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[[Primer]] - Daretti - Degenerate Artifacts

Commander / EDH Artifact Combo Competitive Mono-Red Primer Stax

Guerte


Currently the #1 Daretti deck on TappedOut!

Currently the #2 EDH Primer on TappedOut!

Currently the #4 overall EDH deck on TappedOut!

Introduction

A brief little history on this deck. Daretti was not my first Commander deck. In fact, when I first thought about getting into the format, I found a Kaalia of the Vast list that I liked and built it. I had a fair amount of success with it. However, when people saw what it could do, I was always the target of everyone’s attacks, counters, and removal spells. It made it hard to make a comeback and play anything.

When Commander 2014 came out, I decided I was going to build Nahiri, the Lithomancer until I happened upon a Daretti, Scrap Savant list. I thought to myself, “No way can this deck be any good. But, it looks fun, so I’ll try this instead.”

Fast forward to today. Daretti has easily become my best and all-time favorite deck. It doesn’t seem to matter how much hate he receives; he seems to be able to persist through much of it, and can come back and win games out of nowhere. I haven’t had more fun games than I have had with him.

The Primer

You may ask yourself "Why play Daretti as your commander?" There are many reasons as to why or why not you should play them. Let’s take a look at the card itself:

  • Daretti is not a Creature: This is important to note because now you have a General that is immune to creature removal of all kinds. Yes, he will be the target of attacks, as with all Planeswalkers, but it will also act as a fog for you.
  • Relatively low CMC: He has a CMC of 4. Although it is not as low as some other Commanders, it is also not that high. With the kinds of ramp we run, it is possible to get him out on turn 1, or more consistently by turn 2. Getting him out as early is possible means you have a good chance at getting further ahead than any of your opponents.
  • Mono-Red: Daretti is a mono-colored Commander. What does that mean? It means a more consistent mana base. You don’t have to run any non-basics to fix your colors. The only non-basics you need are your utility lands. This also makes your entire deck consistent as you only have red or colorless spells to play.

His abilities are where he really shines:

  • +2Discard up to two cards, then draw that many cards: This is a graveyard-based artifact deck. Being able to pitch artifacts and draw into more cards is insane. It is essentially a repeatable Faithless Looting each time. It’s not necessarily card advantage, as you will end up with the same amount of cards in hand, but when you combine it with Alhammarret's Archive, then you gain your card advantage.
  • -2Sacrifice an artifact. If you do, return target artifact from your graveyard to the battlefield: Once you have pitched some nice artifacts into the graveyard, you can “weld” artifacts back. Who wouldn’t want to turn a spent Mana Vault into the better Gilded Lotus, at literally no cost to you?
  • -10You can an emblem with "Whenever an artifact is put into your graveyard, return that card to the battlefield at the beginning of the next end step.": If you are able to achieve Daretti’s Ultimate, you essentially become a force to be reckoned with. Opponent’s artifact destruction spells become null and void. Your “weld” effects become so much better since you will get back what you welded away, gaining you an even better board presence. Once this is happens, you become harder to kill.

You might like Daretti if:

  • You enjoy the simplicity of playing mono-colored decks.
  • You enjoy artifact and/or graveyard based decks.
  • You enjoy cheating in big, dumb artifacts.
  • You enjoy playing aggro decks, but also like elements of control.
  • You like having a Planeswalker as your General, instead of a boring creature.

You might dislike Daretti if:

  • You want more colors for more options.
  • You hate artifacts and want to destroy all graveyards.
  • You want the option of using Commander Damage as an alternate win condition.

  • Walking Ballista: This deck runs a lot of mana rocks, so we can pump enough mana into it to make it a good attacker/blocker, and also use it as creature control. We are also able to generate infinite mana, so we can make a huge Ballista that can ping everyone to death.,/li>

  • Goblin Welder: The original welder that inspired Daretti's -2 ability. We can activate his ability at instant speed so we can surprise someone with a blocker or some sort of removal, or just swap something out that we can get good use out of on our turn.
  • Dockside Extortionist: Red doesn't do well with ramp outside of mana rocks. This guy here can help with that, and can dump out an insane amount of Treasure tokens in a multiplayer game. We can use those for mana like they are intended to, or we can use them to weld back more permanent artifacts.
  • Goblin Engineer: Red also doesn't do tutoring very well, but for a card to tutor an artifact directly into the graveyard is awesome for this deck! He is an all-star for that ability alone, but he also has another ability tacked onto it. He has a mini-Goblin Welder ability that is restricted to your graveyard, and can only return something with CMC 3 or less, but it can still be useful to return stax pieces.
  • Phyrexian Revoker: Tutorable answer to a lot of things. Stops problematic planeswalkers, or even combo pieces such as Isochron Scepter.

  • Imperial Recruiter: Best creature tutor for this deck. Searches out Goblin Welder, Dockside Extortionist, Goblin Engineer, Magus of the Moon, Merchant of the Vale, Metalworker, Squee, Goblin Nabob, and Silent Arbiter.
  • Magus of the Moon: This creature helps keep 3+ color decks under control by eliminating their dual-colored lands and turning them into Mountains. Helps keep other lands from getting out of hand, such as Cabal Coffers, Gaea's Cradle, Nykthos, Shrine to Nyx, etc. He is also easily tutored via Imperial Recruiter.
  • Metalworker: Crazy ramp in an artifact deck. Nets two mana for every artifact you reveal. Can be really explosive in the first few turns, but can be less effective in the later game if you only have a few cards in hand.
  • Squee, Goblin Nabob: One of the all stars of the deck. When you discard him to Daretti, you basically get to draw an extra card next turn. He helps you choose more carefully what artifacts to discard and sort of helps play around graveyard removal. He can also be used as a recurring chump blocker to help protect you and Daretti.
  • Lodestone Golem: A stax piece on a body. This one doesn't necessarily hurt as much as it only increases for nonartifacts.
  • Silent Arbiter: Slows down token decks and other mass creature decks. Helps to protect Daretti by only letting one creature attack.
  • Wurmcoil Engine: One of the best artifact creatures ever printed. 6/6 with Deathtouch and Lifelink is really good. What could be better than that? Two bodies when he dies.

  • Engineered Explosives: Cheap costed removal. Can get rid of tokens on 0 if in a pinch. Mostly used on 1 to get rid of mana dorks and some rocks. Can be used on 2, sometimes 3 if needed and are able to produce 3 colors.
  • Mana Crypt, Mox Diamond, Mox Opal, Mana Vault, Sol Ring, Grim Monolith, Mind Stone, Basalt Monolith, Thran Dynamo, Gilded Lotus: The mana rocks. You can never have too many when you're trying to ramp into an early Daretti or other threat.
  • Codex Shredder: Can be used to fill our graveyard, or mess with top-of-the-deck tutors our opponents use. It's main purpose is to be able to reuse cards that are in our graveyard, the most notable one being Scrap Mastery.
  • Sensei's Divining Top: Allows us to look at the top three of our library and rearrange them in order to draw what we want with Daretti. We use the fetch lands to reset the top if none of the three are very good. We can create inifinite mana with Rings of Brighthearth and Basalt Monolith and use it to draw a card with Top and copy it, allowing us to redraw the Top and the rest of our library if need be.
  • Voltaic Key: Untaps our mana rocks to get more mana out of them, or a creature to use as a surprise blocker. Can be used as a part of the Rings of Brighthearth/Basalt Monolith combo to infinitely untap things.
  • Cursed Totem: Shuts down activated abilities of all creatures, including mana abilities.
  • Damping Sphere: Used to slow down storm decks, or decks that want to play multiple spells each turn. Turns off lands such as Cabal Coffers/Gaea's Cradle/Nykthos, Shrine to Nyx, etc.
  • Sphere of Resistance/Thorn of Amethyst: One of our stax pieces. These will help to slow people from casting spells, as they tax them an additional for spells they cast.
  • Winter Orb/Static Orb: We use these to help control other’s board states. Winter Orb slows the casting of spells by choking off mana produced by lands, and Static Orb slows people down from attacking as well as producing mana. Clock of Omens is used in conjunction with these to “turn off” their effects, allowing us to untap our permanents.
  • Crucible of Worlds: Allows us to freely discard our lands to Daretti and reuse our fetches as well as our utility lands.
  • Ensnaring Bridge: Helps keep creature-based decks under control. We can empty our hands fairly quickly, but can also use Lion's Eye Diamond as an emergency kill switch to shut off all attacks.
  • Oblivion Stone/Nevinyrral's Disk: Essentially these are the reset buttons. Used when the board is getting too cluttered with things you don’t like. When used with Darksteel Forge, your artifacts will remain unharmed. Add in Mycosynth Lattice, and you wipe everyone’s board but your own.
  • Rings of Brighthearth: Copies all activated abilities, including our Planeswalkers. It copies Basalt Monolith’s untap ability to create infinite mana. Can copy a fetch land activation to get two lands out instead of just one.
  • Staff of Domination: The Swiss army knife of the deck. It gains you life, draws you cards, taps creatures down, or untaps them, and can untap itself. Used in conjunction with the Rings of Brighthearth/Basalt Monolith combo or Metalworker with at least three artifacts in hand in order to go infinite.
  • Tangle Wire: Helps slow the game down by causing everyone to tap lands/artifacts/creatures. Takes immediate effect on opponents. If we stack the triggers correctly, we will always tap less than everyone else.

  • Trinisphere: Yet another stax piece. This one is a bit different as it causes spells to cost a minimum of three, after all increases and reductions. Slows down quite a few cEDH decks as many tend to run cards with less than 3 CMC.
  • Clock of Omens: This card is mainly used to “turn off” our Orbs, but it has plenty of other uses as well. It can give us a surprise blocker on someone else’s turn. It can also let us reuse an artifact with a tap ability, such as Planar Bridge or the Monoliths.
  • Mystic Forge: A new utility piece. Allows us to see information in our deck that others cannot. Can remove an unneeded land from the top to dig for gas. We get to cast artifacts and colorless nonland cards. Combine with Sensei's Divining Top and Ugin, the Ineffable's static ability, and you can draw your entire deck.
  • Null Brooch: Repeatable counter that can be used to counter spells that are problematic to us or could possibly end the game. Has great synergy with Ensnaring Bridge, as it will maximize the effect of Bridge and allow no attackers. Keep in mind that you can still activate Brooch with no cards in hand because you still discard your hand, and not a single card.

  • Smokestack: The namesake stax piece. Most of the time we can leave this set on 1 and be alright. If we have the emblem, we can continue to stack on counters to further hurt our opponents.
  • Trading Post: A very useful utility artifact. Puts cards into the graveyard to gain life, pay life to get a blocker, sacrifices creatures to return artifacts, and sacrifices artifacts to draw a new card. What is not to love about this?!
  • Alhammarret's Archive: Doubles your extra draws and life gain. Turns Daretti and Bazaar of Baghdad into positive sources of card advantage. This is usually a good target for a Gamble after Daretti is in play as it will gain you a ton of card advantage. Even if you have to discard down to hand size, it's more artifacts in your graveyard for later use.
  • Memory Jar: This lets us dig deeper into our deck. It's a sort of repeatable Wheel effect, except what we don't use gets discarded and we get our old hand back. Can also double as a mill effect for our opponents.
  • Mycosynth Lattice: This card is always used in conduction with other cards. Use with Darksteel Forge to make all of your permanents indestructible. Use with Nevinyrral's Disk to blow up the entire board. Use with Vandalblast to blow up everyone else’s permanents. Use with Karn, Silver Golem to blow up lands. Use with Scrap Mastery to reset the board and get some artifacts back in return. If you have Daretti’s emblem, everything that you had to sacrifice will be returned, as the emblem will see them as artifacts when they went to the graveyard.
  • Possessed Portal: A pretty huge finisher for the deck. This will cause a bunch of groans as it takes something from everyone during EACH turn. If we can get Daretti's Emblem before bringing this out, it will not hurt us at all, and will most likely cause the table to scoop unless they have a way of permanently dealing with it.
  • Darksteel Forge: Makes all of our artifacts indestructible and harder to deal with.

  • Faithless Looting: Early card filtering. Has flashback so we can get two uses out of it. It's nice that you draw first just in case there is something you want to keep in hand.
  • Gamble: It definitely is a Gamble to run this, but it is the best early game tutor we run. If it's in my opening hand with no way to get out an early Daretti, I always go for Mana Crypt. Otherwise, Alhammarret's Archive is my second choice. Later in the game, assess what would benefit you, and go for that.
  • Vandalblast: Early spot removal for artifacts, usually used to take out a mana rock or annoying artifacts. Overload it take them all out. When used with Mycosynth Lattice, it will take all of your opponents’ permanents. That usually ends the game.
  • Anger of the Gods: More cheap creature removal. Has the added bonus of exiling the creatures to prevent them from coming back.
  • Saheeli's Directive: A new addition from Commander 2018: a Genesis Wave for artifacts! While this card is a bit more restrictive than Wave, as it only grabs you artifacts and not any permanent, it has the Improvise ability, so we can tap our artifacts to help pay the cost, essentially netting us more mana and allowing us to dig deeper to put more artifacts onto the battlefield.
  • Trash for Treasure: A one-shot Goblin Welder spell.

  • Wheel of Fortune: The original Wheel effect. Can either get rid of a junk hand for a new one, or just completely refills your hand.
  • Scrap Mastery: The Living Death for our artifacts. One of my favorite cards printed in the Commander 2014 set (behind Daretti of course). Allows you to “exchange” artifacts from the field with artifacts in each other player’s graveyard. This card is the reason why we want to dump all of our artifacts into the graveyard. Combine this with Mycosynth Lattice and you reset the board. With Daretti’s emblem, you get everything back, so it essentially becomes a one-sided wipe.
  • All Is Dust: Our catch-all removal for anything colored. We don’t have very many colored permanents, so this card slots into the deck nicely. It does have a high CMC, but thanks to all of the mana rocks we run, it should be no problem to cast. It does not work very well with Mycosynth Lattice, however, as Lattice turns everything colorless, rendering this spell useless while it is on the field, so be careful when you play either.
  • Blasphemous Act: Mass creature removal. Not many things can survive 13 damage. Can cheap removal if playing against token/creature strategies.

  • Pyroblast/Red Elemental Blast: Red doesn't do with protecting itself from counters, and doesn't have very many hard counters, but these two do a great job at protecting vital spells we need to resolve. They also double as removal for blue permanents.
  • Thrill of Possibility: It is instant speed card draw, so we can cast at the end of an opponent's turn and have access to all of our mana when it comes back to our turn.
  • Chaos Warp: One of the few pieces of spot removal we have. Use it to get around things with indestructible. I really love using it when my Blightsteel Colossus gets Bribery’d, so then Blightsteel gets shuffled and I get the chance to put something into play.

  • Blood Moon: Much like Magus of the Moon, this is used to keep 3+ color decks under control by eliminating their dual-colored lands and turning them into Mountains. Helps keep other lands from getting out of hand, such as Cabal Coffers, Gaea's Cradle, Nykthos, Shrine to Nyx, etc.
  • Stranglehold: Prevents opponents from searching libraries. This not only kills tutors, but also the fetches they may use to fix their mana. Has the added bonus of shutting off extra turns.

  • Karn, the Great Creator: His +1 is a once per turn Karn, Silver Golem. It's not game-breaking, but could give you a pretty good attacker/blocker. His -2 isn't too relevant as we can't grab cards from outside the game, but it can return artifacts that get exiled, so it does still have its uses. The most important of Karn's abilities is his static ability. It shuts off all opposing artifacts with activated abilities, including mana rocks. When combined with Mycosynth Lattice, it will lock your opponent's out of casting any spells. If you can protect Karn from attacks, this can end the game.
  • Ugin the Ineffible: Creates bodies that can help protect our planeswalkers. They also have the added bonus of gaining us cards when they die. Has a good spot removal option as well. His static ability helps us to cast our colorless spells much easier, and can help us draw our deck with Sensei's Divining Top and Mystic Forge.
  • Ugin, the Spirit Dragon: Another amazing Planeswalker. His +3 is a Ghostfire (which is pretty flavorful). His -X is a catch-all removal. We run mostly coloress stuff, so this won’t hurt us as much as it will others. His ultimate is really awesome. Gaining seven life, drawing seven cards, and putting seven permanents into play is game-changing, especially when you can copy it with Rings of Brighthearth.

  • Ancient Tomb: The first of our “Sol” lands. Two mana in one land is really powerful in any format. In Commander with 40 life, the 2 damage is negligible. Helps power out Daretti or any other spells in the deck.
  • Arid Mesa, Bloodstained Mire, Scalding Tarn, Wooded Foothills: These help get Mountains out of the deck to help us draw live cards. Not really necessary for the deck, but are useful for thinning. Good to have with Crucible of Worlds out. Can be copied for an extra land via Rings of Brighthearth.
  • Barbarian Ring: We have problems with cards like Collector Ouphe and Kataki, War's Wage, and this land provides a means of getting rid of them that doesn't take up a spell slot, and can be reused with Crucible of Worlds.
  • Blast Zone: Removal on a land so it doesn't take up a valuable spell slot. It will not take out tokens, unfortunately, but we can tick it up in order to destroy whatever problems we are facing.
  • Buried Ruin: Artifact recursion on a land for the small cost of two mana. Can use the recurred artifact as more fodder to Daretti.
  • Command Beacon: We want to keep Daretti out as long as we can, but he tends to get killed a lot. This helps alleviate the big Commander Tax he is capable of getting. Casting him for 4 is better than casting him for 12+.
  • Darksteel Citadel/Great Furnace: The artifact lands of the deck. Can be later used as fodder to “weld” back artifacts.
  • Inventors' Fair: The life gain on this land isn’t much, but over the course of a long game, it can be the difference between winning and losing. What’s really great about this land is that it is also an artifact tutor that doesn’t take the slot of a valuable spell, making this the perfect inclusion to any artifact-based deck.
  • Karn's Bastion: Helps proliferate all of our planeswalker's loyalty counters, as well as any other counters on permanents or players.
  • Kher Keep: Utility land that provides a repeatable blocker to help protect Daretti.

  • Maze of Ith: This is quite possibly the worst land in the deck as it doesn’t make any mana, but it can save you from a lethal attack, or keep Daretti protected long enough to reach his Ultimate. With the right combination of cards, you can prevent attacks from all opponents. ;)
  • Mishra's Workshop: Another “Sol” land of sorts. Makes three mana, but the downside is that mana can only be used for artifact spells. Works amazing in here, as most of our spells are artifacts. An easy staple for any artifact deck.
  • Mountain: This is a red deck. This is a land that produces red mana. Seems good.
  • Strip Mine/Wasteland: Land removal. Gets rid of problematic lands such as Cabal Coffers/Gaea's Cradle/Maze of Ith, etc.
Your opening hand is very important. It'll basically tell you how the game is going to go. You want at the very least one Mountain in your starting hand in order to pay for Daretti's color requirement. After that, you want mana rocks. More specifically, early, cheap mana rocks like Mana Crypt, Sol Ring, or Mana Vault. Even Grim Monolith is good, albeit a bit slower than the others. You want these to pump out a fast Daretti. Finally, you need pitch fodder. Whether that's the big artifacts, extra mana rocks or lands, or utility artifacts. Something to make it worth casting Daretti.
The way I play Daretti may be different than the ways other people play him. For me, I want Daretti out as fast as possible, as early as turn one. This is accomplished by the fast, cheap mana rocks. There are a few ways of doing this, such as:

Once he's on board, you want to start using his +2 ability to start filtering through your deck in order to find a way to slow everyone down, or lock the board. We run various stax pieces, but the most effective ones at doing this would be Winter Orb/Static Orb or Tangle Wire. If you have a low number of cards in hand, Ensnaring Bridge will do great to prevent creatures from attacking Daretti, allowing you to continue to tick up to his ultimate. Don't hesitate to use his -2 ability either. Sometimes we will need to bring back a protection piece like Darksteel Forge to prevent our artifacts from being destroyed, or a good blocker like Wurmcoil Engine to take out incoming creatures and pad our life total.

By the time you've hit mid game, you either have a pretty stocked graveyard, or someone played Rest in Peace/Bojuka Bog to completely nuke it. Either way, your strategy remains the same: lock the board and protect Daretti. At this point, you should either have a potential combo piece in your hand or on the battlefield. Keep filtering through your deck in order to find the final pieces, wipe the board of creatures if necessary, even use Nevinyrral's Disk/Oblivion Stone to reset the board if you need to. We will have a better chance at rebuilding our assets than others will.
This is it: you've reached the Endgame (pun intended). You've done all you can to get to this point: you've destroyed permanents, locked out resources, made everyone miserable. Now, it is time to finish it. The one definitive way we can end the game is to pump infinite mana into a deadly Walking Ballista and ping everyone out of the game. We can continuously destroy permanents with Nevinyrral's Disk/Darksteel Forge (and even lands if we add in Mycosynth Lattice. We can prevent everyone else from playing spells with Karn, the Great Creator and Mycosynth Lattice, forcing them to either attempt to kill us with what they have on board, or just concede as they cannot do anything else. If all else fails, beat them down with a Wurmcoil Engine.
As with any deck, there are going to be some weaknesses. Some of these include:

  • Artifact Hate: Daretti is an artifact-based deck, and in the EDH format, there are TONS of various artifact removal. There is the old-fasioned artifact destruction, such as Aura Shards, Vandalblast, Bane of Progress, among others, but these are the most potent. Kataki, War's Wage is also a big pain for us to deal with. There are also exiling effects, such as Return to Dust and Merciless Eviction, as well as many others. These are harder to come back from, as we cannot recur them. Stony Silence, as well as the new Collector Ouphe, are also very bad cards for us. If we have Mycosynth Lattice, this card will cause the game to draw out, as no one can cast anything since they can't tap lands for mana.
  • Graveyard Hate: Not only is Daretti an artifact-based deck, it is also graveyard-based. Cards such as Tormod's Crypt, Relic of Progenitus, Rest in Peace, Leyline of the Void, etc. put a real damper on our gameplan. Trying to get these out of our way as early as possible will only help us in the long run.
  • Counter Decks: Personally, this is the one I dislike the most. It's one thing to play your stuff and then get it removed. It's another to not even get to play them because they get countered. Over. And over. And over again. It can be frustrating, so if you're playing in a counter-heavy meta, Defense Grid might not be a bad inclusion, or even a Price of Glory will make everyone think twice.
  • Flying Creatures: Flying creatures are definitely a big hindrance. We have no creatures with Flying in our current build, so unless we use our mass removal spells to get rid of them, Daretti will almost always end up back in the Command Zone.
  • Direct Damage: Much like creatures with Flying, anything that deals direct damage to Planeswalkers will knock loyalty counters off Daretti. We used to have protection from burn with cards such as Witchbane Orb and Orbs of Warding, but when they changed redirection to actually targeting Planeswakers, these cards fell off the radar.

In this section, we will go over the main interactions/combos that this deck has to offer. There may be more hidden in there somewhere, so if someone happens to see some that I did not, feel free to let me know and I will get it added!

Infinite Mana Combos: One of the key cards we run in the deck is Rings of Brighthearth due to its combo potential. The card we pair with Rings the most is Basalt Monolith in order to generate infinite colorless mana. How does this work?


It's simple: Rings of Brighthearth + Basalt Monolith + from any source: Tap Monolith for . Use the to untap, Rings triggers, use from any other source to copy the untap effect. First untap on stack resolves, tap again for . Let second untap resolve and tap again for mana. You now have floating. Use to untap, and to copy untap with Rings. This leaves you with available. Repeat steps for infinite colorless mana.

Pair this infinite mana combo with a few more cards, and you can get some crazy interactions, such as:

  • Sensei's Divining Top: Use SDT's draw effect and copy with Rings. The copied ability will resolve first, drawing you a card and putting SDT back on top of your deck. The second trigger will resolve, drawing you SDT, and since SDT is no longer on the field when the ability resolves, it doesn’t go back on top. Cast SDT again, and repeat this process to draw your deck and look for an avenue to victory.
  • Staff of Domination: With infinite mana, you are able have infinite activation of Staff, which you can use to tap/untap creatures, gain infinite life, or draw your deck, similar to the interaction that SDT has above.
  • Voltaic Key + Codex Shredder: With the infinite mana and untaps, you can mill out all of your opponents.
  • Voltaic Key + Mox Diamond/Mox Opal/Gilded Lotus: This isn't a game-winning combo by any means, but it will let you get infinite that you can use with Merchant of the Vale in order to filter through your deck to find a combo.
  • Walking Ballista: With the infinite mana that was generated, put it into Ballista's cost with enough mana to wipe out the entire table (except yourself, of course).

Miscellaneous Combos/Synergies: These are the other "combos" which are more or less cards with great synergy together.

  • Darksteel Forge + Nevinyrral's Disk/Oblivion Stone: With Forge on the battlefield, all of our artifacts are now indestructible. Activate Disk/Stone to destroy all artifacts, creatures, and enchantments. Due note that Stone will also take out Planeswalkers in this combo.
  • Darksteel Forge + Nevinyrral's Disk/Oblivion Stone + Mycosynth Lattice: Same as the combo above, but with Lattice added. Lattice turns all permanents into artifacts so Disk/Stone will destroy everything on board, except for our stuff, as Forge grants everything indestructible. Be cautious when using this, as someone could have instant-speed removal such as bounce or exile, and if they target Forge, you will lose permanents as well.
  • Mycosynth Lattice + Vandalblast: This synergy is just like the one above, but much more safe. Lattice will turn every permanent into an artifact, and then Vandalblast will blow all artifacts to smithereens. Forge isn't needed in this combo, as Vandalblast is only for artifacts we don't control.
  • Mycosynth Lattice + Karn, the Great Creator: This particular combination of cards has replaced Karn, Silver Golem in the deck. While OG Karn allowed us to blow up lands this way, the new Karn completely locks opponents from casting any more spells. It essentially functions the same, but we won't need a ton of mana to wipe everyone's lands out, and it also shuts off mana rocks as well.
  • Mycosynth Lattice + Scrap Mastery + Daretti's Emblem: Lattice will turn all permanents into artifacts. Scrap Mastery will exile all artifacts in all graveyards, put all the artifacts that are on the battlefield, which would be all permanents due to Lattice, into the graveyard, and then return all artifacts that were exile by Mastery onto the battlefield. Daretti's emblem sees them enter the graveyard as artifacts so it will trigger for each, and then return them at beginning of the next end step.
  • Mystic Forge + Ugin, the Ineffable + Sensei's Divining Top: Mystic Forge allows us to look at and play the top card of our library as long as it is colorless or an artifact. Activate Top to draw a card and then place Top on your deck. With Ugin out, our Top can be cast for free. Doing this will draw us our entire deck, and allows us to assemble a game-winning combo.
This section is reserved for cards that didn't make the cut, or will be kept in reserve as a "toolbox" of sorts for things I can swap out when I feel like changing the deck up.

Updates Add

Hey everyone!

I've redone some of the images for the primer, as well as completely updated the list and primer so everything is completely up to date and fresh.

As you can tell by the list, I have transitioned to a more stax-heavy build, mostly in part due to my newly established playgroup. The decks that are played (Narset Turns, Animar Combo, Atraxa Superfriends, etc) forced me to take measures to help lock down the board better and slow everyone down.

Let me know what you think of the changes!

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Revision 61 See all

(4 years ago)

+1 Abrade main
+1 Deflecting Swat main
-1 Null Brooch main
-1 Oblivion Stone main
Top Ranked
  • Achieved #1 position overall 8 years ago
Date added 9 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

9 - 0 Mythic Rares

52 - 0 Rares

21 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 2.29
Tokens Emblem Daretti, Scrap Savant, Goat 0/1 W, Kobolds of Kher Keep 0/1 R, Spirit 2/2 C, Treasure
Folders E. fun EDH, Interesting, Decks to try, Current EDH Decks, Saved Decks, Fun EDH, (B) Other players' EDH decks., Cool decks people made, EDH decks, Fun decks
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