249 views22 days ago
Commander
Size: 100Salt sum: 37.72
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Char

249 views22 days ago
Commander
Size: 100Salt sum: 37.72

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{"ops":[{"insert":"Firmly bracket 3 "},{"insert":{"card-link":"Zabaz, the Glimmerwasp"}},{"insert":" deck built around modular creatures, +1/+1 counters, eggs, sacrificing, and recurring artifacts. "},{"insert":{"card-link":"Zabaz, the Glimmerwasp"}},{"insert":" does everything the deck wants to do; it gives another +1/+1 counter for other creature’s modular effects, has modular itself, lets us sacrifice our artifacts, and can give itself evasion. Its replacement effect, the extra +1/+1 counter for modular abilities, is extremely important and means we will almost always play it out on curve if we have a modular creature to take advantage of this with, which happens more often than not as we have 10 modular creatures. To keep the deck bracket 3, there’s some notable exclusions to keep the power level in check, including "},{"insert":{"card-link":"Myr Retriever"}},{"insert":", "},{"insert":{"card-link":"Ashnod's Altar"}},{"insert":", "},{"insert":{"card-link":"Lotus Petal"}},{"insert":", "},{"insert":{"card-link":"Mishra's Bauble"}},{"insert":", "},{"insert":{"card-link":"Codex Shredder"}},{"insert":", "},{"insert":{"card-link":"Inkmoth Nexus"}},{"insert":", "},{"insert":{"card-link":"Foundry Inspector"}},{"insert":", and "},{"insert":{"card-link":"Arcbound Reclaimer"}},{"insert":" to skip oppressive infinites, infect, and unfun one-shots. There are still infinites in the deck, but they are fair and harder to achieve than these. The point is more so to accrue value through our engines and win through combat than it is to win out of nowhere. Generally, the most consistent early game follows the plan of "},{"insert":{"card-link":"Zabaz, the Glimmerwasp"}},{"insert":" on turn one or two followed by a modular creature, such as "},{"insert":{"card-link":"Arcbound Worker"}},{"insert":", "},{"insert":{"card-link":"Arcbound Prototype"}},{"insert":", "},{"insert":{"card-link":"Arcbound Mouser"}},{"insert":", "},{"insert":{"card-link":"Arcbound Stinger"}},{"insert":", "},{"insert":{"card-link":"Arcbound Tracker"}},{"insert":", "},{"insert":{"card-link":"Arcbound Javelineer"}},{"insert":", "},{"insert":{"card-link":"Arcbound Slith"}},{"insert":", or "},{"insert":{"card-link":"Arcbound Shikari"}},{"insert":" to take advantage of "},{"insert":{"card-link":"Zabaz, the Glimmerwasp"}},{"insert":"’s replacement effect. Growing our counters by playing other creatures and having their effects go off naturally is a better plan generally than sacrificing and recurring our creatures immediately, as our creatures will be picked off naturally and we can use our resources better if we save them for when we need them. It’s more important to build a good board that we can swing with comfortably than it is to build one big creature. "},{"insert":{"card-link":"Zabaz, the Glimmerwasp"}},{"insert":"’s replacement effect also does not increase the modular counters when it dies itself, only other creatures while it is on the board. We want to put the counters we gain from our modular abilities on other modular creatures first and foremost, as this lets us chain together extra counters from "},{"insert":{"card-link":"Zabaz, the Glimmerwasp"}},{"insert":"’s replacement effect and allows us to get tricky in combat with some instant speed sacrifice to pump our creatures. Other alternatives that still give good value for our counters include "},{"insert":{"card-link":"Hangarback Walker"}},{"insert":" to give us loads of "},{"insert":{"card-link":"Thopter"}},{"insert":" tokens and "},{"insert":{"card-link":"The Ozolith"}},{"insert":" to bank them. Putting the counters on creatures that can’t move them when they die is generally a big waste and sets us back if the buffed creature ends up dying. This problem is negated by circling back to "},{"insert":{"card-link":"The Ozolith"}},{"insert":", as it is the premier way to store +1/+1 counters in the deck, aside from modular creatures, of course. "},{"insert":{"card-link":"The Ozolith"}},{"insert":" lets us be incredibly resilient to board wipes, as the counters we’ve accrued don’t go to waste; instead, they’re stored in "},{"insert":{"card-link":"The Ozolith"}},{"insert":" for future use. This becomes especially useful again when we haven’t set up our recursion engine quite yet and we only have one or two guys out at a time. "},{"insert":{"card-link":"The Ozolith"}},{"insert":" would be useless without a way to garner +1/+1 counters, however, and for that we need guys that give counters, such as "},{"insert":{"card-link":"Steel Overseer"}},{"insert":" and "},{"insert":{"card-link":"Arcbound Shikari"}},{"insert":", counters from other sources like "},{"insert":{"card-link":"Karn's Bastion"}},{"insert":", "},{"insert":{"card-link":"Abandoned Air Temple"}},{"insert":", "},{"insert":{"card-link":"Solar Array"}},{"insert":", or "},{"insert":{"card-link":"Collector's Cage"}},{"insert":", or our sacrifice engines like "},{"insert":{"card-link":"Arcbound Ravager"}},{"insert":". "},{"insert":{"card-link":"Arcbound Ravager"}},{"insert":" is able to sacrifice our many eggs, such as "},{"insert":{"card-link":"Ichor Wellspring"}},{"insert":" or "},{"insert":{"card-link":"Mycosynth Wellspring"}},{"insert":" to trigger their graveyard abilities while converting their sacrifice into +1/+1 counters. This can also be done at instant speed, which helps to get "},{"insert":{"card-link":"Arcbound Ravager"}},{"insert":" huge in combat or allows us to sacrifice our board before removal to dodge it or gain value before it. To get around removal more efficiently, we run phasing effects like "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":", "},{"insert":{"card-link":"Clever Concealment"}},{"insert":", and "},{"insert":{"card-link":"Guardian of Faith"}},{"insert":" to protect our +1/+1 counters when we don’t have access to "},{"insert":{"card-link":"The Ozolith"}},{"insert":", as phasing does not remove our +1/+1 counters from our creatures. We also run indestructibility as a backup plan when these are expended or can’t be found, such as "},{"insert":{"card-link":"Blacksmith's Skill"}},{"insert":", "},{"insert":{"card-link":"Slobad, Goblin Tinkerer"}},{"insert":", and "},{"insert":{"card-link":"Boros Charm"}},{"insert":". We run vegetables ourselves, with "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":", "},{"insert":{"card-link":"Dispatch"}},{"insert":", "},{"insert":{"card-link":"Rip Apart"}},{"insert":", "},{"insert":{"card-link":"Requisition Raid"}},{"insert":", "},{"insert":{"card-link":"Wear // Tear"}},{"insert":", and "},{"insert":{"card-link":"Blasphemous Act"}},{"insert":" giving us access to creature, artifact, and enchantment removal when we need it. We also run interaction like "},{"insert":{"card-link":"Tibalt's Trickery"}},{"insert":", "},{"insert":{"card-link":"Reprieve"}},{"insert":", and "},{"insert":{"card-link":"Orim's Chant"}},{"insert":" for when we’re comboing off or need one last turn to seal a game. With the ease of sacrifice, the deck leans into recursion over card draw to repeatedly make use of the same effects instead of drawing for new ones. However, the card draw included gives us value in a similar way, such as "},{"insert":{"card-link":"Demand Answers"}},{"insert":", which allows us to sacrifice an artifact to draw two cards if we cannot find an outlet. "},{"insert":{"card-link":"Mask of Memory"}},{"insert":" provides draw as we swing. "},{"insert":{"card-link":"Esper Sentinel"}},{"insert":", while not a modular creature, can take a few +1/+1 counters to grow to a size where its tax is burdensome and consistently draws us cards or draws removal away from our actual threats. "},{"insert":{"card-link":"Losheel, Clockwork Scholar"}},{"insert":" allows us to consistently swing for "},{"insert":{"card-link":"Mask of Memory"}},{"insert":", but more importantly draws when an artifact creature enters under our control, which will happen on each of our turns and potentially some of our opponents’ with effects like "},{"insert":{"card-link":"Feldon of the Third Path"}},{"insert":"’s. "},{"insert":{"card-link":"Skullclamp"}},{"insert":" also lets us draw while sacrificing some of our small creatures, like the "},{"insert":{"card-link":"Thopter"}},{"insert":" tokens we make off "},{"insert":{"card-link":"Hangarback Walker"}},{"insert":". The most important “draw engine” is "},{"insert":{"card-link":"Mystic Forge"}},{"insert":", which allows us to cast the top card of our library if it’s an artifact or colorless nonland. This lets us churn through the deck, as we play 35 artifacts and artifact creatures in the deck. Importantly, "},{"insert":{"card-link":"Mystic Forge"}},{"insert":" does not allow us to play artifact lands from the top as we cannot cast lands. However, we can tap the "},{"insert":{"card-link":"Mystic Forge"}},{"insert":" once per turn to exile the top card to help get the lands out of the way. Alternatively, cards like "},{"insert":{"card-link":"Sensei's Divining Top"}},{"insert":" used in conjunction with "},{"insert":{"card-link":"Mystic Forge"}},{"insert":" amplify our selection, as we can rearrange the top three, draw one with the "},{"insert":{"card-link":"Sensei's Divining Top"}},{"insert":" by putting it back on top, replay the "},{"insert":{"card-link":"Sensei's Divining Top"}},{"insert":", and reuse the "},{"insert":{"card-link":"Sensei's Divining Top"}},{"insert":" to get what we need. To further take advantage of this, we have the main engine of the deck that replaces the need for most of the draw, the recursion engine. Cards like "},{"insert":{"card-link":"Scrap Trawler"}},{"insert":", "},{"insert":{"card-link":"Junk Diver"}},{"insert":", "},{"insert":{"card-link":"Goblin Welder"}},{"insert":", "},{"insert":{"card-link":"Goblin Engineer"}},{"insert":", "},{"insert":{"card-link":"Feldon of the Third Path"}},{"insert":", "},{"insert":{"card-link":"Recommission"}},{"insert":", "},{"insert":{"card-link":"Sevinne's Reclamation"}},{"insert":", and "},{"insert":{"card-link":"Scrap Mastery"}},{"insert":" all allows us to chain together our sacrifice plans into recursion, making it incredibly difficult to stop us from doing what we want. "},{"insert":{"card-link":"Scrap Trawler"}},{"insert":" is especially oppressive, as it returns smaller artifacts to hand which we can use to loop to return it. This is not endless alone, however. "},{"insert":{"card-link":"Teshar, Ancestor's Apostle"}},{"insert":" facilitates this looping through historic spells, being our artifacts, returning any creature CMC 3 or less from our graveyard to the battlefield when cast. This is incredibly important, as it brings back our key creatures, such as the aforementioned "},{"insert":{"card-link":"Scrap Trawler"}},{"insert":", "},{"insert":{"card-link":"Goblin Engineer"}},{"insert":", "},{"insert":{"card-link":"Goblin Welder"}},{"insert":", "},{"insert":{"card-link":"Arcbound Ravager"}},{"insert":", or "},{"insert":{"card-link":"Arcbound Shikari"}},{"insert":". To get the mana for all for this, we run "},{"insert":{"card-link":"Krark-Clan Ironworks"}},{"insert":". "},{"insert":{"card-link":"Krark-Clan Ironworks"}},{"insert":" allows us to sacrifice artifacts and turn them into two colorless mana. This lets us recast whatever we returned to hand with "},{"insert":{"card-link":"Scrap Trawler"}},{"insert":", for example, and is also integral for our infinite lines. We can also turn the colorless mana into colored mana using "},{"insert":{"card-link":"Wizard's Rockets"}},{"insert":" if needed. Overall, use "},{"insert":{"card-link":"Krark-Clan Ironworks"}},{"insert":" as both a sacrifice engine and a mana generator. "},{"insert":{"card-link":"Hangarback Walker"}},{"insert":" is another creature that benefits from the colorless mana, as it can use it for extra +1/+1 counters. "},{"insert":{"card-link":"Together Forever"}},{"insert":" reads a little weird and is one of only two enchantments in the deck, however, it is valuable as a source of +1/+1 counters, protection for our creatures, and an easy infinite combo with "},{"insert":{"card-link":"Hangarback Walker"}},{"insert":" and "},{"insert":{"card-link":"Krark-Clan Ironworks"}},{"insert":". Getting into the two infinite lines present in the deck, the first involves "},{"insert":{"card-link":"Hangarback Walker"}},{"insert":", "},{"insert":{"card-link":"Together Forever"}},{"insert":", and "},{"insert":{"card-link":"Krark-Clan Ironworks"}},{"insert":", as mentioned. It requires us to have both "},{"insert":{"card-link":"Together Forever"}},{"insert":" and "},{"insert":{"card-link":"Krark-Clan Ironworks"}},{"insert":" on the battlefield when we cast "},{"insert":{"card-link":"Hangarback Walker"}},{"insert":" with X=1. Then we target "},{"insert":{"card-link":"Hangarback Walker"}},{"insert":" with "},{"insert":{"card-link":"Together Forever"}},{"insert":", allowing us to return it to hand when it dies, and sacrifice it to "},{"insert":{"card-link":"Krark-Clan Ironworks"}},{"insert":" after. This puts a "},{"insert":{"card-link":"Thopter"}},{"insert":" onto the battlefield, the "},{"insert":{"card-link":"Hangarback Walker"}},{"insert":" into our hand, and gives us two colorless mana. We can then sacrifice the "},{"insert":{"card-link":"Thopter"}},{"insert":" token to get an additional two colorless mana, totaling four, recast the "},{"insert":{"card-link":"Hangarback Walker"}},{"insert":" for X=1, and repeat. This costs us three mana each time and we generate four, granting us infinite colorless mana. We can use this mana to make a "},{"insert":{"card-link":"Hangarback Walker"}},{"insert":" with an infinite number of +1/+1 counters on it and sacrifice it to make an infinite amount of "},{"insert":{"card-link":"Thopter"}},{"insert":"s. This is also infinite +1/+1 counters if we control "},{"insert":{"card-link":"The Ozolith"}},{"insert":". The second infinite also involves "},{"insert":{"card-link":"Krark-Clan Ironworks"}},{"insert":", to no one’s surprise, but also involves "},{"insert":{"card-link":"Scrap Trawler"}},{"insert":", "},{"insert":{"card-link":"Sol Ring"}},{"insert":", and "},{"insert":{"card-link":"Teshar, Ancestor's Apostle"}},{"insert":". To produce infinite colorless mana, we need "},{"insert":{"card-link":"Teshar, Ancestor's Apostle"}},{"insert":" and "},{"insert":{"card-link":"Krark-Clan Ironworks"}},{"insert":" on the battlefield along with "},{"insert":{"card-link":"Sol Ring"}},{"insert":" in our hand and "},{"insert":{"card-link":"Scrap Trawler"}},{"insert":" in the graveyard. Cast "},{"insert":{"card-link":"Sol Ring"}},{"insert":" to trigger "},{"insert":{"card-link":"Teshar, Ancestor's Apostle"}},{"insert":" to return "},{"insert":{"card-link":"Scrap Trawler"}},{"insert":" to the battlefield, tap and float "},{"insert":{"card-link":"Sol Ring"}},{"insert":"’s two colorless mana, then sac it to "},{"insert":{"card-link":"Krark-Clan Ironworks"}},{"insert":". Then sacrifice "},{"insert":{"card-link":"Scrap Trawler"}},{"insert":" to "},{"insert":{"card-link":"Krark-Clan Ironworks"}},{"insert":" and bring the "},{"insert":{"card-link":"Sol Ring"}},{"insert":" back to hand. Replay the "},{"insert":{"card-link":"Sol Ring"}},{"insert":" and repeat. This grants infinite colorless mana. We can also replace the "},{"insert":{"card-link":"Krark-Clan Ironworks"}},{"insert":" with "},{"insert":{"card-link":"Arcbound Ravager"}},{"insert":" to get infinite +1/+1 counters using the same process, as the two colorless mana generated from tapping the "},{"insert":{"card-link":"Sol Ring"}},{"insert":" each time before we sac it pays the necessary costs. These infinites generally do not close the game out on their own, however. "},{"insert":{"card-link":"Alibou, Ancient Witness"}},{"insert":" gives our artifact creatures haste and, when an artifact creature attacks, lets us scry X and deal X damage to any target where X is the number of tapped artifacts we control. This is incredible the turn we make infinite "},{"insert":{"card-link":"Thopter"}},{"insert":" tokens as it immediately closes the game out should our attack go through, however "},{"insert":{"card-link":"Alibou, Ancient Witness"}},{"insert":" is an incredible engine outside of this and combines pings and scries to help clear the way and find the pieces we need throughout the game. Plus, granting haste is incredible for guys like "},{"insert":{"card-link":"Feldon of the Third Path"}},{"insert":" to be used immediately. "},{"insert":{"card-link":"Slayers' Stronghold"}},{"insert":" is great for the same reason; haste is very important in this deck and can close a game out of nowhere. "},{"insert":{"card-link":"Zabaz, the Glimmerwasp"}},{"insert":" gaining flying from its ability is not to be overlooked, either. Having this evasion built in is incredible. To a similar tone, "},{"insert":{"card-link":"Sword of Truth and Justice"}},{"insert":" can often win us the game if we’re left against a white or blue player. Remember to think ahead, only sacrifice what you need to, don’t get too greedy, and tutor "},{"insert":{"card-link":"The Ozolith"}},{"insert":" when you have the opportunity and you will win games with +1/+1 counters and combat! Change the “Group by” from Categories to Categories (multiple) to see each card’s designation within the deck.\n"}]}

Commander

Qty: 1 Price: $0.49
Zabaz, the Glimmerwasp
Modular 1
If a modular triggered ability would put one or more +1/+1 counters on a creature you control, that many plus one +1/+1 counters are put on it instead.
: Destroy target artifact you control.
: Zabaz gains flying until end of turn.
Legendary Creature Artifact - Insect
Zabaz, the Glimmerwasp (mh2) 243

Commander

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Artifact

Qty: 18 Price: $249.64
Arcane Signet
: Add one mana of any color in your commander's color identity.
Artifact
Arcane Signet (eld) 331
Archaeomancer's Map
When this artifact enters, search your library for up to two basic Plains cards, reveal them, put them into your hand, then shuffle.
Whenever a land an opponent controls enters, if that player controls more lands than you, you may put a land card from your hand onto the battlefield.
Artifact
Archaeomancer's Map (c21) 12
Boros Signet
,
: Add
.
Artifact
Boros Signet (rav) 255
Collector's Cage
Hideaway 5 (When this artifact enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.)
,
: Put a +1/+1 counter on target creature you control. Then if you control three or more creatures with different powers, you may play the exiled card without paying its mana cost.
Artifact
Collector's Cage (big) 1
Experimental Synthesizer
When this artifact enters or leaves the battlefield, exile the top card of your library. Until end of turn, you may play that card.
, Sacrifice this artifact: Create a 2/2 white Samurai creature token with vigilance. Activate only as a sorcery.
Artifact
Experimental Synthesizer (neo) 138
Ichor Wellspring
When this artifact enters or is put into a graveyard from the battlefield, draw a card.
Artifact
Ichor Wellspring (mbs) 110
Krark-Clan Ironworks
Sacrifice an artifact: Add
.
Artifact
Krark-Clan Ironworks (5dn) 134
Mask of Memory
Whenever equipped creature deals combat damage to a player, you may draw two cards. If you do, discard a card.
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Mask of Memory (mrd) 203
Mycosynth Wellspring
When this artifact enters or is put into a graveyard from the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle.
Artifact
Mycosynth Wellspring (nph) 145
Mystic Forge
You may look at the top card of your library any time.
You may cast artifact spells and colorless spells from the top of your library.
, Pay 1 life: Exile the top card of your library.
Artifact
Mystic Forge (m20) 233
Sensei's Divining Top
: Look at the top three cards of your library, then put them back in any order.
: Draw a card, then put this artifact on top of its owner's library.
Artifact
Sensei's Divining Top (chk) 268
Skullclamp
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip
Artifact - Equipment
Skullclamp (dst) 140
Sol Ring
: Add
.
Artifact
Sol Ring (3ed) 274
Solar Array
: Add one mana of any color. When you next cast an artifact spell this turn, that spell gains sunburst. (If it's a creature, it enters with a +1/+1 counter on it for each color of mana spent to cast it. Otherwise, it enters with that many charge counters on it.)
Artifact
Solar Array (eoc) 18
Swiftfoot Boots
Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and
no matter when it came under your control.)
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Swiftfoot Boots (m12) 219
Sword of Truth and Justice
Equipped creature gets +2/+2 and has protection from white and from blue.
Whenever equipped creature deals combat damage to a player, put a +1/+1 counter on a creature you control, then proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Equip
Artifact - Equipment
Sword of Truth and Justice (mh1) 229
The Ozolith
Whenever a creature you control leaves the battlefield, if it had counters on it, put those counters on The Ozolith.
At the beginning of combat on your turn, if The Ozolith has counters on it, you may move all counters from The Ozolith onto target creature.
Legendary Artifact
The Ozolith (iko) 237
Wizard's Rockets
This artifact enters tapped.
,
, Sacrifice this artifact: Add X mana in any combination of colors.
When this artifact is put into a graveyard from the battlefield, draw a card.
Artifact
Wizard's Rockets (ltr) 252

Artifact

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Creature

Qty: 24 Price: $180.80
Alibou, Ancient Witness
Other artifact creatures you control have haste.
Whenever one or more artifact creatures you control attack, Alibou deals X damage to any target and you scry X, where X is the number of tapped artifacts you control.
Legendary Creature Artifact - Golem
Alibou, Ancient Witness (c21) 7
Arcbound Javelineer
, Remove X +1/+1 counters from this creature: It deals X damage to target attacking or blocking creature.
Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Creature Artifact - Soldier
Arcbound Javelineer (mh2) 2
Arcbound Mouser
Lifelink
Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Creature Artifact - Cat
Arcbound Mouser (mh2) 3
Arcbound Prototype
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Creature Artifact - Assembly-Worker
Arcbound Prototype (mh2) 4
Arcbound Ravager
Sacrifice an artifact: Put a +1/+1 counter on this creature.
Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Creature Artifact - Beast
Arcbound Ravager (dst) 100
Arcbound Shikari
First strike
When this creature enters, put a +1/+1 counter on each other artifact creature you control.
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Creature Artifact - Soldier Cat
Arcbound Shikari (mh2) 184
Arcbound Slith
Whenever this creature deals combat damage to a player, put a +1/+1 counter on it.
Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Creature Artifact - Slith
Arcbound Slith (dst) 102
Arcbound Stinger
Flying
Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Creature Artifact - Insect
Arcbound Stinger (dst) 103
Arcbound Tracker
Menace
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Whenever you cast a spell other than your first spell each turn, put a +1/+1 counter on this creature.
Creature Artifact - Dog
Arcbound Tracker (mh2) 112
Arcbound Worker
Modular 1 (This creature enters with a +1/+1 counter on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
Creature Artifact - Construct
Arcbound Worker (dst) 104
Esper Sentinel
Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays
, where X is this creature's power.
Creature Artifact - Human Soldier
Esper Sentinel (plst) MH2-12
Feldon of the Third Path
,
: Create a token that's a copy of target creature card in your graveyard, except it's an artifact in addition to its other types. It gains haste. Sacrifice it at the beginning of the next end step.
Legendary Creature - Human Artificer
Feldon of the Third Path (c14) 35
Goblin Engineer
When this creature enters, you may search your library for an artifact card, put it into your graveyard, then shuffle.
,
, Sacrifice an artifact: Return target artifact card with mana value 3 or less from your graveyard to the battlefield.
Creature - Goblin Artificer
Goblin Engineer (mh1) 128
Goblin Welder
: Choose target artifact a player controls and target artifact card in that player's graveyard. If both targets are still legal as this ability resolves, that player simultaneously sacrifices the artifact and returns the artifact card to the battlefield.
Creature - Goblin Artificer
Goblin Welder (ulg) 80
Guardian of Faith
Flash
Vigilance
When this creature enters, any number of other target creatures you control phase out. (Treat them and anything attached to them as though they don't exist until their controller's next turn.)
Creature - Knight Spirit
Guardian of Faith (afr) 18
Hangarback Walker
This creature enters with X +1/+1 counters on it.
When this creature dies, create a 1/1 colorless Thopter artifact creature token with flying for each +1/+1 counter on this creature.
,
: Put a +1/+1 counter on this creature.
Creature Artifact - Construct
Hangarback Walker (ori) 229
Junk Diver
Flying
When this creature dies, return another target artifact card from your graveyard to your hand.
Creature Artifact - Bird
Junk Diver (uds) 132
Losheel, Clockwork Scholar
Prevent all combat damage that would be dealt to attacking artifact creatures you control.
Whenever one or more artifact creatures you control enter, draw a card. This ability triggers only once each turn.
Legendary Creature - Artificer Elephant
Losheel, Clockwork Scholar (c21) 18
Scrap Trawler
Whenever this creature dies or another artifact you control is put into a graveyard from the battlefield, return to your hand target artifact card in your graveyard with lesser mana value.
Creature Artifact - Construct
Scrap Trawler (aer) 175
Scrapyard Recombiner
Modular 2 (This creature enters with two +1/+1 counters on it. When it dies, you may put its +1/+1 counters on target artifact creature.)
, Sacrifice an artifact: Search your library for a Construct card, reveal it, put it into your hand, then shuffle.
Creature Artifact - Construct
Scrapyard Recombiner (mh1) 227
Slobad, Goblin Tinkerer
Sacrifice an artifact: Target artifact gains indestructible until end of turn.
Legendary Creature - Goblin Artificer
Slobad, Goblin Tinkerer (dst) 69
Solemn Simulacrum
When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
When this creature dies, you may draw a card.
Creature Artifact - Golem
Solemn Simulacrum (mrd) 245
Steel Overseer
: Put a +1/+1 counter on each artifact creature you control.
Creature Artifact - Construct
Steel Overseer (m11) 214
Teshar, Ancestor's Apostle
Flying
Whenever you cast a historic spell, return target creature card with mana value 3 or less from your graveyard to the battlefield. (Artifacts, legendaries, and Sagas are historic.)
Legendary Creature - Cleric Bird
Teshar, Ancestor's Apostle (dom) 36

Creature

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Enchantment

Qty: 2 Price: $24.48
Land Tax
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle.
Enchantment
Land Tax (4ed) 34
Together Forever
When this enchantment enters, support 2. (Put a +1/+1 counter on each of up to two target creatures.)
: Choose target creature with a counter on it. When that creature dies this turn, return that card to its owner's hand.
Enchantment
Together Forever (bbd) 32

Enchantment

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Instant

Qty: 12 Price: $193.78
Blacksmith's Skill
Target permanent gains hexproof and indestructible until end of turn. If it's an artifact creature, it gets +2/+2 until end of turn.
Instant
Blacksmith's Skill (mh2) 6
Boros Charm
Choose one —
• Boros Charm deals 4 damage to target player or planeswalker.
• Permanents you control gain indestructible until end of turn.
• Target creature gains double strike until end of turn.
Instant
Boros Charm (gtc) 148
Clever Concealment
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for
or one mana of that creature's color.)
Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)
Instant
Clever Concealment (plst) ONC-5
Demand Answers
As an additional cost to cast this spell, sacrifice an artifact or discard a card.
Draw two cards.
Instant
Demand Answers (mkm) 122
Dispatch
Tap target creature.
Metalcraft — If you control three or more artifacts, exile that creature.
Instant
Dispatch (nph) 7
Enlightened Tutor
Search your library for an artifact or enchantment card, reveal it, then shuffle and put that card on top.
Instant
Enlightened Tutor (mir) 14
Orim's Chant
Kicker
(You may pay an additional
as you cast this spell.)
Target player can't cast spells this turn. If this spell was kicked, creatures can't attack this turn.
Instant
Orim's Chant (pls) 11
Reprieve
Return target spell to its owner's hand.
Draw a card.
Instant
Reprieve (ltr) 26
Swords to Plowshares
Exile target creature. Its controller gains life equal to its power.
Instant
Swords to Plowshares (ice) 54
Teferi's Protection
Until your next turn, your life total can't change and you gain protection from everything. All permanents you control phase out. (While they're phased out, they're treated as though they don't exist. They phase in before you untap during your untap step.)
Exile Teferi's Protection.
Instant
Teferi's Protection (c17) 8
Tibalt's Trickery
Counter target spell. Choose 1, 2, or 3 at random. Its controller mills that many cards, then exiles cards from the top of their library until they exile a nonland card with a different name than that spell. They may cast that card without paying its mana cost. Then they put the exiled cards on the bottom of their library in a random order.
Instant
Tibalt's Trickery (khm) 153
Wear
Destroy target artifact.
Fuse (You may cast one or both halves of this card from your hand.)
Instant
Wear // Tear (dgm) 135

Instant

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Land

Qty: 36 Price: $168.36
Abandoned Air Temple
This land enters tapped unless you control a basic land.
: Add
.
,
: Put a +1/+1 counter on each creature you control.
Land
Abandoned Air Temple (tla) 263
Ancient Den
: Add
.
Artifact Land
Ancient Den (mrd) 278
Axgard Armory
This land enters tapped.
: Add
.
,
, Sacrifice this land: Search your library for an Aura card and/or an Equipment card, reveal them, put them into your hand, then shuffle.
Land
Axgard Armory (khm) 250
Clifftop Retreat
This land enters tapped unless you control a Mountain or a Plains.
: Add
or
.
Land
Clifftop Retreat (isd) 238
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (cmd) 269
Desert of the Fervent
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land - Desert
Desert of the Fervent (hou) 170
Desert of the True
This land enters tapped.
: Add
.
Cycling
(
, Discard this card: Draw a card.)
Land - Desert
Desert of the True (hou) 174
Eiganjo, Seat of the Empire
: Add
.
Channel —
, Discard this card: It deals 4 damage to target attacking or blocking creature. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Eiganjo, Seat of the Empire (neo) 268
Inventors' Fair
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add
.
,
, Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.
Legendary Land
Inventors' Fair (kld) 247
Karn's Bastion
: Add
.
,
: Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Land
Karn's Bastion (war) 248
Monumental Henge
This land enters tapped unless you control a Plains.
: Add
.
,
: Look at the top five cards of your library. You may reveal a historic card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. (Artifacts, legendaries, and Sagas are historic.)
Land
Monumental Henge (mh3) 222
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (mrd) 302
Myriad Landscape
This land enters tapped.
: Add
.
,
, Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.
Land
Myriad Landscape (c14) 61
Opal Palace
: Add
.
,
: Add one mana of any color in your commander's color identity. If you spend this mana to cast your commander, it enters with a number of additional +1/+1 counters on it equal to the number of times it's been cast from the command zone this game.
Land
Opal Palace (c13) 310
Plains
(
: Add
.)
Basic Land - Plains
Plains (mrd) 289
Rustvale Bridge
This land enters tapped.
Indestructible
: Add
or
.
Artifact Land
Rustvale Bridge (mh2) 253
Sacred Foundry
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Mountain
Sacred Foundry (rav) 280
Scavenger Grounds
: Add
.
,
, Sacrifice a Desert: Exile all graveyards.
Land - Desert
Scavenger Grounds (hou) 182
Slayers' Stronghold
: Add
.
,
: Target creature gets +2/+0 and gains vigilance and haste until end of turn.
Land
Slayers' Stronghold (avr) 229
Spectator Seating
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Spectator Seating (cmr) 356
Spire of Industry
: Add
.
, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.
Land
Spire of Industry (aer) 184
Turbulent Steppe
(
: Add
or
.)
This land enters tapped unless your opponents control eight or more lands.
Land - Plains Mountain
Turbulent Steppe (soc) 58
Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains "
: Add
."
II — This Saga gains "
,
: Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost
or
, put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's
Urza's Saga (mh2) 259
War Room
: Add
.
,
, Pay life equal to the number of colors in your commanders' color identity: Draw a card.
Land
War Room (cmr) 361

Land

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Sorcery

Qty: 7 Price: $11.15
Blasphemous Act
This spell costs
less to cast for each creature on the battlefield.
Blasphemous Act deals 13 damage to each creature.
Sorcery
Blasphemous Act (isd) 130
Faithless Looting
Draw two cards, then discard two cards.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Faithless Looting (dka) 87
Recommission
Return target artifact or creature card with mana value 3 or less from your graveyard to the battlefield. If a creature enters this way, it enters with an additional +1/+1 counter on it.
Sorcery
Recommission (bro) 22
Requisition Raid
Spree (Choose one or more additional costs.)
+
— Destroy target artifact.
+
— Destroy target enchantment.
+
— Put a +1/+1 counter on each creature target player controls.
Sorcery
Requisition Raid (otj) 26
Rip Apart
Choose one —
• Rip Apart deals 3 damage to target creature or planeswalker.
• Destroy target artifact or enchantment.
Sorcery
Rip Apart (stx) 225
Scrap Mastery
Each player exiles all artifact cards from their graveyard, then sacrifices all artifacts they control, then puts all cards they exiled this way onto the battlefield.
Sorcery
Scrap Mastery (c14) 38
Sevinne's Reclamation
Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Sevinne's Reclamation (c19) 5

Sorcery

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Tokens & Extras

Qty: 4 Price: $5.32
Construct
This creature gets +1/+1 for each artifact you control.
Creature Artifact Token - Construct
Construct (tdom) 14
Copy
(This token can be used to represent a token that's a copy of a permanent.)
Token
Copy (t2xm) 31
Samurai
Vigilance
Creature Token - Samurai
Samurai (tneo) 3
Thopter
Flying
Creature Artifact Token - Thopter
Thopter (tmbs) 5

Tokens & Extras

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Deck Info

Deck stats

30 pips - 27 cards
27 mana - 27 cards
0 pips - 0 cards
0 mana - 6 cards
0 pips - 0 cards
0 mana - 6 cards
18 pips - 16 cards
18 mana - 18 cards
0 pips - 0 cards
0 mana - 6 cards
0 pips - 0 cards
13 mana - 11 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":"Firmly bracket 3 "},{"insert":{"card-link":"Zabaz, the Glimmerwasp"}},{"insert":" deck built around modular creatures, +1/+1 counters, eggs, sacrificing, and recurring artifacts. "},{"insert":{"card-link":"Zabaz, the Glimmerwasp"}},{"insert":" does everything the deck wants to do; it gives another +1/+1 counter for other creature’s modular effects, has modular itself, lets us sacrifice our artifacts, and can give itself evasion. Its replacement effect, the extra +1/+1 counter for modular abilities, is extremely important and means we will almost always play it out on curve if we have a modular creature to take advantage of this with, which happens more often than not as we have 10 modular creatures. To keep the deck bracket 3, there’s some notable exclusions to keep the power level in check, including "},{"insert":{"card-link":"Myr Retriever"}},{"insert":", "},{"insert":{"card-link":"Ashnod's Altar"}},{"insert":", "},{"insert":{"card-link":"Lotus Petal"}},{"insert":", "},{"insert":{"card-link":"Mishra's Bauble"}},{"insert":", "},{"insert":{"card-link":"Codex Shredder"}},{"insert":", "},{"insert":{"card-link":"Inkmoth Nexus"}},{"insert":", "},{"insert":{"card-link":"Foundry Inspector"}},{"insert":", and "},{"insert":{"card-link":"Arcbound Reclaimer"}},{"insert":" to skip oppressive infinites, infect, and unfun one-shots. There are still infinites in the deck, but they are fair and harder to achieve than these. The point is more so to accrue value through our engines and win through combat than it is to win out of nowhere. Generally, the most consistent early game follows the plan of "},{"insert":{"card-link":"Zabaz, the Glimmerwasp"}},{"insert":" on turn one or two followed by a modular creature, such as "},{"insert":{"card-link":"Arcbound Worker"}},{"insert":", "},{"insert":{"card-link":"Arcbound Prototype"}},{"insert":", "},{"insert":{"card-link":"Arcbound Mouser"}},{"insert":", "},{"insert":{"card-link":"Arcbound Stinger"}},{"insert":", "},{"insert":{"card-link":"Arcbound Tracker"}},{"insert":", "},{"insert":{"card-link":"Arcbound Javelineer"}},{"insert":", "},{"insert":{"card-link":"Arcbound Slith"}},{"insert":", or "},{"insert":{"card-link":"Arcbound Shikari"}},{"insert":" to take advantage of "},{"insert":{"card-link":"Zabaz, the Glimmerwasp"}},{"insert":"’s replacement effect. Growing our counters by playing other creatures and having their effects go off naturally is a better plan generally than sacrificing and recurring our creatures immediately, as our creatures will be picked off naturally and we can use our resources better if we save them for when we need them. It’s more important to build a good board that we can swing with comfortably than it is to build one big creature. "},{"insert":{"card-link":"Zabaz, the Glimmerwasp"}},{"insert":"’s replacement effect also does not increase the modular counters when it dies itself, only other creatures while it is on the board. We want to put the counters we gain from our modular abilities on other modular creatures first and foremost, as this lets us chain together extra counters from "},{"insert":{"card-link":"Zabaz, the Glimmerwasp"}},{"insert":"’s replacement effect and allows us to get tricky in combat with some instant speed sacrifice to pump our creatures. Other alternatives that still give good value for our counters include "},{"insert":{"card-link":"Hangarback Walker"}},{"insert":" to give us loads of "},{"insert":{"card-link":"Thopter"}},{"insert":" tokens and "},{"insert":{"card-link":"The Ozolith"}},{"insert":" to bank them. Putting the counters on creatures that can’t move them when they die is generally a big waste and sets us back if the buffed creature ends up dying. This problem is negated by circling back to "},{"insert":{"card-link":"The Ozolith"}},{"insert":", as it is the premier way to store +1/+1 counters in the deck, aside from modular creatures, of course. "},{"insert":{"card-link":"The Ozolith"}},{"insert":" lets us be incredibly resilient to board wipes, as the counters we’ve accrued don’t go to waste; instead, they’re stored in "},{"insert":{"card-link":"The Ozolith"}},{"insert":" for future use. This becomes especially useful again when we haven’t set up our recursion engine quite yet and we only have one or two guys out at a time. "},{"insert":{"card-link":"The Ozolith"}},{"insert":" would be useless without a way to garner +1/+1 counters, however, and for that we need guys that give counters, such as "},{"insert":{"card-link":"Steel Overseer"}},{"insert":" and "},{"insert":{"card-link":"Arcbound Shikari"}},{"insert":", counters from other sources like "},{"insert":{"card-link":"Karn's Bastion"}},{"insert":", "},{"insert":{"card-link":"Abandoned Air Temple"}},{"insert":", "},{"insert":{"card-link":"Solar Array"}},{"insert":", or "},{"insert":{"card-link":"Collector's Cage"}},{"insert":", or our sacrifice engines like "},{"insert":{"card-link":"Arcbound Ravager"}},{"insert":". "},{"insert":{"card-link":"Arcbound Ravager"}},{"insert":" is able to sacrifice our many eggs, such as "},{"insert":{"card-link":"Ichor Wellspring"}},{"insert":" or "},{"insert":{"card-link":"Mycosynth Wellspring"}},{"insert":" to trigger their graveyard abilities while converting their sacrifice into +1/+1 counters. This can also be done at instant speed, which helps to get "},{"insert":{"card-link":"Arcbound Ravager"}},{"insert":" huge in combat or allows us to sacrifice our board before removal to dodge it or gain value before it. To get around removal more efficiently, we run phasing effects like "},{"insert":{"card-link":"Teferi's Protection"}},{"insert":", "},{"insert":{"card-link":"Clever Concealment"}},{"insert":", and "},{"insert":{"card-link":"Guardian of Faith"}},{"insert":" to protect our +1/+1 counters when we don’t have access to "},{"insert":{"card-link":"The Ozolith"}},{"insert":", as phasing does not remove our +1/+1 counters from our creatures. We also run indestructibility as a backup plan when these are expended or can’t be found, such as "},{"insert":{"card-link":"Blacksmith's Skill"}},{"insert":", "},{"insert":{"card-link":"Slobad, Goblin Tinkerer"}},{"insert":", and "},{"insert":{"card-link":"Boros Charm"}},{"insert":". We run vegetables ourselves, with "},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":", "},{"insert":{"card-link":"Dispatch"}},{"insert":", "},{"insert":{"card-link":"Rip Apart"}},{"insert":", "},{"insert":{"card-link":"Requisition Raid"}},{"insert":", "},{"insert":{"card-link":"Wear // Tear"}},{"insert":", and "},{"insert":{"card-link":"Blasphemous Act"}},{"insert":" giving us access to creature, artifact, and enchantment removal when we need it. We also run interaction like "},{"insert":{"card-link":"Tibalt's Trickery"}},{"insert":", "},{"insert":{"card-link":"Reprieve"}},{"insert":", and "},{"insert":{"card-link":"Orim's Chant"}},{"insert":" for when we’re comboing off or need one last turn to seal a game. With the ease of sacrifice, the deck leans into recursion over card draw to repeatedly make use of the same effects instead of drawing for new ones. However, the card draw included gives us value in a similar way, such as "},{"insert":{"card-link":"Demand Answers"}},{"insert":", which allows us to sacrifice an artifact to draw two cards if we cannot find an outlet. "},{"insert":{"card-link":"Mask of Memory"}},{"insert":" provides draw as we swing. "},{"insert":{"card-link":"Esper Sentinel"}},{"insert":", while not a modular creature, can take a few +1/+1 counters to grow to a size where its tax is burdensome and consistently draws us cards or draws removal away from our actual threats. "},{"insert":{"card-link":"Losheel, Clockwork Scholar"}},{"insert":" allows us to consistently swing for "},{"insert":{"card-link":"Mask of Memory"}},{"insert":", but more importantly draws when an artifact creature enters under our control, which will happen on each of our turns and potentially some of our opponents’ with effects like "},{"insert":{"card-link":"Feldon of the Third Path"}},{"insert":"’s. "},{"insert":{"card-link":"Skullclamp"}},{"insert":" also lets us draw while sacrificing some of our small creatures, like the "},{"insert":{"card-link":"Thopter"}},{"insert":" tokens we make off "},{"insert":{"card-link":"Hangarback Walker"}},{"insert":". The most important “draw engine” is "},{"insert":{"card-link":"Mystic Forge"}},{"insert":", which allows us to cast the top card of our library if it’s an artifact or colorless nonland. This lets us churn through the deck, as we play 35 artifacts and artifact creatures in the deck. Importantly, "},{"insert":{"card-link":"Mystic Forge"}},{"insert":" does not allow us to play artifact lands from the top as we cannot cast lands. However, we can tap the "},{"insert":{"card-link":"Mystic Forge"}},{"insert":" once per turn to exile the top card to help get the lands out of the way. Alternatively, cards like "},{"insert":{"card-link":"Sensei's Divining Top"}},{"insert":" used in conjunction with "},{"insert":{"card-link":"Mystic Forge"}},{"insert":" amplify our selection, as we can rearrange the top three, draw one with the "},{"insert":{"card-link":"Sensei's Divining Top"}},{"insert":" by putting it back on top, replay the "},{"insert":{"card-link":"Sensei's Divining Top"}},{"insert":", and reuse the "},{"insert":{"card-link":"Sensei's Divining Top"}},{"insert":" to get what we need. To further take advantage of this, we have the main engine of the deck that replaces the need for most of the draw, the recursion engine. Cards like "},{"insert":{"card-link":"Scrap Trawler"}},{"insert":", "},{"insert":{"card-link":"Junk Diver"}},{"insert":", "},{"insert":{"card-link":"Goblin Welder"}},{"insert":", "},{"insert":{"card-link":"Goblin Engineer"}},{"insert":", "},{"insert":{"card-link":"Feldon of the Third Path"}},{"insert":", "},{"insert":{"card-link":"Recommission"}},{"insert":", "},{"insert":{"card-link":"Sevinne's Reclamation"}},{"insert":", and "},{"insert":{"card-link":"Scrap Mastery"}},{"insert":" all allows us to chain together our sacrifice plans into recursion, making it incredibly difficult to stop us from doing what we want. "},{"insert":{"card-link":"Scrap Trawler"}},{"insert":" is especially oppressive, as it returns smaller artifacts to hand which we can use to loop to return it. This is not endless alone, however. "},{"insert":{"card-link":"Teshar, Ancestor's Apostle"}},{"insert":" facilitates this looping through historic spells, being our artifacts, returning any creature CMC 3 or less from our graveyard to the battlefield when cast. This is incredibly important, as it brings back our key creatures, such as the aforementioned "},{"insert":{"card-link":"Scrap Trawler"}},{"insert":", "},{"insert":{"card-link":"Goblin Engineer"}},{"insert":", "},{"insert":{"card-link":"Goblin Welder"}},{"insert":", "},{"insert":{"card-link":"Arcbound Ravager"}},{"insert":", or "},{"insert":{"card-link":"Arcbound Shikari"}},{"insert":". To get the mana for all for this, we run "},{"insert":{"card-link":"Krark-Clan Ironworks"}},{"insert":". "},{"insert":{"card-link":"Krark-Clan Ironworks"}},{"insert":" allows us to sacrifice artifacts and turn them into two colorless mana. This lets us recast whatever we returned to hand with "},{"insert":{"card-link":"Scrap Trawler"}},{"insert":", for example, and is also integral for our infinite lines. We can also turn the colorless mana into colored mana using "},{"insert":{"card-link":"Wizard's Rockets"}},{"insert":" if needed. Overall, use "},{"insert":{"card-link":"Krark-Clan Ironworks"}},{"insert":" as both a sacrifice engine and a mana generator. "},{"insert":{"card-link":"Hangarback Walker"}},{"insert":" is another creature that benefits from the colorless mana, as it can use it for extra +1/+1 counters. "},{"insert":{"card-link":"Together Forever"}},{"insert":" reads a little weird and is one of only two enchantments in the deck, however, it is valuable as a source of +1/+1 counters, protection for our creatures, and an easy infinite combo with "},{"insert":{"card-link":"Hangarback Walker"}},{"insert":" and "},{"insert":{"card-link":"Krark-Clan Ironworks"}},{"insert":". Getting into the two infinite lines present in the deck, the first involves "},{"insert":{"card-link":"Hangarback Walker"}},{"insert":", "},{"insert":{"card-link":"Together Forever"}},{"insert":", and "},{"insert":{"card-link":"Krark-Clan Ironworks"}},{"insert":", as mentioned. It requires us to have both "},{"insert":{"card-link":"Together Forever"}},{"insert":" and "},{"insert":{"card-link":"Krark-Clan Ironworks"}},{"insert":" on the battlefield when we cast "},{"insert":{"card-link":"Hangarback Walker"}},{"insert":" with X=1. Then we target "},{"insert":{"card-link":"Hangarback Walker"}},{"insert":" with "},{"insert":{"card-link":"Together Forever"}},{"insert":", allowing us to return it to hand when it dies, and sacrifice it to "},{"insert":{"card-link":"Krark-Clan Ironworks"}},{"insert":" after. This puts a "},{"insert":{"card-link":"Thopter"}},{"insert":" onto the battlefield, the "},{"insert":{"card-link":"Hangarback Walker"}},{"insert":" into our hand, and gives us two colorless mana. We can then sacrifice the "},{"insert":{"card-link":"Thopter"}},{"insert":" token to get an additional two colorless mana, totaling four, recast the "},{"insert":{"card-link":"Hangarback Walker"}},{"insert":" for X=1, and repeat. This costs us three mana each time and we generate four, granting us infinite colorless mana. We can use this mana to make a "},{"insert":{"card-link":"Hangarback Walker"}},{"insert":" with an infinite number of +1/+1 counters on it and sacrifice it to make an infinite amount of "},{"insert":{"card-link":"Thopter"}},{"insert":"s. This is also infinite +1/+1 counters if we control "},{"insert":{"card-link":"The Ozolith"}},{"insert":". The second infinite also involves "},{"insert":{"card-link":"Krark-Clan Ironworks"}},{"insert":", to no one’s surprise, but also involves "},{"insert":{"card-link":"Scrap Trawler"}},{"insert":", "},{"insert":{"card-link":"Sol Ring"}},{"insert":", and "},{"insert":{"card-link":"Teshar, Ancestor's Apostle"}},{"insert":". To produce infinite colorless mana, we need "},{"insert":{"card-link":"Teshar, Ancestor's Apostle"}},{"insert":" and "},{"insert":{"card-link":"Krark-Clan Ironworks"}},{"insert":" on the battlefield along with "},{"insert":{"card-link":"Sol Ring"}},{"insert":" in our hand and "},{"insert":{"card-link":"Scrap Trawler"}},{"insert":" in the graveyard. Cast "},{"insert":{"card-link":"Sol Ring"}},{"insert":" to trigger "},{"insert":{"card-link":"Teshar, Ancestor's Apostle"}},{"insert":" to return "},{"insert":{"card-link":"Scrap Trawler"}},{"insert":" to the battlefield, tap and float "},{"insert":{"card-link":"Sol Ring"}},{"insert":"’s two colorless mana, then sac it to "},{"insert":{"card-link":"Krark-Clan Ironworks"}},{"insert":". Then sacrifice "},{"insert":{"card-link":"Scrap Trawler"}},{"insert":" to "},{"insert":{"card-link":"Krark-Clan Ironworks"}},{"insert":" and bring the "},{"insert":{"card-link":"Sol Ring"}},{"insert":" back to hand. Replay the "},{"insert":{"card-link":"Sol Ring"}},{"insert":" and repeat. This grants infinite colorless mana. We can also replace the "},{"insert":{"card-link":"Krark-Clan Ironworks"}},{"insert":" with "},{"insert":{"card-link":"Arcbound Ravager"}},{"insert":" to get infinite +1/+1 counters using the same process, as the two colorless mana generated from tapping the "},{"insert":{"card-link":"Sol Ring"}},{"insert":" each time before we sac it pays the necessary costs. These infinites generally do not close the game out on their own, however. "},{"insert":{"card-link":"Alibou, Ancient Witness"}},{"insert":" gives our artifact creatures haste and, when an artifact creature attacks, lets us scry X and deal X damage to any target where X is the number of tapped artifacts we control. This is incredible the turn we make infinite "},{"insert":{"card-link":"Thopter"}},{"insert":" tokens as it immediately closes the game out should our attack go through, however "},{"insert":{"card-link":"Alibou, Ancient Witness"}},{"insert":" is an incredible engine outside of this and combines pings and scries to help clear the way and find the pieces we need throughout the game. Plus, granting haste is incredible for guys like "},{"insert":{"card-link":"Feldon of the Third Path"}},{"insert":" to be used immediately. "},{"insert":{"card-link":"Slayers' Stronghold"}},{"insert":" is great for the same reason; haste is very important in this deck and can close a game out of nowhere. "},{"insert":{"card-link":"Zabaz, the Glimmerwasp"}},{"insert":" gaining flying from its ability is not to be overlooked, either. Having this evasion built in is incredible. To a similar tone, "},{"insert":{"card-link":"Sword of Truth and Justice"}},{"insert":" can often win us the game if we’re left against a white or blue player. Remember to think ahead, only sacrifice what you need to, don’t get too greedy, and tutor "},{"insert":{"card-link":"The Ozolith"}},{"insert":" when you have the opportunity and you will win games with +1/+1 counters and combat! Change the “Group by” from Categories to Categories (multiple) to see each card’s designation within the deck.\n"}]}
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