Quote from Randuir »So he just basically emptied his hand to play that, meaning it all falls flat if someone blows up the winter orb on the next turn. And he could only play this because he drew a sol ring in the first place. In effect, he could have the same set-up on turn 2 without urza by playing sol-ring and a mana rock.
I mean, it obviously isn't fun to play against this, but Urza isn't the enabler of this tactic, winter orb+sol ring is.
Quote from Rasalghul1989 »True. However, Urza, Lord High Artificer is what makes Winter Orb dangerous because if Urza, Lord High Artificer is out, he can just use any artifact for mana, mana rock or not, for mana so his/her lands only untapping one per turn is no longer a big deal. He can also just tap Winter Orb before his turn so he isn't effected by it at all. Also, Winter Orb is just one example of how Urza, Lord High Artificer can lock out games. The Commandzone and Jumbo Commander did a deck tech on him on YouTube and displayed how to pull off some of the easy/one sided game locks.
Also, until a player gets an artifact removal, this is going to give the Urza, Lord High Artificer player a massive advantage being able to progress rapidly while others are progressing very restrictively.
I had a bad gameplay experience with this so I am definitely coming at this one sided and probably sound like I'm complaining a lot (which I am, LOL). I just feel that in a format where getting ahead on mana is such an advantage, it doesn't seem fair to have a Commander that can so easily mana ramp, especially in the color blue. Then in addition, have an easy way with multiple different artifacts to just lock out the game.