How To Build A The Reality Chip Commander Deck In MTG

How To Build A The Reality Chip Commander Deck In MTG

The Reality Chip is a unique commander available in Magic: The Gathering. It is mono-blue, so you’re only able to play blue and colorless spells in your deck. Originally released in Kamigawa: Neon Dynasty, The Reality Chip is an unorthodox commander that lets you play cards from the top of your library so long as it’s attached to a creature.



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The Reality Chip focuses on artifacts, as there are a ton of cards in blue that discount the cost of artifacts making it easier to play them off the top of your library. The Realty Chip is an artifact itself, letting it take advantage of the artifact support in the deck.


Decklist

MTG Whir of Invention card with the art in the background.

Commander: The Reality Chip

Artificer’s Assistant

Chief of the Foundry

Cyberdrive Awakener

Etherium Sculptor

Forensic Gadgeteer

Foundry Inspector

Hangarback Walker

Jhoira’s Familiar

Kappa Cannoneer

Karn, Legacy Reforged

Liberator, Urza’s Battlethopter

Loyal Inventor

Master of Etherium

Memnite

Millikin

Ornithopter

Ornithopter of Paradise

Padeem, Consul of Innovation

Phyrexian Metamorph

Phyrexian Walker

Riddlesmith

Sai, Master Thopterist

Sharding Sphinx

Shimmer Myr

Solemn Simulacrum

Spellskite

Steel Overseer

Thought Monitor

Twenty-Toed Toad

Unctus, Grand Metatect

Urza, Lord High Artificer

Vedalken Archmage

Vedalken Engineer

Whirler Rogue

Fabricate

Thoughtcast

An Offer You Can’t Refuse

Arcane Denial

Brainstorm

Counterspell

Desynchronization

Disruption Protocol

Negate

Whir of Invention

Arcane Signet

Cloud Key

Encroaching Myscosynth

Everflowing Chalice

Fellwar Stone

Mind Stone

Sensei’s Divining Top

Simulacrum Synthesizer

Sol Ring

Tamiyo’s Logbook

The Millennium Calender

Thought Vessel

Unwinding Clock

Artificer Class

Efficient Construction

Fortune Teller’s Talent

Mechanized Production

Mirrodin Besieged

Propaganda

Thopter Spy Network

Academy Ruins

Archway of Innovation

Buried Ruin

Castle Vantress

Darksteel Citadel

x21 Island

Myriad Landscape

Mystic Sanctuary

Reliquary Tower

Rivendell

Scene of the Crime

Seat of the Synod

The Mycosynth Gardens

War Room



The decklist
consists of 35 creatures, two sorceries, eight instants, 13 artifacts, seven enchantments,
and
34 lands
. Nearly every creature in the deck is an artifact creature, or a creature that has an effect relating to artifacts.

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Key Cards

The Reality Chip

MTG The Reality Chip card with the art in the background.

The commander for the deck, The Reality Chip is an important key in making sure you cast as many spells as possible. You always want The Reality Chip reconfigured onto a creature, as it does nothing on its own but lets you look at the top of your library otherwise.

If The Reality Chip is reconfigured onto a creature and that creature gets removed or a board wipe occurs, the Reality Chip will go back to being a creature.


Thanks to its low casting cost, you can get The Reality Chip on the battlefield very early. Reconfiguring costs a bit more, but still small enough to be easy to do during the early stages of the game. You do need a creature to reconfigure to, though, and it’s best to wait to cast until you have multiple options of creatures to equip.

Unwinding Clock

MTG Unwinding Clock card with the art in the background.

Unwinding Clock is one of the best artifacts in the entire deck. It untaps all artifacts during everyone’s untap, letting you constantly re-use your best effects that require artifacts to be tapped.

Since most of your creatures are artifact creatures, you can attack with them freely and still have blockers since they’ll untap. Unwinding Clock also lets you untap your mana rocks so you can have mana for counterspells when your opponents’ turns are happening.


Steel Overseer

MTG Steel Overseer card with the art in the background.

Steel Overseer is the card that turns all your weak artifacts into massive threats. By tapping it, you put a +1/+1 counter on all artifact creatures you control. Most of your artifact creatures start as 1/1s, so stacking them up with counters will turn them into powerful attackers and blockers.

Steel Overseer pairs especially well with Unwinding Clock, since you can use its effect four times in a full turn cycle, giving four +1/+1 counters to all your creatures by the time your next turn starts.

Urza, Lord High Artificer

MTG Urza, Lord High Artificer card with the art in the background.


Urza, Lord High Artificer is one of the best blue creatures ever printed, and it’s especially strong in a Reality Chip deck. It turns all your artifacts into mana dorks that can tap for a blue mana. Since blue struggles with ramp, this is especially useful in ensuring you can always cast spells off the top of your library.

If you have a land you can’t play on the top of your library, you can use Urza’s ability. This will shuffle your library and exile the top card, potentially putting a card you can play on the top.

Urza lets you pay five to cast the top card of your library for free after shuffling it. The card is exiled, but you can cast it at any point during the turn you use Urza’s effect. You’ll have a ton of artifacts, so the Construct Urza creates will wind up with high stats too.

How To Play The Deck

MTG Thopter Spy Network card with the art in the background.


A Reality Chip Commander deck is playing a ton of artifacts and taking advantage of the plethora of artifact support cards. While being a mono-color deck can be a downside (especially for a commander with a grounded effect like The Reality Chip is), blue is one of the primary colors for artifacts, allowing you to play many of the best artifact-focused cards in the game.

There are multiple ways to discount artifact spells, including Etherium Sculptor, Foundry Inspector, Jhoira’s Familiar, and Cloud Key, all of which make artifacts one less mana to cast. Most of the cards in the deck are either colorless, or only have one colored mana requirement to fully take advantage of these discounts.

If you have multiple permanents that discount artifacts, the effects will stack. So if you have three of them, your artifact spells will be discounted by three mana instead of just one.


Ramping can be a struggle for blue, but there are a few ways to counteract that in the deck. Karn, Legacy Reforged adds a colorless mana for each artifact you control, but can only be used on artifacts. Silver Myr and Ornithopter of Paradise are more traditional mana dorks, tapping themselves to add mana, and Urza, Lord High Artificer can tap artifacts for blue mana.

The primary win condition of the deck is winning through combat. You want to amass an army of artifact creatures, done through casting them or creating tokens. Alternatively, you can win with Twenty-Toed Toad which automatically wins the game if you have twenty or more cards in your hand or it has twenty or more counters on it.

There is also Mechanized Production, which wins the game when you control eight or more artifacts with the same name at your upkeep. This includes tokens, making Mechanized Production an easy win condition to achieve.

The biggest flaw of the deck is its slowness. Once you have enough mana, you can quickly start snowballing by casting spells off the top of your library once you reconfigure The Reality Chip. However, there isn’t a lot the deck can do in the early game.


You can get a few small creatures out quickly (including your commander), but it’ll take a while before you start seeing the payoffs for them. There’s a lot of draw power in the deck, so you can get to your win conditions a lot quicker to help mitigate this downside.

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