Augmenting Automaton


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Aether Revolt (AER) Common

Combos Browse all

Augmenting Automaton

Artifact Creature — Construct

: Augmenting Automaton gets +1/+1 until end of turn.

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Augmenting Automaton Discussion

Hyperalgialysis on Adjusted Tezzeret deck

3 days ago

Yeah tappeout can highlight the illegal cards for you. Buy a second copy of the deck and mesh the best cards together. Augmenting Automaton is good with Tezzeret's Touch.

Jwillette72 on Would you like a servo with that?

1 week ago

Thanks for the comment! I don't know if you noticed that I also have two Growing Rites of Itlimoc  Flip which are legendary lands that have the ability to give me A LOT of mana in this deck.

As for Augmenting Automaton and Workshop Assistant, I just had them in here, because I was using cards that I currently owned to see if this was even a good idea before I put money into it. Augmenting Automaton has been a nice card to be able to pump up early game and block or get some attacks in. To be honest though I've not used Workshop Assistant's ability.

I'll look into adding Reckless Fireweaver into the deck and see what happens!

Thanks for the ideas!

TepigAggro on Would you like a servo with that?

1 week ago

ok, the Augmenting Automaton and the Workshop Assistants are just bad. Also, put in a few more lands, 16 isnt enough for any deck. Also, consider Reckless Fireweaver. U have many red sources, and helps deal a LOT of damage to their face.

Hobbez9186 on

6 months ago

I like more Red actually. Scrap Trawler has great recursion with the very diverse mana curve and it can edge in pretty decent damage with Pia's Revolution If you put your opponent in the right spot. Going back to the hand to avoid damage from Revolution still hits the graveyard to trigger the Trawler if there are legal targets. There are many sac outlets to exploit, such as Metalwork Colossus. Pitch the Colossus to something like Key to the City to get a hit in and then bring the Colosus back to hand by killing off two Constructs that will trigger both things and either keep your hand nice and full or edge in more damage and it's completely sustainable. If you ever actually play the Colossus it can die and bring back literally anything and then buy itself back as well. Good idea to run Hedron Archive for the mana and cost reduction just in case. He's also a construct, so there's that. All of this gives good reason to run Cathartic Reunion too to help draw through everything.

It's expensive, but I also like the idea of Aegis Automaton being able to bounce things with ETB abilities like the Gearhulks or even Ballista.

Also, there might be some power behind Augmenting Automaton and Crackdown Construct. Good old fashioned Looming Shade but it pumps both.

You can't overlook my favorite Construct in Standard either: Hedron Crawler, because mana :)

Just tossing ideas around. I'll throw together a Red build because I think that's where I'm most comfortable and see what happens.

Tenlor on White Black Budget

6 months ago

I'm not exactly sure what you're trying theme you're trying to go with. I'm going to assume you want to have B/W aggro-zombies, and base my suggestions around that.

First of all, I would recommend putting some more land in there. I know you're deck does have much mana cost, but you can still get mana screwed. Secondly, I would put in some dual colored lands, if you have any.

Secondly, I would personally make this a Zombie tribal deck, so I would remove Augmenting Automaton, Devoted Crop-Mate, Fourth Bridge Prowler, and Gonti, Lord of Luxury, as none of them help your zombies at all.

There are quite a few zombie cards that I think would have a good place in this deck. Particularly Wayward Servant and Graf Harvest. Wayward Servant would allow you to deal some damage to your opponents each time you play or bring back a Zombie, and let you gain some life as well. Graf Harvest would make it much more of a pain to prevent your horde of zombies from eating your opponents brains, as they would all have menace.

I feel like this deck needs a little more removal, so I would look at Cruel Revival as it kills your opponents things and allows you to bring back your own. Dark Salvation would let you create more zombies and potentially kill a creature, or weaken it enough to kill it with a token.

A few more cards to look at for general zombie purposes would be Shamble Back, Cemetery Recruitment, and From Under the Floorboards.

If you decided to upgrade your budget, a few pricier options are Liliana's Mastery, Relentless Dead, Diregraf Colossus, and liliana, death's majesty.

The7thBobba on Grixis Improvise Control

8 months ago

Oh boy... when I said I'd be happy to take a look, I wasn't prepared for this. Standard and control, are two of the things I have the least experience with xp but none the less, I shall endeavour to offer up my 2 cents :)

Improvise enablers:Consulate Dreadnought: cheap artifact for early enabling. Can become a huge threat later on.

Hope of Giraphur: intense value packed into a 1-drop.

Merchant's Dockhand: cheap, can block, and offers a cool card-filtering alternative to improvise.

Augmenting Automaton: cheap critter and enabler, and a pump-able threat.

Prophetic Prism: cheap, can manafix, and nets you a card.

I'll get back to you on other elements like instants and the like ;) stay frosty

LithiumHD on

9 months ago

Servo Schematic is a great card. its basically giving you 3 artifacts for 2 mana which is great in this format. @iglesia777

Universal Solvent on the other hand is just bad. really bad. i like adding Key to the City in its place, especially since you are running some decently big creatures.

the one copy of Evolving Wilds in your land doesn't actually help you 90% of the time. in most cases, by the time you would draw it, you would already have both colors available and so having to go and fetch for a land to come in tapped wastes a turn more often than not. i'd remove it for just another basic.

i also don't like Renegade Map at all. and its probably ok here because of the ramp you need to cast your higher mana creatures, but i feel like replacing them altogether for more utility based artifacts would be better. whether that's more artifact creatures like Augmenting Automaton, or just more artifacts in general like extra copies of Servo Schematic or what have you.

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