similar effect if necessary.

Thopter/Sword combo wins on its own, as it keeps you alive while building to a win, or wins in just a few turns with enough mana. But with Urza, it's a hell of a combo, as Urza lets you tap down the tokens, generating more tokens, gaining more life. Ultimately, you'll gain infinite life and have infinite tokens and a 1-turn clock.

The eight Chromatic cards fix colors if you need it, cycle through the deck if you need it, up the artifact count, are cheap as can be, trip Darefevils if necessary, become fantastic mana rocks with Urza, are great topdecks with Mystic Forge that even fix bad topdecks with the Forge, as you can sac them to get past topdecked lands.

Urza's Saga is the monkeywrench of this build, and boy does it fix problems. Need removal, grab a Portable Hole. Have a Daredevil, fetch a Cookbook. Have color problems, snag a Chromatic or Razortide Bridge. Opponent's grave is a factor, snag Nihil Spellbomb. Ups the artifact county by either 1 or 2, spawns a win condition, trips Daredevil. It doesn't even hurt the mana production that much when it dies as you've got such a low curve and Urza pumps mana. With Urza, it even gives you +UU every turn with an implicit win condition attached. God damn.

Academy Ruins helps recycle useful artifacts, synergizes PERFECTLY with Mystic Forge, can recycle Cookbook to grab a dead Urza. Perfect setup to reuse Spellbomb every turn to neuter grave builds on the cheap. It can even be used as a tertiary win condition by decking opponent, as you can essentially keep yourself from moving through the deck and eventually deck opponent. This works fantastically with Trinisphere and Ensharing Bridge, which should lock down opponent pretty well.

Portable Hole is cheap removal that Urza turns into a mana rock and are pitch perfect Mystic Forge topdecks. It also answers quite a few threats in modern on the cheap, which is delightful.


Hopefully with so much synergy, you should catch something useful every game and be able to hold on until things come together.

Feedback appreciated.


Deck Tags

  • Modern
  • Competitive
  • Urza
  • Artifact
  • Cookbook

Deck at a Glance

Social Stats

0
Likes

This deck has been viewed 724 times.

Mana Curve

Mana Symbol Occurrence

712700

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

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

Deck discussion for Modern Urza (Competitive)

to post a comment.