Chief of the Foundry


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

Printings View all

Set Rarity
Kaladesh (KLD) Uncommon
Magic Origins (ORI) Uncommon

Combos Browse all

Related Questions

Chief of the Foundry

Artifact Creature — Construct

Other artifact creatures you control get +1/+1.

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Recent Decks

Chief of the Foundry Discussion

Chuckasaurus on Eldrazi EDH

2 months ago

I like what you've got going on here! Just from personal experience I can tell you that you're going to have a target painted on your head when you have zero creatures on the board and endless colorless mana at your disposal, I'd recommend throwing in 10 or so chump blockers and other random artifact creatures that seem like they might be slightly playable. The goal isn't to seem completely harmless, nor totally overpowered, but a delicate balance of something in the middle.

Stuff like Chief of the Foundry, Foundry Inspector, and Metallic Mimic

-Gabriel- on Beep Beep Constructing Beep Beep

2 months ago

Thanks for the comment C0MbatibleW0mbat!!

I thought of those two yes, they both Constructs and that definitely synergizes with the deck. But I felt I don't go wide enough for Chief of the Foundry to be relevant (like with lots of servos) and I also felt the deck has a low enough curve to not need Foundry Inspector on turn 3.

Still lots of testing needed for this new meta though!

C0MbatibleW0mbat on Beep Beep Constructing Beep Beep

2 months ago

Foundry Inspector or Chief of the Foundry might be good includes depending on how aggro you plan on making it. You could pump out buffed dudes and they fit the tribe

yodazach on depala vehicle

2 months ago

Heart of KiranDecent coz u have a bit of planeswalkersPeacewalker ColossusReally decent coz it gets rid of crew basicallyFleetwheel Cruiser pretty decentGearshift AceIts okConqueror's Galleon  FlipFlips into a decent card drawFairgrounds WardenGood RemovalMaster TrinketeerCreates tokens to pilotDwarven BlastminerGets rid of those pesky non-basics Dwarven Miner Does the SameJor Kadeen, the PrevailerPumps all ur shitChief of the FoundryGood budget pumpMine LayerGood old land destruction goodness!Metalwork ColossusEasy to get out, reks faceGuardian IdolCan be a creature and taps for manaScourglassGood one sided board wipeThunder TotemCreature and ManaAura of SilenceStops the group from playing dem noice artifactsMishra's FactoryTurns into creature to crew ur freakin vehiclesMask of MemoryGood Card Draw!

LeaPlath on

2 months ago

You have Smuggler's Copter already, what does Sky Skiff add? You aren't going to be attacking in with it till about turn 3, so Aethersphere Harvester might be a better option for being bigger and not dying to Bolt or an unrevolted Fatal Push.

Fleetwheel Cruiser is also probably better than Ovalchase Dragster because it can attack straight away without crewing, and doesn't trade with the ambush viper cards seeing play like Snapcaster Mage and similar. It also plays better with Saheeli Rai.

Ornithopter doesn't do anything in this deck without a lot of support, you aren't trying to enable a turn 1 Mox Opal, or using Cranial Plating, so you are probably better running something else, such as bomat carrier.

Chief of the Foundry is also better off as Master of Etherium.

mikexbustillos on Standard Constructs

2 months ago

Hey! Great deck! I've always wanted to brew a constructs deck, so I was excited to see this one.

I playtested 4 matches with it and here were my experiences.

It often had explosive ground attackers if Chief and Inspector were in the opening hand.

Karn is a fabulous card advantage engine. Add more Karn.

Voltaic Servant is kind of a cool combo with Throne of the God-Pharaoh, because you get to order the triggers however you like, you can get the damage for your attackers, then untap them afterwards.

Scrap Trawler really helps the deck be resilient to Fumigate, but does very little against Settle the Wreckage. If there were a few more 1 and 2-mana artifacts in the deck, Scrap Trawler may have more targets available when he does trigger.


Consider going up to 4 Inventors' Fair! This card is fabulous in an artifact deck, and, although it's legendary, you can use it as a spell in a flood situation. Since there are a few artifacts--namely Chief of the Foundry that make or break the aggro strategy, being able to search for them is pretty valuable.

Consider a color! I understand that you like the colorless deck build, but it does some serious drawbacks. Most apparent to me, in playtesting, was that the deck lacks nearly any interaction at all. Disruption, removal, anything really to stop an opponent's deck from comboing off or running unopposed. If you draw the perfect curve you can get a turn 5 kill, but only if the opponent has NO removal. Abrade, Naturalize, even Lightning Strike can really disrupt the deck's tempo badly, and it lacks anyway to return the disruption and keep tempo at parity.

Consider more copies of fewer cards. There are a handful of really cool artifacts in the non-creature category, but since they are all 1-ofs, I rarely drew the same one twice. The deck will be more consistent if you pick the ones that work the best for your strategy and play more copies of them.

I recommend:

1 more Powerstone Shard! Go big or go home! It's not terribly useful as a ramp until you play the 2nd, and having 4 makes getting duplicates much more likely.

Take out Paradox Engine, Pillar of Origins and Thran Temporal Gateway. None of them were really useful in any of the games that I drew them. The times when they will be effective are much rarer than the times they will be useless in hand I think.

Go up more copies of Throne of the God-Pharaoh. It supports your deck's strategy very well, and you want to be able to play it early. Even if you end up with duplicates in hand, it is a very attractive removal target, so you will have chances to replay it--and at only 2 mana you will be able to afford it.

(Maybe controversial, but) Consider Ornithopter! It's a 0 mana card, and playing it can trigger lots of other benefits. It's always a target for Scrap Trawler. With Chief of the Foundry in play, it gives you evasive damage, and gives you some blockers against enemy flyers.

Consider Treasure Map  Flip! It is a terribly helpful artifact, as it lets you scry for several turns, then flips over and helps with ramp and gives you card draw advantage for several turns.

Consider Improvise! I never had enough non-creature artifacts to be able to play Metalwork Colossus, but there are a couple of big constructs that use Improvise instead, which lets you tap any artifact for mana. Combos nicely with Voltaic Servant's ability.

Last, but not least...

Consider more aggression!

The deck looks like an aggro deck, and that is your stated objective, but cards like Sparring Construct and Voltaic Servant are more effective as defenders than attackers. Get some more power-heavy artifacts in there! Go down some 5+ drops, go up some more aggressive 2- and 3-drops. Some hasty attackers, some creatures with Fabricate maybe, some cards that can swing in for more than 1 point of damage when they can attack. Heart of Kiran is great for that, as is Cultivator's Caravan, and Aethersphere Harvester. Plus, then your valuable Foundry Inspectors and Chief of the Foundrys don't have to expose themselves in combat, but can still get help damage in.


Hope that helps!

Love to test it out again after the next update! Keep up the good work!

cak01vej on Myr Mortals

3 months ago


  • Metallic Mimic: It's like Chief of the Foundry. the downside to it being cheaper than Chief is that it only affects one type and only those that entered the battlefield after it.
  • Mirror Entity: is a myr, and while he/she/it does not boost your myrs immediately, it ca act like a manasink that boosts all creaures later on or protect them from removal similar to Retribution of the Meek

The deck also seems very weak to land destruction like From the Ashes, so maybe add at least a few basics?.

Argy on Jhoira's Crew

3 months ago

n0bunga what you need to take into account, when thinking about new cards, are a couple of things:

  1. Do they do something better than the cards that are currently on that part of the curve?

  2. Are they entering the field at a part of the game where they will either assist other cards played later, or where they will close out the game?

So, Jhoira's Familiar can't be added to the deck in place of earlier cards, as it will clog up the 4CMC slot too much.

It also isn't as good as Weatherlight, or Jhoira, Weatherlight Captain.

Finally, it adds to the cards that can't solo Crew the Weatherlight, or Skysovereign, Consul Flagship.

This deck doesn't end up top decking very often, due to the fact that it is has Merchant's Dockhand, Weatherlight, and Jhoira, Weatherlight Captain.

Artificer's Assistant would come into the 1 drop slot occupied by Merchant's Dockhand.

It gives Scry but NOT draw, can't block Bomat Courier and survive, won't get pumped up by Chief of the Foundry, and can't be selected if Weatherlight deals combat damage.

It is therefore a worse option than Merchant's Dockhand.

Powerstone Shard falls at the position on the curve where Foundry Inspector and Chief of the Foundry sit.

It does less than both of those cards.

Foundry Inspector does two things, make spells cost less, plus it can solo Crew any Vehicle in the deck.

Chief of the Foundry pumps up the majority of Creatures and Vehicles in the Deck. This often helps Creature to solo Crew 3.

Thanks for the suggestions. They just aren't right for this deck.

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