Krark-Clan Ironworks

Artifact

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

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Krark-Clan Ironworks Discussion

FigLebowski on U/B Myr cycling

13 hours ago

I would suggest more outlets to sacrifice the Myr. Maybe Krark-Clan Ironworks orAshnod's Altar for mana or Arcbound Ravager if money is not a problem

PhotogenicParasympathetic on Breya Eggstraordinary

2 days ago

Thanks all!

hoardofnotions: I'm liking Salvaging Station, that seems really good here.

Quicksmith Spy has actually been great here- turns things like Ichor Wellspring into repeatable extra value while I'm waiting for a way to sac them, or makes Blinkmoth Urn one-sided, etc.

Solemn is here more for the card draw than the ramp, but honestly, even though I've got a low curve, I'm CONSTANTLY drawing cards, so having more mana to cast 10-11 1-drop spells in a turn does end up mattering.

The big guys are how I win - Myr Battlesphere goes infinite with Mimic Vat and Time Sieve, while providing a big body and lots of sacrifice fodder while waiting for the combo. Filigree Angel is stupid good with Aetherflux Reservoir, letting me kill people very quickly, and Eldrazi Displacer helps both of them do their work, while also going infinite with Krark-Clan Ironworks and my commander. The KCI also goes infinite with the Nim Deathmantle, same as Ashnod's Altar would.

I tried out the Sword of the Meek/Thopter Foundry combo. If I have the infinite mana to make it a true infinite combo, I've already won using my commander, so it really is just incremental value. Good, but not lethal. I kept the foundry because sometimes I just need more flying blockers or a touch more life, but cut the sword.

I've been toying with Inspiring Statuary, I'm not sure if I want it or not. I think I'll give it a try, see how it goes.

Definitely do want the Temple cycle, just need to wait for the funds to start upgrading the mana base.

Eiti3 on no man lands

1 week ago

You beat me to it. As soon as I saw this little guy I wanted to make another landless EDH deck but I see I was far too late. Although, there are a few things I'd change...

  • Sensei's Divining Top: Allows for that easy access for when you don't have what you need.
  • Chromatic Sphere, Chromatic Star, Terrarion, and I could've sworn there was another one like Terrarion: These help you draw and keep the mana you have.
  • Trading Post, Ichor Wellspring, Mind's Eye, & Book of Rass: Need that draw. You're severely lacking.
  • Krark-Clan Ironworks: Super quick and easy ramp for how many 0-drop artifacts you run.
  • Scrap Trawler: This guy alone should quell all doubts for the the previous suggestions. Sac Terrarion to itself to get back a Lotus Petal, etc.
  • Metalwork Colossus: Much like your other affinity creatures, but comes with his own recursion system!
  • Cloud Key & Foundry Inspector: Further lower the costs of your artifacts alongside your already Helm of Awakening and Semblance Anvil.
  • Cultivator's Caravan: Possibily the best 3CMC mana rock since Coalition Relic.
  • Kuldotha Forgemaster: Sac 3 0-drops to get Mycosynth Golem. Worth?
  • Golem Foundry: While not being the best, dudes are pretty great and they easily sac to Krark-Clan Ironworks when needed.
  • Prototype Portal: Pop out endless Sol Rings thanks to Paradox Engine generating infinite mana or you know get Gonti's Aether Heart or Ugin's Nexus out over and over again for self-giving extra turns.
  • Inspiring Statuary: Put this one on the side burner in case you want to run more eldrazi or whatnot. This itself is a mana rock that only spends it's mana for non-artifact spells, but in a more non-heavy artifact deck, it could work wonders. Just keep it in mind if you decide to run more non-artifact threats.
  • Lifeline: While it may benefit your opponents, it keeps not only your creatures alive but allows you to hit with Hope of Ghirapur without the need of recasting with the commander tax.
  • lagotripha on It That Is Infinite The First

    1 week ago

    Since you're going infinite anyway, Impact Tremors could be replaced with Altar of the Brood without any issues, easing any mana concerns, leaving just plains and swamps, since taplands are a thing you just put a bunch of swamps, a single plains and some Orzhov Guildgate and Scoured Barrens. Blue might be more efficient to try and resolve Etherium Sculptor, /Foundry Inspector serving as backup copies of summoning. Golem's Heart/Grinding Station deserves to be in the sideboard. Myr Retriever goes infinite with two copies in hand without renewal if you have a sacrifice outlet like Spawning Pit, or with a copy of Scrap Trawler or Sculpting Steel.

    I messed around a bunch trying to get Enduring Renewal/Time Sieve to work, but it never came together into something I liked playing with.

    on a less budget note, Inspiring Statuary could function well. Krark-Clan Ironworks is it's usual broken self. Semblance Anvil/Cloud Key are also copies of summoning.

    JaronTheBaron on [[Primer]] - Daretti the Degenerate (AER Update)

    1 week ago

    Absolutely love the deck, running a Daretti myself. Just wondering if there's a specific reason you don't include Krark-Clan Ironworks. Also how do you interact with other graveyard based strategists or other combos. I know i need to run Torpor Orb and Tormod's Crypt just to stay ahead at my LGS atleast.

    zenbeni on 8-Tog

    2 weeks ago

    If you need more sacks you can try Greater Gargadon for another win con. Chromatic Sphere does not give you a card when sacked for Atog, so maybe it should be better to use Ichor Wellspring or Mycosynth Wellspring instead. Krark-Clan Ironworks seems uncastable with 15 lands. One Foundry Inspector should be useful I think. Did you also consider using Trash for Treasure as card advantage? CMC 3 seems however too expensive for this deck.

    gaiden.17 on Endless Torpor

    3 weeks ago

    Absolutely fantastic deck Cougz! Honestly, you should have kept it private, tested and tweaked and brought it to a tournament. The fact that it is monoblack makes it all the more fantastic. I've made a copy - I liked it that much - and have been tweaking and playing around with it. A few things strike me as clunky for competitive modern:

    1. Abyssal Persecutor: I agree that it is quite the beater; a 5/5 in the air for BB is nasty (I am assuming that the reduced cost is the most common scenario Abyssal Persecutor will be played as a turn 4 flying 6/6 is not that special in modern when most decks can simply win by that point). You get your opponent down to 0 life and sac it, and you win. However, you already have massive beaters in the form of Eater of Days, Hunted Horror, and Leveler. There is an argument to be made that you don't need Torpor Orb or Sundial of the Infinite for Abyssal Persecutor and so you break from being combo dependent but relying on transference of the creature to prevent your opponent from winning is effectively playing defense. This deck is designed to control turns 1-3 (through hand control with Inquisition of Kozilek and/or Thoughtseize) and win on turn 4. (Sundial of the Infinite, Heartless Summoning, and Sac outlet into Eater of Days or Leveler into Endless Whispers on turn 4 with the hope of sac'ing your game winner the turn Endless Whispers comes into play). You have even more control by killing any threat they can throw at you with your big creatures playable as early as turn 2 with Hunted Horror (although then they get the Centaurs) or turn 3 with anything else (including a torpor'ed or sundial'ed horror). The majority of your damage is non-trample thus for all your big baddies, the opponent can just throw up weenie blocks while they set up their own win condition mitigating the awesome power/toughness that the deck wields so early. In other words, you're not trying to aggro them with this deck; you'd need some form of acceleration to get your Hunted Horror or heartless summoned other baddie out on turn 2 to really be aggro for which you'd need green or Gemstone Caverns. If you want aggro, you have to go more 2 and 3 drops that can be played after heartless summoning as 0 or 1 drops. There is something to be said for this approach because so many at the 4 drop slot make you dependent on Heartless Summoning instead of just synergistic. But if you build more of a control shell, I think the current number of 4 drops is reasonable. If it were up to me I'd say go with Inverter of Truth instead of Abyssal Persecutor as your 6/6 flyer (presumably 5/5 with Heartless Summoning) which has much greater synergy with Torpor Orb/Sundial of the Infinite and Endless Whispers - i.e. its another win condition. Given that your monoblack, you can throw in Bojuka Bog for some of the Swamps to hopefully turn your Inverter of Truth effectively into a Leveler.

    2. Dimir House Guard and Krark-Clan Ironworks - I think these are too clunky. Even with Dimir House Guard doubling as a tutor for your win condition and Krark-Clan Ironworks generating mana (perhaps for a backup Torpor Orb or Sundial of the Infinite), I still worry they are too slow. I've been trying to figure out how better to optimize the sacrifice component of the deck. I've been going back to 4 cards: Life's Legacy, Tormented Thoughts, Ayli, Eternal Pilgrim, and Bound by Moonsilver. In this deck, Life's Legacy is effectively a draw 7 or somewhere there abouts. That's arguably better than Ancestral Recall so long as you can take advantage of the additional hand the turn you cast Life's Legacy which, at only you should be able to. Tormented Thoughts is effectively target opponent discards his or her hand. This may be a more powerful effect than Life's Legacy, especially against a control deck. It also more assuredly guarantees your win by forcing your opponent into top-decking. I like Ayli, Eternal Pilgrim because she'll survive a Heartless Summoning's -1/-1, her deathtouch makes her still relevant as a 1/2, and against non-damaging decks, you'll quickly get to 30+ life which makes her ability relevant. Bound by Moonsilver effectively turns into a reusable Pacifism. Of course all of these except for Tormented Thoughts introduce another color into the deck. The fact that these are turn 3/4/5 plays means that splashing is much easier - and in modern splashing is simple - albeit expensive. It does open you up to bloodmoon and other forms of land hosing which was a former strength of the deck although that form of control doesn't seem to currently be prominent in the meta top 8. I haven't playtested these yet, but given the sac is a late game play, I'd lean heaviest towards Tormented Thoughts. With all that said, none of these options synergize with Heartless Summoning. Ideally, we could figure out a creature version of a sac outlet to benefit from Heartless Summoning's acceleration. The best thing I could come up with was Scourge of Skola Vale. With Heartless Summoning it costs , it survives the -1/-1 coming into play with two +1/+1 counters, and you get to effectively transfer the P/T of the sac'ed creature (which is already an incredible rate) albeit not to block the fatty you just gave them with Endless Whispers as the Scourge of Skola Vale will be tapped. The issue with Scourge of Skola Vale is that I fear it is a win more condition, at least with Endless Whispers on the battlefield. If they are getting your Eater of Days, Inverter of Truth, or any of the others, you should just be winning the game, regardless. That's why I like Tormented Thoughts as insurance.

    3. Torpor Orb and Sundial of the Infinite: your deck revolves around these effects. I think they are a mandatory 4 each of. On review, I think the Sundial of the Infinite may actually be the better card for the deck as you don't need to sacrifice it once you have Endless Whispers. Of course, the Torpor Orb hoses so many modern decks that rely on ETB effects, that they are both fantastic additions. But you absolutely need one of these in play for your deck to work. The deck's primary weakness then is the loss of either or both in play. Looking at the meta, as artifacts and with such big creatures, your deck will trump Lightning Bolts. HOwever, Terminates and especially Path to Exiles will ruin your day and a well-timed Abrupt Decay will end the game for you. Jund and Junk are probably your most dangerous matchups. Your early hand control with Inquisition of Kozilek and Thoughtseize can hopefully protect you against Tron, Scapeshift, Living End, and other combos. Thus you either need backups in play or some form of instant-speed protection. This could mean adding blue for counter effects. But the streamlined mono-black is not something I'd quickly give up. I don't have a great suggestion here. You have the benefit of knowing their hand with your Inquisition of Kozilek/Thoughtseize type effects... Wish I could offer more here.

    4. Finally - and these were just other ideas I was tossing around - your deck shell might accommodate morph/manifest and/or exploit mechanics. The morph is nice because you effectively cheat in ETB-like effects (flip-up effects) while maintaining Torpor Orb and manifest offers an alternative mechanism to get these win-condition creatures into play without having to suffer ETB effects. In fact, if you manifest any of your win-condition creatures with an Endless Whispers already on the battlefield, you never even need flip the creature; just sacrifice and transfer the face-up to the opponent. For those players only familiar with the meta, this will be one heck of a nasty surprise. Keep in mind that Heartless Summoning while no longer offering benefit to the flipped creature's CMC, still affords cheaper morph costs. I bring up morph and not just manifest because you'd want to take advantage of the fact that your opponent won't know what the face down creature is and there are cards (like Grim Haruspex)) that have very inexpensive flip costs. Exploit will be trumped by torpor orb but offers an alternative sacrifice mechanism which, presumably, would be occurring after you sac the Torpor Orb anyway as you want the opponent to suffer the ETB effects. One thing I was thinking about was the combo decks out there. Then again, adding in these effects may be trying to do too much. You might simply want one Jeskai Infiltrator or one Whisperwood Elemental or, heck, one Mastery of the Unseen. Qarsi High Priest would allow you to stay in color... I look forward to yours and the community's response.

    supermaniax on Breya Thopters ETB

    3 weeks ago

    If you're interested in adding infinite combos, Krark-Clan Ironworks or Ashnod's Altar can turn your nice tokens into mana. Then you can use your Eldrazi Displacer to flicker the token creator, netting infinite mana and tokens. For redundancy, you can also use Nim Deathmantle, sacrificing a token and it's creator for mana, then spending that mana to recur itself

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