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|Fifth Dawn (5DN)||Uncommon|
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Sacrifice an artifact: Add (2) to your mana pool.
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Krark-Clan Ironworks Discussion
19 hours ago
Hi faricane, nice to hear ya :) let me get through your points step by step.
- The cards
Muddle the Mixture is a good counterspell on its own . that way it has 2 purposes inside this list - tutor or counter.
Mercurial Chemister is just a personal thing. he granted me many cards in games as he wont be the first target to get removed. you could drop him for another tutor.
Commander's Sphere and Manalith are in here for my dramatic scepter combo as i need rocks to produce every kind of mana to go infinite with breya. for sure your mentions are a great addition. i just dont added them cause i dont have any more copies of them.
Rune-Scarred Demon is just a tutor and a beater on a stick. i just like him if games take the long run and i need to rely on some boardpresence. at least 7cmc is not a problem with all the mana ramp this list offers.
Zulaport Cutthroat is not really neccesary in this list. ya, he can go infinite within the sharuum-combo, but we have other options to winthe game without him. i would not add more effects like his one cause i like to fill the spots with other spells. i would only 1 spell in his slot that supports the sharuum-combo that way. you can go for Altar of the Brood instead.
Cyclonic Rift a great card and i played it many months in this list. then i just removed it for other decks. breya didnt need it that much. i go for the disk-combo instead to set opponents back in late game (if we even get there)
Saheeli's Directive and Time Sieve are really bad! why? they are only great when you have access to any infinite (mana or tokens) but at this point you already won the game. you dont need those "win-more" cards. they just steal slots of your 99s.
myr retriver and co.: we dont need much recursion. i already have Daretti, Scrap Savant, Goblin Welder, Sharuum the Hegemon and Academy Ruins. they are all better. at least we got Elixir of Immortality if things really went wrong lol.
Suggestions: you wrote that you would cut the Vampiric Tutor for budget reasons. i fully agree, but keep in mind: your fast pace relies on your tutors. VT is one of the cards i would really recommend for this deck as it is the fasted tutor besides Enlightened Tutor. on lucky days you might find a cheap one on ebay or other trading sides :)
2 days ago
Why would I want protection from sacrificing, other than for All Is Dust? It's pretty advantageous to sac the tokens I make with Feldon through Ashnod's Altar, Krark-Clan Ironworks etc, so I couldn't even use it as a stat boost.
I personally prefer Goblin Welder's reduced cost and ability to be replayed with Feldon over Trash for Treasure's speed. I can see a lot of situations where Scrap Mastery would be a dead card in my hand, although it would make a nice sideboard counter for board clears.
I considered Metalwork Colossus, Inferno Titan and Steel Hellkite. I decided that the foremost didn't do enough as a big graveyard body to be useful, and I don't really have enough mana generally to make use of the latter two. I also had Scuttling Doom Engine in this deck for a while, but I decided that I have enough aggro and need more board control.
Ancient Stone Idol would make a great addition but I can't decide what to swap it out for, any suggestions?
p.s. oh shoot you're right he's banned I will escort him off the premises
1 week ago
In the process of casting a spell or activating an ability, mana abilities (like KCI) are activated before costs are actually paid. In order to have everything in the graveyard at the time all the Trawler and Retriever triggers would go on the stack, things must be sacked to KCI when mana abilities can be activated during the process of activating Spellbomb's ability.
This means you have to sacrifice things to KCI before you actually sacrifice the Spellbomb. If you sacrifice Trawler to KCI, then it's no longer on the battlefield to see you actually sacrifice Spellbomb, and you miss that trigger.
This is why most iterations of the KCI combo I can find online don't use Pyrite Spellbomb, but rather an artifact like Chromatic Sphere that will also produce mana, because instead of sacrificing Scrap Trawler, they sacrifice Krark-Clan Ironworks to itself during the activation of mana abilities (and that must be done after all the other sacrifices to KCI are done, or KCI isn't there anymore for you to sac other things to it). This of course makes the total mana required to recast your artifacts 7, not 6.
So the process would look like this:
Choose targets as necessary (specifically for the Spellbomb).
Game checks that the ability can be legally activated.
The ability's controller determines the total cost of the ability (in the case of Spellbomb, and sacrificing it if you want the damage, and sacrificing it if you want the card draw).
Since the activation includes mana, this is when you activate mana abilities to pay for it. There's no rule against gaining more mana than you need, as long as you have the sources for it. So this is where you tap Mox Opal, then sacrifice it, Myr Retriever, and either Scrap Trawler or KCI to KCI's ability to produce mana, giving you a current total of 7 mana. Trawler and Retriever will trigger at this point (three for Trawler, one for Retriever), but their abilities won't actually go on the stack until a player would receive priority again. All the named artifacts are in the graveyard at this point, though, in the order in which you sacrificed them, which is why Trawler/KCI must be sacrificed last.
Now you pay the cost for Spellbomb's ability. This is the point at which it is sacrificed. If you sacrificed Scrap Trawler for mana, it's not on the battlefield anymore to "see" the Spellbomb be sacrificed, so you won't get that fourth Trawler trigger.
Now that the ability is properly activated and paid for, priority is passed, so all those triggers will go on the stack and their targets will be chosen. This is why they had to be triggered at that specific point; at any other time, they would go on the stack before all the targets you want to hit are in the graveyard, so your return sequencing wouldn't work. You've got four artifacts, but the Trawler triggers are restricted to "lesser converted mana cost," so the trigger from sacrificing Mox Opal doesn't count because it can't get anything back. If you sacrificed KCI instead of Trawler, you'll have a fourth Trawler trigger, so you would use the three usable Trawler triggers to get back Retriever, Spellbomb, and Mox, and the Retriever trigger to get back KCI. If you Sacrificed Trawler instead, you only have two usable Trawler triggers, so something's stuck in the graveyard.
So obviously you'd want to sacrifice KCI instead of Trawler. The problem here is that you produce a total of 7 mana, one of which you spend to pay Spellbomb's cost. That leaves you with 6 mana to pay the following costs once everything's in your hand: 4 for KCI, 2 for Retriever, and 1 for Spellbomb. You're missing a mana. This is why people usually use Chromatic Sphere instead, because it produces a mana as well as card draw.
I'm not entirely sure if there's a different doable combo using Spellbomb instead, but it doesn't slot neatly into the KCI combo outlined above.
1 week ago
So I’m a bit new to the whole KCI combo thing but it looks pretty fun, I just have one question of how the basic Pyrite Spellbomb Combo works. So let’s say I have a Krark-Clan Ironworks, a Scrap Trawler, a Pyrite Spellbomb, a Myr Retriever, and a Mox Opal all on the battlefield. I’m under the impression that I can declare that I’m activating Spellbombs first ability, and then tap Mox for red, then sac Mox, Trawler, and Myr to KCI as a mana ability. Now do all 4 cards enter the graveyard at the same time? Does the Spellbomb enter after? Do the Myr and Trawler triggers go on the stack after Spellbomb is put in the graveyard, allowing me to get the Spellbomb back with the Myr’s trigger from Trawler?
This might just be the standard KCI combo and I just don’t realize it, but from my understanding, I’m able to essentially sac all 4 artifacts (Bomb, Myr, Trawler, Mox), and and bring back all of them and have 6 mana to play them all and go infinite with Spellbomb. Is all of this correct? And please answer when each thing goes on the stack.
3 weeks ago
PhyrexianGameplay I agree! And I don't know if you have seen this, but the update on Oct 17th included revisions that included adding Walking Ballista as well as some other cards. I decided to keep Hangarback Walker while still running Ballista for a few reasons. First, having a backup for the grave pact synergy is strongly recommended. And second, with Krark-Clan Ironworks being one of the primary 'super win' cards in this list winning the turn it hits the field is practically mandatory to minimize the chance of removal. Hangarback is great due to being able to be cast as X=1 and gaining +2 mana out of it. This may not seem like much, but I have won a great many games with just the little bit extra mana.
So TLDR: Yes I very much agree with what your saying and while Ballista is a better card, Hangarback has enough uses to still be part of the deck.
Also your comment didn't show up for the first 4 days. Anyone know whats up with that?
3 weeks ago
Yes Myr Battlesphere combos with Ashnod's Altar / Krark-Clan Ironworks + Nim Deathmantle BUT you can ALSO use Eldrazi Displacer instead of Nim Deathmantle because Ashnod's & Krark have been errata'd to add colorless and not just generic mana.
AND you also get 1/1 Myr tokens because you don't NEED to sac them all to generate enough mana to blink/recur Battlesphere. So, you create 1/1 Myrs, then or however much you need, but yeah, you get infinite Tokens then Mana, as well as ETB/LTB triggers. Or mana then tokens (whichever you wanna do first lol)
Not sure if the infinite tokens was implied in your comment, but now everyone knows