Krark-Clan Ironworks

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual 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.

Price & Acquistion Set Price Alerts

5DN

Ebay

Krark-Clan Ironworks Discussion

ohmless on Daretti's Dragons

3 days ago

if looking to cast 5-6 drop cards, I would recommend 38-40 land. To get added mana add a Krark-Clan Ironworks. Also consider adding Gamble to tutor up combo pieces or graveyard fodder. innovative deck. +1'ed

Roryrai on Fast Mana is Fair and Balanced - JWC Storm Primer

2 weeks ago

To elaborate a little bit since Monster here beat me to it - Trinket Mage seems like it would make sense on paper, but in practice it doesn't do enough - it's essentially a worse Fabricate, since it has fewer legal targets, and Fabricate is barely playable for us. The best things we could reasonable pull off Trinket Mage would be fast mana or Sensei's Divining Top (there are a few haterocks and eggs it could grab, but those aren't primary tutor targets). Ideally we want to be tutoring for cost reducers like Etherium Sculptor or the big mana engines like Krark-Clan Ironworks. While it's a good card, Trinket Mage just isn't quite versatile enough to grab what we need him to.

Chief Engineer has a similar problem, especially when you look at the extremely low creature density in the deck. In any given game you may see one, maybe two creatures that aren't Jhoira herself. Because we don't have the creature density to really abuse the convoke effect, it's just not worth the slot. Now if it said "Artifact spells you cast have Improvise" instead, then we'd be getting somewhere.

I too did not know that Fractured Powerstone existed.

ersatz_olorin on Advertise your COMMANDER deck!

2 weeks ago

http://tappedout.net/mtg-decks/feldon-and-friends-3/

(sorry deck-large isn't working for some reason)

Two Feldon decks in a row, nice!

Mine is a bit more casual, but still fun I hope.

I was mainly wondering if my combo actually works lol.

Chimeric Coils + Vicious Shadows + Krark-Clan Ironworks/Ashnod's Altar + Salvaging Station to create infinite VS triggers off the dying CC.

Roryrai on Jhoira, Weatherlight Captain: Brave the Storm

2 weeks ago

The first big thing that I'd recommend ditching is the artifact lands. While they seem alright on paper, the thing to realize is that not only do they not draw cards, but we run several blanket artifact bounce spells that also then remove lands from us. On top of that, it's reasonable to expect that people will tutor Null Rod, Stony Silence, or other artifact hate, which are already really hard for us to deal with, so why hurt ourselves more by letting them shut off/destroy our lands too?

Quicksmith Genius and Riddlesmith: These both feel like "win more" cards to me, I've currently cut both from my list, Riddlesmith may make it back through the next round of changes but I'm not sure.

Laboratory Maniac: The reason I don't like Lab Man here is because he's a pretty dead card when trying to storm - and if you've stormed your whole deck, you really ought to have found another way to kill them by then.

Slobad, Goblin Tinkerer: I'm really on the fence about this card - I've cut it multiple times now and then put it back in because it's incredible with Scrap Trawler, but meh without it.

Grapeshot: This seems...underwhelming. You'd need a storm count of 120 to kill the table with it and that's probably only possible with a Words of Wind bounce combo, at which point you've probably won anyway (since they have no permanents anymore).

Trinket Mage frankly just feels incredibly slow to me. Best case it fetches Mana Crypt or Mana Vault and you've essentially payed one U to draw a card (since the +2 mana from Crypt/Vault makes up for the 2 colorless for Trinket Mage) - this is a worse Ponder.

Skullclamp doesn't feel like it accomplishes anything to me as we generally don't like our creatures dying.

I would also recommend cutting all the 0-drop do-nothings for more haterocks like Pithing Needle, Phyrexian Revoker, and Cursed Totem.

Krark-Clan Ironworks and Scrap Trawler are both incredible - Scrap Trawler plus a sac outlet lets you loop rocks through the graveyard to generate card draw, mana, and storm count.

I'm still tuning my counterspell suite so I'm not really sure where that will end up at the moment.

elgosu1337 on Some Assembly Required (EDH Tribal Series #10)

3 weeks ago

Clock of Omens would be really helpful with Traxos to help untap mana rocks. Mycosynth Golem should make your creatures practically free to cast. Maybe Skullclamp and Ashnod's Altar or Krark-Clan Ironworks for more card draw?

Voodoo_Gremlin on Into the Storm with Jhoira - cEDH Historic Combo

3 weeks ago

Any thoughts on Scrap Trawler, Krark-Clan Ironworks & Myr Retriever? (or am I thinking too Modern?)

SupremeSnowSpork42 on Infinite combo challenge

3 weeks ago

Mycosynth Lattice + Artificer's Hex + Karn, Silver Golem Krark-Clan Ironworks+ Gemstone Array + Enduring Renewal + Carnival of Souls + any equipment + Reckless Fireweaver

  1. Have all the cards above on the field
  2. activate karn turning hex into a creature
  3. sac the hex to ironworks floating 2 mana, hex comes back do to renewal
  4. with the 2 floating mana put a charge counter on the Gemstone Array, remove the counter from array adding a black mana to pool
  5. cast the hex again triggering the carnival of souls
  6. use the mana from the carnival of souls to activate karn ability targeting hex
  7. repeat steps 2-6 with the highest life total to win do to Reckless Fireweaver triggers.

Now use the card Radiate

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