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Urza's Lands and their role on the Lore

Urza's lands are back with new artwork in Double Masters VIP Edition, but do you know the role of these lands in Magic's lore? This is the story I will tell you now.

For those who don't know, Urzatron is the nickname given to the trio of cards which are important on the game and on the lore of this Multiverse: [card](Urza's Mine), an excavation made to extract ores, coal and precious gems. [card](Urza's Power Plant), where artifacts were created with the extracted materials, including war equipments, machines, tools and the buildings necessary for energy generation, like electrical or nuclear energy. [card](Urza's Tower), a tall and isolated structure, which was used as a watching post, a refuge and base of studies. [image](https://gamepedia.cursecdn.com/mtgsalvation_gamepedia/a/a8/Urzatron.jpg?version=b15dd013c252c1ce8e9cbfc2ff085de7) If all these lands are on the battlefield, they are combined, granting seven mana with just three lands. Urzatron was printed for the first time in Anquities and later on Chronicles, Fifth, Eighth and Ninth editions. It was also released online for Masters Edition IV and now they are back on Double Masters. To commemorate, I'm here to show you how these lands fit Urza's story and, to do that, we'll get back to The Brothers' War. The Brothers' War was one of the most important events on the history of Dominaria, where Urza and his brother Mishra fought a huge war over the control of the continent Terisiare. In a world where magic was still barely known, the armies of that time used War Machines. Urza created artifacts based on projects from the Thran civilization and Mishra received support from phyrexian technology, which was also thran technology, but in a corrupted form. On the first years of the war, it was like a type of Cold War, where both sides built machines just to defend their territories. While Urza was obtaining power on Yotia, Mishra was doing the same with the Fallaji on the desert, becoming a counsellor next to the Fallaji governor during many years. The first creations of Urza were the Towers he built in many strategy points of Terisiare, and that's why [card](Urza's Tower) has many different artworks. They were used as sentinels to watch the enemy's movements and as a refuge for the study of magical items which were starting to show up on that moment. A series of stealthy attacks began between the two brothers and their realms, soon resulting in an open war. A collection of more and more elaborated machines developed by the two brothers started to fight on both sides and the war soon went out of control. As the conflict grow more natural resources were used, and Urza's mines turned the green area of Terisiare in a great desert while his Power Plants transformed these resources into energy to fuel power stones and new artifacts. This continued for decades, destroying the continent until there was nothing more to claim. Then the sea explorations started, when an island full of mana and natural resources named Argoth was found, where the final battle between the two brothers happened, the fateful day where Urza and Mishra met face to face with their armies. Urza discovered that Mishra had been corrupted due to phyrexian influence, slowly transforming from a man to a living machine. Filled with anger, Urza used an ancient artifact named [[Golgothian Sylex]], pouring all of his memories and emotions on it. The resulting explosion of the Sylex was one of the most traumatic events on the dominarian's history. It killed both armies, decimated the continent of Argoth and altered the climatic patterns for centuries, leading to the Ice Age. However, Urza ignited his spark, becoming a Planeswalker, an immensely powerful being, capable of moving through the Multiverse just by thinking about it. [image](https://cdn.cardsrealm.com/images/uploads/1595548914.jpeg) On the Eighth Edition, Urza's lands gained new artwork. This time, they show another point of the story, when Urza learned about the Multiverse, lost his brother and discovered that a new and powerful threat was coming, and because of it he couldn't devastate the continent like he did before. He should work to surpass the inventions of the Thran. His new Tower became his headquarters, watched by artifact creatures and even by Karn. In his hunger for power and knowledge, Urza dug deep into Dominaria's past and learned that there was power underground beyond what he could comprehend in the past. He went below ground and built his Mines deep into the ocean, so he could make use of the mana energy to fuel his Power Plants. Now let's talk about the new arts from Mark Tedin of the Urzatron. I know we have already seen many memes about this Karn, as he is indeed very weird looking, but the rest of the scenario looks really cool, at least for me. The colors may look a bit strange at first, but there is a reason for this, as Mark Tedin said that the original art has colors which look less pastel and greenish than they really are, as for some reason the colors were slightly altered during the scanning process. Art from the Spoiler: [image](https://cdn.cardsrealm.com/images/uploads/1595548776.jpeg) Art posted by Mark: [image](https://cdn.cardsrealm.com/images/uploads/1595548736.jpeg) I didn't notice many differences, but like it or not, this trio will be very sought. These new lands also have a story behing the arts. According to Mark Tedin himself, he wanted to show a Karn who was recently liberated having just left Phyrexia, that is, the underworld, and came to the Urza's monuments which for Karn, which lived for a long time of his life there, would be like a refuge. The three lands together represent an idea of the Urza's Factory used so many times during the war against Phyrexia. And to end the cicle of Urza's lands, in Time Spiral the card [card](Urza's Factory) was released, showing the trio of lands together, its ability also created to make use of the three Urza's lands on the battlefield. It was also on this factory that Urza and his apprentices Teferi and Jhoira worked to build many important artifacts on Magic's story like part of the Weatherlight, but this is a different story. [image](https://cdn.cardsrealm.com/images/cartas/crop/pcmp-champs-and-states/urzas-factory-5-med.jpeg?3623)

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InvoKando

My name is Marcos, in love with the lore of Magic: The Gathering. Content editor and creator of the InvoKando channel

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Thiago

The cEDH Archetypes #09 - Birthing Pod Lines


Hello my friends! How are you? My name is Fogaça and I'm here to talk about Commander. Some time ago, we had the much-cited article about the Hatebears archetype, which showed us the importance that disrupting the opponents’' strategies with creatures have in the format. My initial idea was to comment on decks like Blood Pod and use that as a lead to the Opus Thief build in a following article, but at that moment I felt that something was missing. On that occasion, I said that we would deal with Tymna & Tana's forms of victory at another time. Thinking about it, today will be the day to discuss the lines of [[Birthing Pod]] and we will take the opportunity to compare them with the possibilities that [[Primespeaker Vannifar]] brings us. [cardinfo](birthing pod) * THE COMBO * I thought a lot about how to explain the central idea of our lines here, and came to the conclusion the best way is referring to two extinct classics of Modern: the UR Twin and the Toolbox Birthing Pod. Those who were players at that time must remember that the consistency of a two-piece combo caused problems for the health of the format, as well as the possibilities that a permanent tutor brings us allow us not only to follow linear strategies, but also to use it as a tool in favor of the deck, allowing a much more practical than conventional problem solving. What I mean here is that when we combine this type of combo with a consistent way of looking for it, we have something good, but when that way comes from a card that can serve as a tool in favor of the deck, it becomes powerful enough to build an entire archetype around it (which can be applied both in the case of [[Birthing Pod]] and in the case of [[Demonic Consultation]]). Now, specifically talking about the Commander, we can debate about three main lines of play that became popular for the Pod Lines strategies because they occupy few slots and allow the cards characterized by tutoring our combo pieces to be used to solve eventual problems (even if the rest of the deck also works to stabilize the board, it is interesting to have options). Each line was based on the options that a specific tutor gives us. So, in order to have pieces in common, the best way I found to demonstrate them was through topics. • LINE 1: [[BIRTHING POD]] We have several options for the lines based on the New Phyrexia artifact, but the most popular one integrates the already known Blood Pod deck, allowing us to use [[Tymna the Weaver]] as the starting spark for our combo. The sequence of this is given by: 1. Activate [[Birthing Pod]] by sacrificing Tymna to seek [[Felidar Guardian]]; 2. Exile [[Birthing Pod]] with Felidar's ability to return the artifact to the battlefield untapped; 3. Sacrifice [[Felidar Guardian]] with the Pod to bring [[Karmic Guide]]; 4. Use the [[Karmic Guide]] effect to bring Felidar from the graveyard to the battlefield and again blink [[Birthing Pod]]; 5. Sacrifice Felidar again, and then bring [[Kiki-Jiki, Mirror Breaker]] to the game; 6. From the Kiki-Jiki ability, return [[Felidar Guardian]] to the battlefield by creating a copy of [[Karmic Guide]]; 7. Use the proposed loop between [[Kiki-Jiki, Mirror Breaker]], and [[Felidar Guardian]] to end the game. [cardinfo](PRIMESPEAKER VANNIFAR) • LINE 2: [[PRIMESPEAKER VANNIFAR]] In the case of [[Primespeaker Vannifar]], her use can go up to a high curve to bring in some key creature to combo or to impose board presence lock on the opponents. The most popular line of play that we find here is the one used on the Blue Pod deck, given by the following line: 1. With the ability of [[Primespeaker Vannifar]], sacrifice [[Thrasios, Triton Hero]], to bring [[Pestermite]], [[Deceiver Exarch]] or [[Bounding Krasis]] to the game; 2. Use the previously chosen card's ability to untap Vannifar; 3. Use the Vannifar ability to sacrifice the chosen card and bring [[Breaching Hippocamp]] to the battlefield, untapping her again; 4. Sacrifice the Hippocampus to bring [[Karmic Guide]] guide to the battlefield, with the Hippocamp itself as the target of Karmic's ability; 5. Again, untap Vannifar to sacrifice the Hippocampus, but this time, fetching [[Kiki-Jiki, Mirror Breaker]]; 6. Activate the Kiki-Jiki ability to copy [[Karmic Guide]], thus bringing [[Breaching Hippocamp]] back to the battlefield once again; 7. Use the loop between [[Breaching Hippocamp]] and [[Kiki-Jiki, Mirror Breaker]] to end the game. [cardinfo](YISAN, THE WANDERER BARD) • LINE 3: [[YISAN, THE WANDERER BARD]] Even though [[Yisan, the Wanderer Bard]] has another role as a commander, when he is included on the 99 (or 98, depending on the case), he represents a redundancy for the effects presented here, and, with the help of [[Quirion Ranger]] and [[Scryb Ranger]] to start the line of sequencing from turn 3, we can take advantage of their potential to give us other options for play. His main line also integrates the possibilities of both Blood Pod and Blue Pod, being derived from the following sequencing: 1. After using the Rangers to enable three counters on Yisan, search for [[Village Bell-Ringer]] in order to untap him again, as well as all your mana dorks; 2. Activate Yisan again, this time for four, in order to bring [[Felidar Guardian]] to the battlefield; 3. Blink Bell-Ringer with Felidar's ability, making another untap to Yisan and your mana dorks; 4. After the new untap, activate Yisan to five, bringing [[Kiki-Jiki, Mirror Breaker]] to the battlefield; 5. Use the loop between Kiki-Jiki and Felidar or between Kiki-Jiki and Bell-Ringer to end the game. * COMMANDERS * Basically, my idea for today was to bring the lines of sequence to you and reach a somewhat controversial conclusion, so that we will not have variations, honorable mentions or budget alternatives. However, since I mentioned two specific decks, I will use this session to differentiate them, in order to show the different nuances that derive from the strategy of these Birthing Pod Lines. [image](https://cdn.cardsrealm.com/images/cartas/en/c16-commander-2016/tymna-the-weaver-48.jpeg?3136) [image](https://cdn.cardsrealm.com/images/cartas/en/c16-commander-2016/tana-the-bloodsower-45.jpeg?9457) Following the order of citations, let's start with the already known Blood Pod. The build based on Hatebears compensates for the lack of blue in order to be a true toolbox, having a creature for every situation that we may have in the game. In this way, [[Birthing Pod]] ends up being a unique piece of interaction, which can save us from a lock, bring a new lock to the game or allow us to reach win conditions, thus being a means for a disruptive deck to have an accelerator for when there is a need to explode and a brake to regulate the speed of the battlefield. [image](https://cdn.cardsrealm.com/images/cartas/en/c16-commander-2016/thrasios-triton-hero-46.jpeg?9510) [image](https://cdn.cardsrealm.com/images/cartas/en/c16-commander-2016/bruse-tarl-boorish-herder-30.jpeg?5562) Moving on to our other quote, we have our dear Blue Pod, newcomer here in our articles. The deck was designed to adapt the disruptive Blood Pod to a more midrange strategy, adding the blue to have more answers and not be so dependent on Hatebears. The result is an interactive deck that protects itself with magic while using [[Birthing Pod]] and [[Primespeaker Vannifar]] as ways to generate a strong board state, always moving forward and compensating for the lack of black tutors in this build. *CONCLUSION* I will confess that it is increasingly difficult to write these articles. The main concepts were already covered in the first publications, so I end up having difficulty to avoid being repetitive and explain new ideas and applications for the cards on our tables. This fact leads me to be a little strange during this conclusion, since what I want to demonstrate here is contrary to some ideas that I proposed earlier: as we have seen, the less slots a combo occupies, the better its acceptance, especially if it can add for other instances of gameplay (as already explained during our [[Demonic Consultation]] talk), but there are times when a specific engine for our interaction serves so well to generate value in the build that the lost slots are compensated by the versatility that kind of interaction gives. That's it for today. I ask you to leave your feedback so that we can always improve. The series aims to address only part of an entire sphere that covers an extremely diverse format, so I invite you to subscribe to my [link](https://www.youtube.com/channel/UCyqfJp8MNsmyE89F2ALRYrg)( channel on YouTube), where I talk about Commander, not only competitive, but also in other varieties, as well as about other formats. Until next time, my friends!

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Thiago

Jogador de Magic desde Tarkir, sou apaixonado por interações e sinergias que quebram a curva do jogo. Para mim, o cEDH é o teste máximo para o jogador de Magic, tanto para deck build, quanto para gameplay. Para me acompanhar no YouTube, acessem meu canal.

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