March of the Machines


Each noncreature artifact is an artifact creature with power and toughness each equal to its converted mana cost. (Equipment that's a creature can't equip a creature.)

View at Gatherer Browse Alters

Price & Acquistion Set Price Alerts

Cardhoarder (MTGO) 10%

0.23 TIX $0.84 Foil


Have (4) rockleemyhero , zakman550 , casey , Ashy
Want (0)

March of the Machines Discussion

Addrum on artifact bullshittery (marchesa edition)

1 hour ago

Hey man! Sure, I'd love to help. Not sure how on budget are you, and since you have some pretty darn expensive cards I'll make sugestions based on that. If it just happens that you had the cards from before and don't have too much to spend, just tell me and I'll give another options.

Well, I'd start by adding more lands. Always play Between 35 and 40 lands in your deck, unless it's an mono G elf deck that can go lower, or a deck that want lots of lands like Tasigur, Gitrog Monster or Omnath RG. Steam Vents, Watery Grave, Blood Crypt, Badlands, Underground Sea, Volcanic Island. Fetchlands would be perfect Polluted Delta, Bloodstained Mire, Scalding Tarn, Misty Rainforest, Marsh Flats. Check lands, Filter lands and Painlands. Urborg, Tomb of Yawgmoth, High Market, Academy Ruins and Tolaria West as utility. Prioritice on lands that come into play untapped.

I usually don't consider cards like Phyrexian Altar or Cathodion as a ramp because it's not going to ramp you over the curve. I consider them as combo piece or sac outlet. That being said, add more ramp like the signets, Mana Vault, Mox Diamond and Chrome Mox for fast mana. Expedition Map would be awesome to grab that beautiful Mishra's Workshop.

As for the combos, the first thing is Nim Deathmantle and Ashnod's Altar. Those two can go infinite with TONS of cards, like your Wurmcoil Engine: Sac wurmcoil to add 2 mana, triggers on the mantle and the wurm dying. Put the tokens onto the battlefield, then sac one of them for 2 mana (now you have 4 mana in your mana pool). Use the mana to reanimate Wurmcoil with the mantle. Repeat again for infinite tokens (with deathtouch?), and since you have infinite tokens, you also have infinite colorless mana. This works with any creature that enters or leaves the battlefield with two or more tokens. It also works for infinite mana with your Cathodion. These combos with your Disciple of the Vault win immediately, although I prefer Blood Artist because he helps you to stop other players that wants to go infinite sacrificing creatures. Krark-Clan Ironworks is also a good sac outlet that gives you mana.

Triskelion goes always side by side with Mikaeus, the Unhallowed. Remove one counter to ping for 1 to your opp. Remove the other two to shoot Triskelion itself. It dies with no counters in it so Mikaeus brings it back now with 4 counters. Hit your opponent for 2, then hit Triskellion for 2, repeat for the win.

Palinchron + Deadeye Navigator is a good generic combo for infinite mana. Grand Architect + Pili-Pala is another good option, and the Architect also works as a ramp card.

This style of sacing artifact deck will find Junk Diver very useful. The full package includes also Myr Retriever, Scrap Trawler and Workshop Assistant.

A combo deck loves to have tutors to win fast. Keep in the Forgemaster and the Transmute, and add Tezzeret the Seeker , Demonic Tutor, Fabricate, Whir of Invention, Arcum Dagsson, and the mages pack Trinket Mage, Trophy Mage and Treasure Mage.

For the controling part, this deck needs more actual control and removal. Damnation, Toxic Deluge, Blasphemous Act, Vandalblast, Counterspell, Counterflux, Force of Will, Pact of Negation, Slaughter Pact.

Lastly, you can go deeper in the artifact theme including cards like Mycosynth Lattice, Unwinding Clock, Clock of Omens. Thats when things go crazy.

As for what to take out, there are a lot of cards I see there that don't do much for the strategy but this is up to you. My suggestions on what to take out would be: Golem Artisan, Hellkite Igniter, Hellkite Tyrant, March of the Machines (unless you put the Mycosynth Lattice to land lock your opponents xD), Breaker of Armies, Conqueror's Flail, Silent Arbiter, Library of Leng, Genesis Chamber, Gravepurge, Moltensteel Dragon, Clone Shell, Bearer of the Heavens, Burn from Within.

Man, that was a wall of text xD tell me if you have any questions.

Winterblast on Help Wanted: New Combo Database

5 days ago

Smokestack + Sundial of the Infinite: add counter, pass the turn before second ability resolves - opponent sacs and has to draw, you don't. The win happens eventually because your opponent draws and you skip the draw.

Mycosynth Lattice + March of the Machines: makes all lands 0/0 creatures. Also Mycosynth Lattice + Null Rod disables all mana lockdown, need to build a deck that can actually profit from that, lol.

Helm of Obedience + Leyline of the Void or Rest in Peace

Mechanized Production + Tangle Wire or Sphere of Resistance

Humility + Moat to completely disable creature based actions (one of my favourites)

Winterblast on Pattern Recognition #17 - ACC

5 days ago

My preferred archetype is definitely control, especially proactive control, which keeps the opponent(s) from playing at all or disables certain actions/card functions permanently, instead of just reacting to their spells. Actually these strategies always require some "combos", not in the form of recurring actions but rather as a permanent lock. At the moment I'm playing mostly commander and that strategy is imo the best to keep people from randomly ending games with some out of the blue combo in a generic midrange aggro deck (Tooth and Nail for example), which requires no skill or even thinking, given you have enough mana and luck of the draw.

One of my favourite combos at the moment is Mechanized Production and Tangle Wire (or Sphere of Resistance, Lodestone Golem, Thorn of Amethyst...). It basically slows down the game long enough to win with the alternative win condition of the enchantment.

Smokestack and Sundial of the Infinite is an all time favourite for me: add a counter, pass the turn before second ability resolves - everyone else sacrifices more each turn and draws cards, thus milling themselves.

Another combo I like very much is Humility and Moat, which I use in Augustin's $t4ks (2017 version). Elspeth, Knight-Errant turns the board state in your favour then, because you can fly over the moat and/or keep producing generic 1/1 creatures.

Also much fun to play is Mycosynth Lattice and Vandalblast. That's only a one time combo but as it destroys ALL permanents of all opponents, including lands...that's worth it.

The complicated Aluren combo (Imperial Recruiter/Recruiter of the Guard, Dream Stalker/Whitemane Lion, Cavern Harpy, Parasitic Strix) is great to play and also hard to disrupt. Fits in every 4 or 5 colour commander deck...

I'm currently thinking about making something with Mycosynth Lattice and Titania's Song and maybe Null Rod and March of the Machines but I need to study the layers better before I make that happen. An article about the layers would be greatly appreciated! There are quite a few card interactions that seemingly disable each other but still have a certain effect because of the know more about how this works in practice would be good in order to build an awesome combo/control deck. Especially in commander it would be cool to create a board state in which people have to hit each other with vanilla creatures while all mana sources are completely disabled or something like that, haha.

lagotripha on Modern Metalwork

2 weeks ago

You could probably run some interesting other cards in here- Prismatic Lens would provide some colour fixing for splashes, similar with Talisman of Progress. March of the Machines could also work. Fieldmist Borderpost exists, as do the other ally colours. Some of the more old school affinity like Frogmite or Myr Enforcer? Mycosynth Golem would be practical if you can try and combo out somehow but is otherwise bad, Thoughtcast is probably the only practical choice as is. Awesome as I think Condescend and Glint-Nest Crane are, this deck should run Mystic SpeculationorWhispers of the Muse and Spell Burst in their place for the potential to completely lock a player out of the game. Lightning Greaves or Swiftfoot Boots can really help.

Winterblast on 25% Mishra Primer

2 weeks ago

First I have to say this is a great idea. I am inclined to build something like this myself sometimes...

If you want to keep the price low I can only suggest you play Talisman of Dominance and Talisman of Indulgence instead of the cluestones, also Mind Stone and Fellwar Stone over other mana artifacts for ...Coalition Relic and Chromatic Lantern are worth the 3 mana, maybe Cultivator's Caravan too, but the others usually aren't. If you have some money to invest I believe you can't go without Mana Crypt, Mox Opal, Mox Diamond, Chrome Mox and Grim Monolith in an artifact heavy deck (and basically in any commander deck, that doesn't globally punish players for having artifacts).

I have found Treasure Keeper to be really good, especially when you can bring it back again from the grave several times (with goblin welder or Daretti, Scrap Savant for example). Daretti, Ingenious Iconoclast is a must as well - protects itself, generates artifacts and kills a threat after the other.

Knowledge Pool is another lock with Teferi...should be in here.

Mycosynth Lattice makes everything better. You can counter stuff with Ice Cave even if it isn't in your colours, Padeem gives all your permanents hexproof, could add Vandalblast for a big boardwipe, Dack Fayden, March of the Machines, Karn, Silver Golem, whatever...

I currently play a 4 colour artifact deck, but it has UBR in it too. Maybe you can find some synergies that might fit in your deck as well: Workshop Party

Winterblast on

2 weeks ago

You could play Mycosynth Lattice to makie the artifact count go up and then there are a number of awful combos with that card, for example Vandalblast, Null Rod, March of the Machines, Karn, Silver Golem...also Dack Fayden, Master of Etherium, Tezzeret the Seeker , Copy Artifact and many more become significantly better.

I would play black instead of green though. You don't play many really essential green cards here and you have to compare them to (for example): Vampiric Tutor, Demonic Tutor, Nether Void, Tezzeret, Agent of Bolas, Silas Renn, Seeker Adept (possible commander!), Dark Confidant, Daretti, Ingenious Iconoclast...are your green cards really better than what black has to offer for this deck?

VampireArmy on Blow up all opponents permanents ...

3 weeks ago

Lattice + March of the Machines is more of a combo than those since it prevents all players from ever having lands again.

CthulhusNo1FavCultist on Triple 6 Clubhouse

1 month ago

just a bunch of random ideas

~50% are actual ideas and not troll ideas.

also, the deck looks awesome!

Load more