

An Aura that’s also a creature can’t enchant anything. Combined with March of the Machines from the Mirrodin set, this can then make those Auras become creatures. The Lattice’s first ability causes Auras to become artifacts. For example, Mycosynth Lattice doesn’t allow mana from Vedalken Engineer to be used to cast a nonartifact spell. However, it doesn’t remove restrictions on the mana. The Lattice’s third ability lets players spend even colorless mana as though it had a color. Mycosynth Lattice’s second ability makes everything, in every zone of the game, colorless. Spells on the stack and cards in other zones aren’t permanents, so those spells and cards don’t become artifacts. If they refuse then don't play with them.Mycosynth Lattice turns all permanents on the battlefield into artifacts. If the rest of the group is NOT playing at that power level then a conversation should be had with the Urza player that people aren't interested in playing at that level and can they use a different deck. If the player has 20 mana on turn two, 4+ counter spells and their combo, well GG they drew a god hand. If every player is pitching Force of Will, Force of Negation, Counter spell, Pact of Negations at the Urza player then eventually one is going to stick. If they were, coordinated efforts from every player should be able to counter/remove the lock before it hits the board.

Is the rest of the group all playing at that level of power? It doesn't sound like it. This backs up the concept of someone who is trying to play a cEDH deck. You've also said they're running around with 20 mana by turn 3. This to me sounds like that player is looking to play in a cEDH group level of play, or they're just trying to be a jerk who stomps on lower power decks. You say you're playing against a $3000 Urza deck that's doing this. You may even need to mulligan more aggressively for a hand that puts more early game pressure too. At the center of the globular space, suspended in the air, is a blinding circle of bright light. Mirrodins Core can only be approached through five lacunae, one in each land of Mirrodin. Get your playgroup to run some more interaction and to focus this player down every game he plays that deck too. Mirrodins Core, called Tav Rakshan (Hall of the Eternal Sun) by the leonin, is a massive globular space within Mirrodin, utilized by Memnarch to control the outer world. Black has plenty of instant speed planeswalker removal options, green has Beast Within, red has burn spells, blue has bounce and counterspells, white has Generous Gift and a couple of counterspells too. Failing that, however, start running more interaction in your deck, same for other people in your playgroup. Now, the obvious solutions are to talk to him about how his deck doesn't match the power level of the group, or to build a proper cEDH deck and smash him with it (since Karn + Lattice is an awful wincon for cEDH Urza). That being said, it sounds like you're playing against a pubstomper who is trying to flex his bank account. It's just yet another 2 card combo that wins the game, and it's not even one of the better ones, since it's slow and doesn't actually end the game. I actually have someone in my play group that has a Lavinia deck focused on getting the lock, and he rarely plays it because he knows it isn't fun for anyone. There are more oppressive, one-sided locks that keep people from playing the game at all that would be on the chopping block before Myco/Karn. If B) then likely everyone in the play group will either ask the Myco/Karn player to power down the list, or stop playing with them. If A) then this situation likely won't happen again when they see the ] in the command zone. Then the issue is either A) everyone failed at threat assessment or B) the Myco/Karn player was pubstomping. The lock is pretty easy to beat unless the entire board somehow managed to get 0 creatures out and everyone failed to make a meaningful impact against the Myco/Karn player early on. Judging by your other comments on this thread, this is a gripe post because you lost to the lock.
