Urza is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
: Urza deals 1 damage to any target.
Complete guide
Long before he was a creature or planeswalker card, Urza appeared in the Vanguard format, providing players with powerful passive bonuses and activated abilities throughout the game. This Vanguard card doesn't sit on the battlefield; instead, it modifies your starting hand size and life total while granting you a repeatable way to influence the board. Understanding how to leverage this ancient artificer's power is key to mastering casual Vanguard matches.
How Vanguard Works
Urza is a Vanguard card, not a traditional spell. You do not cast it; instead, it begins the game in the command zone. It modifies your starting life total and hand size (though the specific numerical modifiers are traditionally printed on the physical card). The ability '{3}: Urza deals 1 damage to any target' can be activated any time you have priority, provided you can pay the mana cost.
Activating the Ability
To use Urza's power, you must pay three generic mana. Because this is an activated ability and not a spell, it does not use the stack in the same way a creature spell would, but it can still be responded to by opponents. Since Urza is not a permanent on the battlefield, the ability originates from the command zone, making it difficult for most traditional 'destroy' effects to interact with it.
Strategic Timing
Urza's ability is most effective during the late game when you have excess mana. Because it can target 'any target,' you can use it to pick off small creatures, finish off planeswalkers, or deal the final points of damage to an opponent. It serves as a mana sink, ensuring that even if you have no cards in hand, your mana remains a threat.
Interaction examples
If you control Urza's Tower, Urza's Mine, and Urza's Power Plant, you can tap them to produce a total of seven colorless mana. This allows you to activate Urza's Vanguard ability twice in a single turn, dealing 2 damage to any target, with one mana left over.
With Urza, Lord High Artificer on the battlefield, you can tap an untapped artifact like Sol Ring to add one Blue mana. By combining this mana generation with other lands, you can reach the three mana required to activate the Urza Vanguard ability more frequently.
While Urza, Lord Protector reduces the cost of your artifact, instant, and sorcery spells like Urza's Rage, note that this discount does NOT apply to the Urza Vanguard ability. You must still pay the full three mana for the Vanguard activation, as it is an ability, not a spell.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Urza
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Interactions with other cards
These cards' text mentions Urza.

When Urza enters, create a 0/0 colorless Construct artifact creature token with "This token gets +1/+1 for each artifact you control." Tap an untapped artifact you control: Add {U}. {5}: Shuffle your library, then exile the top card. Until end of turn, you may play that card without paying its mana cost.

{T}: Add {C}. If you control an Urza's Mine and an Urza's Power-Plant, add {C}{C}{C} instead.

{T}: Add {C}. If you control an Urza's Power-Plant and an Urza's Tower, add {C}{C} instead.

{T}: Add {C}. If you control an Urza's Mine and an Urza's Tower, add {C}{C} instead.

{T}: Add {C}. Metalcraft — {T}: Add {C} for each Urza's land you control. Activate only if you control three or more artifacts.

Artifact, instant, and sorcery spells you cast cost {1} less to cast. {7}: If you both own and control Urza, Lord Protector and an artifact named The Mightstone and Weakstone, exile them, then meld them into Urza, Planeswalker. Activate only as a sorcery.

{2}{W}{W}, {T}, Exile Urza's Sylex: Each player chooses six lands they control. Destroy all other permanents. Activate only as a sorcery. When Urza's Sylex is put into exile from the battlefield, you may pay {2}. If you do, search your library for a planeswalker card, reveal it, put it into your hand, then shuffle.

Kicker {8}{R} (You may pay an additional {8}{R} as you cast this spell.) This spell can't be countered. Urza's Rage deals 3 damage to any target. If this spell was kicked, instead it deals 10 damage to that permanent or player and the damage can't be prevented.

{T}: Add {C}. {T}: Add {∞}. Activate only once and only if you control an Urza's Mine, an Urza's Power-Plant, and an Urza's Tower. {7}, {T}: Head to AskUrza.com and click Urza's Fun House.

+1: Head to AskUrza.com and click +1. −1: Head to AskUrza.com and click -1. −6: Head to AskUrza.com and click -6.

You may activate the loyalty abilities of Urza twice each turn rather than only once. +2: Artifact, instant, and sorcery spells you cast this turn cost {2} less to cast. You gain 2 life. +1: Draw two cards, then discard a card. 0: Create two 1/1 colorless Soldier artifact creature tokens. −3: Exile target nonland permanent. −10: Artifacts and planeswalkers you control gain indestructible until end of turn. Destroy all nonland permanents.

When Urza's Construction Drone enters, conjure cards named Urza's Mine, Urza's Power Plant, and Urza's Tower into your library, then shuffle. Whenever Urza's Construction Drone attacks or dies, seek an Urza's land card.
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