Krark-Clan Ironworks

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Fifth Dawn (5DN) Uncommon

Combos Browse all

Krark-Clan Ironworks

Artifact

Sacrifice an artifact: Add (2) to your mana pool.

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5DN

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Krark-Clan Ironworks Discussion

Bchong on Menstruating Mind Masters

1 week ago

It really depends on your deck building philosophy. What is undeniable is that a creature based strategy is a bad method in winning a game, because people can easily come back with cards with Vandalblast. In addition, creature based strategies aren't that strong when you are using artifacts.

A couple of ways to play Sen Triplets as a central part of your deck is to either use sen triplets as hand disruption, or using sen triplets to deck your opponent by playing their entire deck.

It was a lie when people told you that combo pieces will close out games. This is the only way to consistently win games.

The weakest parts of your deck is your creatures, all of your equipment except Skullclamp, all of your planeswalkers expect Tezzeret the Seeker , all of your enchantments except Rhystic Study.

Some of the cards your deck is missing is, all of the possible signets, all of the possible talismans. These are mana rocks which are very strong and every deck needs them. This deck needs to have more ramp than everyone else and Sen Triplets needs to hit the battlefield as fast as possible like on turn 3. So you also need to be running all of the possible ritual effects, like Dark Ritual.

Then to make sen triplets a strong card you need:

Mana rocks: Basalt Monolith Mana Vault Lotus Petal Vedalken Engineer Crystal Vein MindStone

Wheel effects like: Windfall or Jace's Archivist or even Temple Bell

Good combo pieces: Paradox Engine

Things to look at players hands: Telepathy (this is the greatest hate magnet card ever) Gitaxian Probe

Protection for Sen Triplets: Lightning Greaves

Hate cards: Notion Thief Teferi's Puzzle Box Blind Obedience

Bounce cards: Wash Out Baral's Expertise

Tutor cards: Trophy Mage Trinket Mage Fabricate Lim-Dul's Vault

Removal and Interaction:

Draw: Brainstorm Ponder Preordain Opt Thoughtcast

Mana reduction:Etherium Sculptor Semblance Anvil

Strong cards: Prophetic Prism Krark-Clan Ironworks Chromatic Sphere Chromatic Star

You don't have to do this, this was basically my plan for my sen triplet's deck. Basically just ramp super hard and then play sen triplets and then cast someone's entire hand. For deck is filled with very strong creatures but creatures in EDH are very weak.

Bchong on Competitive Sharuum Combos: Infinite Possibilities

1 week ago

I think that something like Solemn Simulacrum is way to slow of a card to be playing. You should also put in the Dramatic Scepter combo and you should put in Ponder, Lotus Petal and maybe Thoughtcast, Gamble for memes. You could also play some eggs and Scrap Trawler with Krark-Clan Ironworks this will ensure that you aren't sure if you can win or not until you hit something important like a Myr Retriever.

Bchong on Me and My Artificial Needs

1 week ago

You should try and put in all of the talismans and signets that you can put in. You have little to no draw and you basically have to interaction with the other players. You should try and put in some good value cards like Ponder Mystic Remora Fragmentize Gamble Thoughtcast Mana Vault Mana Crypt Krark-Clan Ironworks Vandalblast By Force Fellwar Stone Vedalken Engineer Etherium Sculptor Foundry Inspector.

You should also try and stay away from creature based strategies because they are fairly slow and because infinite combos are just so much better in EDH. You already have a couple combo pieces in your deck such as Thopter Foundry which combos with Sword of the Meek and Krark-Clan Ironworks. You also have Scrap Trawler which combos with Krark-Clan Ironworks if you have "eggs" or artifacts that draw you cards when it etbs or dies.

I don't think some of the planeswalkers or creatures really have a place in an artifact deck. While they may be good individually, these cards have little to no synergy to the rest of the artifact theme of your deck.

Natalbee on Breya Sacrifice

2 weeks ago

Are you trying to go infinite? There are a ton of combos with Breya, but probably the most-mentioned (to me) is the Nim Deathmantle combo with Ashnod's Altar/Krark-Clan Ironworks. I do see you have an Eldrazi Displacer in there, which gives you almost the same effect.

I can mention some more, but I'm not sure if you, or your playgroup, want to include infinite combos.

Decrepit_Angel on Artifact Storm

3 weeks ago

jacobmcguffin It is alright but has a decent chance of you just drawing lands and not being able to do anything which is really bad because you will skip your draw if you are still alive the next turn. I would just throw in another enabler or infinite mana sink like Staff of Domination (especially since you added in Metalworker) so that you are less likely to end up with infinite mana and nothing to do with it. Walking Ballista also works and can also be fetched with a Trinket Mage if you ever decide to add one. Another idea you may want to consider as your deck has a decent "eggs" package to it is Krark-Clan Ironworks and Scrap Trawler to allow you to recycle a bunch of the eggs and make absurd amounts of mana in the process. I don't have a ton of experience with the combo but I know it is very effective. And Scrap Trawler also functions as decent protection from an opposing Vandalblast effect as you will get a decent amount of your artifacts back.

Firebones675 on Mono-Red Artifact Sacrifice

1 month ago

Looks good! Scrap Trawler seems like the kind of card that would work really well in the deck since you're going to have so man artifacts going to the yard. Myr Retriever and Pia's Revolution might also work out here too as they also like artifacts being scarified.

It doesn't necessarily help with the artifact dying theme, but you have enough cheap artifacts to allow Galvanic Blast to do some work.

This isnt along the lines of what you're doing at the moment so feel free to ignore it but you might want to look at some Open the Vaults/Krark-Clan Ironworks lists. The basic idea was to keep sacraficing and bringing back everything which when combined with cards like Ichor Wellspring would draw through most of your deck and generate lots of mana (i can go into more detail about it if you want). Open the vaults is a bit of a slower card than the deck you have currently which looks like it wants to win more quickly but figured i'd mention it in case it's a direction you wanted to try out but again, don't feel obliged to do so if you don't want to.

ThinkJank on The Gall Ta Play Artifacts in Green!

1 month ago

TheRedGoat, thank you so much for taking the time to write your thoughts, plentiful as they are. You raise a lot of good points, so I'll try to share my thinking on all of them.

First of all, you're right about Mycosynth Lattice and Mycosynth Golem, and it's a big part of why I haven't decided to included them in the deck or not (aside from the cost, of course; 15 is a bit more than I'm willing to spend.) Inspiring Statuary is less good in this deck than it could be, but I think it's still worth an inclusion for now.

I should probably go back into the primer and reword the section about building the deck around Ghalta. I tried to strike a happy medium between the artifact side of the deck and the powering out my commander half. Metalwork Colossus is the epicenter of these two halves, and it's basically the only reason I went the artifact route in the first place. That being said, I agree with your analysis on various types of artifact decks in EDH, and I think moving forward, I'll be placing a stronger emphasis on the Value Town aspect of artifacts. I've already got a bit of a sacrifice subtheme, with Krark-Clan Ironworks and Trading Post, so it probably wouldn't take too much reworking. I may bolster that a bit as I move forward with the deck. Part of my reasoning is that Metalwork Colossus also lends itself to sacrifice engines very nicely as well.

I think that a voltron artifact deck would suit Ghalta pretty well, and to be honest a decent part of why I'm reluctant to go that route is because I'd need to rework the deck so heavily. I'm already suited more to a value game than an aggro, even if my commander can end things quickly. You mentioned removing Triumph of the Hordes for more consistent infect enablers as a way to lean into aggro, and I agree that it's one of the weaker cards in the deck. On the list of potential removals, it's pretty high, but it's mostly in here as a "gotcha" to take out an opponent or two out of nowhere. The amount of hate that Infect gets makes me reluctant to run a more potent effect, though. It'll probably be removed whether I focus more on aggro or value, to be honest.

I like the idea of some power/toughness value cards, and I do think this deck is slightly lacking in card advantage. Life's Legacy could be a nice effect, but since I already have Rishkar's Expertise I don't know if I'd want more than two mega-draw cards. Traverse the Outlands is cute, but it only has tons of value after I've cast my commander, at which point I probably don't need much more mana.

Moving away from artifact discussion,Pump spells are kind of neat as rituals. I'd never considered that idea before, and I think Primal Bellow at the very least deserves testing. I think that Bellow is the only one I'd be interested in testing, since it has the additional potential of being used to give Ghalta +9/+9 and turn him into a one-shotter (lands willing, of course.) Token generators are another way I could generate some extra power, and it's a big part of the reason Myr Turbine is in the deck right now. You mentioned Avatar of Might as well, and it's funny - when I first started drafting the deck, I originally toyed with the idea of a deck based around cost reduction, rather than artifacts. As the focus shifted, I dropped it in favor of other things, but I'll test it to see if it might be worth an inclusion. (Best case scenario, it ends up being Ezuri's Brigade part 2.)

Once again, thanks a million for taking the time to share your thoughts. There's a lot of great ideas here, and I'll be taking some time over the next few days to test them. You really went above and beyond discussing options for Ghalta acceleration and Artifact synergy, and I appreciate the time and effort that went into this. Happy brewing!

Raben-schwarz on Infect Rock

1 month ago

A wierd combo deck, containing Scrap Trawler, Krark-Clan Ironworks and a lot of eggs, to hardcast Emrakul, the Aeons Torn, consistently on turn four. Also known as trawler-kci.

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