Ironclad Revolutionary

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Standard Legal

Printings View all

Set Rarity
Aether Revolt Uncommon

Combos Browse all

Ironclad Revolutionary

Creature — Aetherborn Artificer

When Ironclad Revolutionary enters the battlefield, you may sacrifice an artifact. If you do, put two +1/+1 counters on Ironclad Revolutionary and each opponent loses 2 life.

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Ironclad Revolutionary Discussion

catrule3564 on StarterTest

2 days ago

Temple of Malice is the only non-standard legal card here. You also have no red cards to make use of it, so it should be replaced with a different land.

At the moment you have 64 cards, which should be cut down to 60 for the best consistency. I would remove the cards that don't have much synergy with the rest of your deck. Alms of the Vein, Conduit of Ruin, Dimensional Infiltrator, Silent Skimmer, and Stromkirk Condemned could all be removed.

I agree that you could use some cards like Bastion Inventor, Reverse Engineer, and Metallic Rebuke.

If you need to make more cuts, I would just start cutting down on some of the expensive spells, like Ironclad Revolutionary. Replacing some expensive spells with something like Merchant's Dockhand would also let you remove a couple lands.

Good luck with your deck!

Jagd_Tallgeese on Ob nixxilus black mono

6 days ago

Also, unless you are going to use Universal Solvent to sacrifice from Defiant Salvager you can cut those as well, and the Ironclad Revolutionary. Foundry Hornet and Fourth Bridge Prowler only trigger once, so the can be cut as well. Toss Creeping Dread as it is too conditional to be really effective. Farbog Revenant, Fen Hauler, Prizefighter Construct, and Ghoulcaller's Accomplice can all go. This cuts the deck to 70 cards, so I will amend my statement about the swamps and you can cut those to 23 swamps.

seshiro_of_the_orochi on Born to be Aetherborn.

1 month ago

So even less lands? Considering you have seven cards with CMC five or more, I think you should go to at least 22 lands. And that still is not much. Btw, I think Ambitious Aetherborn and Ironclad Revolutionary could be cut as they really don't seem that great.

The scrounger seems like a great idea though. Try it :)

Bano42 on

1 month ago

I actually really like Weaponcraft Enthusiast and Metallic Mimic in this deck. Even consider something like Animation Module. This makes the deck a lot of fun. You're generating a lot of counters, and then you can make an extra Servo by paying 1 more. You can even play a Metallic Mimic and give those new Servos +1/+1 counters. Aetherborn Marauder will have a lot more to work with when you play him.

I even think this makes Ironclad Revolutionary viable. You can bring him in, sacrifice a Servo, and get some easy burn in. This would only work in Mono-black though.

My friend and I were really tinkering with this. I like this deck a lot!

jacoby0813 on The Midnight Entourage

1 month ago

Seems like you may need some heavy hitters late game on sideboard, Herald of Anguish,Ironclad Revolutionary or Noxious Gearhulk

clayperce on Tips of AER Prerelease?

1 month ago

Reposting, because I accidentally screwed up the formatting above :-(

- Confirm the mulligan rule for your LGS. It's multiplayer so the first mulligan should be free, but not every LGS plays it that way.
- Also, confirm that the matches are only one game, and that you're allowed to sideboard between matches.

- 2HG is a higher power level. 12 packs + 2 extra rares = higher average card quality. "Solid fillers" in a normal sealed pool may not be so solid in 2HG.
- Splashing is easy. More fixing (because there are two pools) + first mulligan free = possible to play all your Rares if you want
- It's often best to choose Draw. Two extra cards + slower games/stalled boards (which make early Lands less relevant) = Choose Draw unless you're both very Aggro.
- Evasion is even more important. More Creatures on board = lots of stalled boards. Menace is much worse but everything else is much better.
- Counterspells are better. I'm quoting magicjudges.org here: "With two spell-casting opponents it's less likely you kept mana up for nothing, there are more must-answer bombs overall, and its less problematic if you don't do anything for a turn if your teammate can advance the board."
- Consider hate cards for the maindeck. This is especially true for Flyer hate (in any 2HG game) and Artifact hate (in Kaladesh and Aether Revolt 2HG).

- Practice deckbuilding with your partner beforehand, if at all possible. Most LGSs give 50 minutes, and that's a PAINFULLY small amount of time.
- Be careful with cards that "target creature you control" (instead of just "target creature"), since you can't use them on one of your partner's creatures. This is especially true with combat tricks.
- Communicate with your partner LOTS, but carefully. Knowing your opponents are watching and listening, don't hesitate to bluff. Quoting manadeprived.com, "When your opponents attack, you can pause and discuss, as if you were considering killing a creature, when in fact there is nothing in your hand that can do so."
- It's pretty cynical, but worth mentioning: Pay attention to where your opponents are looking as they shuffle your team's decks. It's easy for cheats to turn the cards as they shuffle so they can see your decks.

- Two-Headed Giant Format, from wizards.com
- kaladesh-2hg-hidden-gems, from magicjudges.org
- The Ultimate 2HG Primer, from manadeprived.com

clayperce on Tips of AER Prerelease?

1 month ago

I absolutely love 2HG, and have been compiling a bunch of tips. Thanks for giving me an opportunity to share!

- Confirm the mulligan rule for your LGS. It's multiplayer so the first mulligan should be free, but not every LGS plays it that way. - Also, confirm that the matches are only one game, and that you're allowed to sideboard between matches.

- 2HG is a higher power level. 12 packs + 2 extra rares = higher average card quality. "Solid fillers" in a normal sealed pool may not be so solid in 2HG.- Splashing is easy. More fixing (because there are two pools) + first mulligan free = possible to play all your Rares if you want- It's often best to choose Draw. Two extra cards + slower games/stalled boards (which make early Lands less relevant) = Choose Draw unless you're both very Aggro.- Evasion is even more important. More Creatures on board = lots of stalled boards. Menace is much worse but everything else is much better.- Counterspells are better. I'm quoting magicjudges.org here: "With two spell-casting opponents it's less likely you kept mana up for nothing, there are more must-answer bombs overall, and its less problematic if you dont do anything for a turn if your teammate can advance the board."- Consider hate cards for the maindeck. This is especially true for Flyer hate (in any 2HG game) and Artifact hate (in Kaladesh and Aether Revolt 2HG).

- Practice deckbuilding with your partner beforehand, if at all possible. Most LGSs give 50 minutes, and that's a PAINFULLY small amount of time. - Be careful with cards that "target creature you control" (instead of just "target creature"), since you can't use them on one of your partner's creatures. This is especially true with combat tricks.- Communicate with your partner LOTS, but carefully. Knowing your opponents are watching and listening, don't hesitate to bluff. Quoting manadeprived.com, "When your opponents attack, you can pause and discuss, as if you were considering killing a creature, when in fact there is nothing in your hand that can do so."- It's pretty cynical, but worth mentioning: Pay attention to where your opponents are looking as they shuffle your team's decks. It's easy for cheats to turn the cards as they shuffle so they can see your decks.

- Two-Headed Giant Format, from wizards.com- kaladesh-2hg-hidden-gems, from magicjudges.org- The Ultimate 2HG Primer, from manadeprived.com

Hope you and your partner crack, build, and draw well!