This is a deck which intends to emulate a doomsday combo and take infinite turns. For that reason I've targeted this build to be at the upper end of my metagame's power level and compete against cEDH decks, while still retaining it's overall gameplan. Osgir is surprisingly well suited for this strategy when it comes to playing and retaining stax pieces. Playing symmetric hate pieces such as Null Rod, Torpor Orb, or Ethersworn Adjudicator, which can negatively impact this deck is mitigated by having a sacrifice outlet for those stax orbs in the command zone. Additionally, playing out a stax piece early and sacrificing it is fine because Osgir can then double up on that piece later to keep opponents slowed down. This also preys on the overdependence of single target removal over mass removal in my local metagame. A deck which can Nature's Claim my Torpor Orb in order to win with Oracle requires a second card for my second copy.
After playing Osgir for a year or so, I first decided that the sorcery speed limit to his ability prevents a Osgir Stax build from being cEDH viable, and power the deck down with the intention to be played in the upper power levels of my groups non-competitive metagame. I've revised the build at least three times as I work the deck more towards the type of games that I want Osgir to generate. My current build dropped all non-artifact stax and added some big creature bombs to copy a lot, while cutting all non-artificer creatures. I also dropped nearly all tutors and added so token generation support. I'm fairly satisfied with how the deck plays now into my metagame, where it can happily durdle out 8 Bronze Guardians and 8 Lightning Greaves to attack for lethal.
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The non-stax plan for this deck is effective to fuel a discard based draw engine such as Cathartic Reunion to fill the graveyard. The deck is nearly all artifacts, so the random discard effects are not too onerous. Additionally, cards like Chromatic Star or Mind Stone represent 3 cards drawn via Osgir.
Non-artifact cards can be included in Mirror of fate via escape from Underworld Breach.
Card's I plan to test:
Non-artifact cards can be included in Mirror of fate via escape from Underworld Breach.
Card's I plan to test:
- Chalice of the Void with Coretapper: Cast the chalice early at 0, 1 or 2, then sacrifice and use coretapper and copies of coretapper to set the chalice copies at various values to slowly lock out opponents. Start at 1 and 2, then add on 0 and 4 on the next Mirror of Fate loop.
- Engineered Explosives: another charge counter-based option, this one a board wipe.
- Uba Mask to shut out draw engines, and combines well with Drannith Magistrate.
- Mesmeric Orb: self-milling to provide options for Osgir
- Soul-Guide Lantern, Arcum's Astrolabe, Pyrite Spellbomb, Conjurer's Bauble, etc. I'd like to try fitting in more card filtering/advantage. Tokens of Sensei's Divining Top may also do the trick.
- Ensnaring Bridge may be necessary to keep creatures smaller than Osgir away from my life total.
- Land Tax may be a way to repeatedly fill my hand so I can discard key artifacts and avoid the stack.
- Cavern of Souls: a commander-centric deck needs to resolve it's commander.
- Mass Hysteria and Thousand-Year Elixir for global haste and reducing the number of points for interaction.
- Silence, Flamescroll Celebrant, and/or Angel's Grace for win protection/disruption.