pie chart

Best Artifact Token Cards?

Commander / EDH*

5poons


The finished deck will have a major theme of creating artifact tokens to attack and potentially feed to our Atogs at instant speed to make combat an absolute headache for our opponents. There will also be sub-themes of looting/rummaging and reanimation, so larger creatures early on and one-drops later on in games can still be utilized. It is important to keep this in mind when evaluating the viability and worth of these cards as even if they are only good in niche situations or in very strict time windows will still have uses.

Hangarback Walker

An artifact creature that scales with the mana spent or through it's activated ability. Essentially I see this as Atog food that can either become an Atog buffet or a bunch of fliers we can use to slowly whittle our opponent's life totals down with.

Gilded Goose

A one drop that creates an artifact token when it enters and can keep pumping them out with leftover mana is already quite interesting, however the many options the card gives is what pushes it over the top. The food token itself can either be used for life in a pinch, mana to accelerate or even Atog food. Plus the flying body can be utilized with equipment later on in the game!

Thraben Inspector

Another one drop that creates a token. While not nearly as good long term as Gilded Goose I still think playing an early body that creates an artifact token is nice. I also like the fact that it gives the option to crack the clue on turn two if you have nothing else.

Dockside Extortionist

An early creature with the potential to make treasure tokens whose value greatly scales the further the game progresses? Sounds dope to me!

Gleaming Barrier

Essentially I see this as just two Atog sacrifices, but I suppose that the early 0/4 could be useful as well as the treasure it provides upon death.

Goblin Kaboomist

Making a token every upkeep is nice, but drawing this late into the game would definitely suck as it isn't super impactful or good. If I end up going with a looting sub-theme this card looks more promising as I could throw it away if drawn later.

Flamewright

Honestly not a fan of this card as you have to spend mana making the tokens and they can't even attack due to them being defenders. The mana cost is also a bit hard to cast on turn two.

Loyal Apprentice

I am very on the fence whether this card is good or bad. On on hand it has haste, so if no one has played any early creatures I can get some nice damage but on the other hand the ability is situational. My commander will be 5 mana so it won't activate for a while and running something consistent might just end up accruing more value.

Myr Sire

I think the card is just a worse Servo Schematic in every way, but this is a creature so maybe that counts for something?

Myrsmith

As of yet I am unsure of the amount of artifact cards will make it into the deck, but I think it will be enough to get decent use of this card. The main reason it is on here is because one mana for one token is the same pace as goblins.

Captain Lannery Storm

I think this creature is quite good as it has haste and when it attacks it creates a treasure token; effectively ramping us while applying pressure. I also enjoy that it can sacrifice these tokens for temporary boosts to it's power (very similar to the Atogs).

Feldon of the Third Path

This creature doesn't make tokens that stick to the board so that kinda sucks, however with the reanimation sub-theme I am planning I think he could be good. Essentially he'd be a temporary reanimate on a stick, but I don't know if just that one selling point makes him good enough.

Ruthless Knave

This creature would mostly be used for the powerful effect to turn one creature (most likely an artifact token) into two treasures, but I am unsure if that effect is worth three mana. There is also his other effect of sacrificing three treasures to draw a card which seems decent in certain scenarios. Really on the fence about this one as well.

Sai, Master Thopterist

Good card, but I don't know how many non-token artifacts I will end up running. I believe this card to be infinitely better than Myrsmith as it creates fliers I don't have to pay for as well as have the secondary ability to sacrifice artifacts for cards if I need that.

Savvy Hunter

This card has a similar unction to Captain Lannery Storm, but I think it is unfortunately much weaker as food isn't as good as treasure and the inability to temporarily buff itself makes it less likely to do well in combat.

Tireless Tracker

This card is nice as making a clue token for every land drop almost ensures a token per turn and it also gives an outlet to spend any extra mana through. Also his second ability of getting a +1/+1 counter works no matter what sacrifices the token, so even feeding the Atogs will boost him. The card again gets even better with fetchlands which I intend to invest in sometime soon.

Myriad Construct

This card seems promising as we could either pay four cast something like Shadow Rift on it, cause it to explode into four artifact tokens or we could kick it and do the same thing to get an absurd amount of artifact tokens! The issue comes with having to spend a lot of mana as well as a spell on it for this effect. It is because of that that I'm a bit iffy on the card.

Gluttonous Troll

I think this card is more bad than good, but to it's merit it is a creature with trample, a decent body and it makes three artifact tokens when it enters. It's secondary ability is quite bad (literally just worse than the Atogs), so there isn't much to say there.

Pia and Kiran Nalaar

I think this creature is pretty good as it creates two thopters as well as offers a way to convert mana and artifacts into damage if combat isn't working out very well. Overall I think it is solid.

Pitiless Plunderer

I like this card much more than Ruthless Knave because does a similar effect of turning creatures into treasures. This card can virtually turns one artifact creature into a two course meal for the Atogs for free. However, it could also be used to just turn your artifact creatures into mana if necessary! I think this is good.

Urza, Lord High Artificer

I'm pretty sure I will not be running Urza, but I think him making a beefy construct token to help with combat as well as turning our artifact tokens into mana rocks is worthy of a mention. While it is powerful it is expensive money wise and I don't think an Atog deck could fully utilize it lmao.

Whirler Rogue

I think this card is just as good as Pia and Kiran Nalaar if not better. It also creates two thopters when it enters, but instead of converting artifacts and mana into damage you can tap two artifacts to make a creature unblockable. I think this would allow much more damage while being virtually a mana-free investment.

Rapacious Dragon

Continuing with the trend of cards that are probably better than previously mentioned ones is Rapacious Dragon. I think it is a bit better than Gluttonous Troll as it has flying and creates two treasures. However, both of these cards are kinda ehh and I don't know if they are worth running at all.

Brudiclad, Telchor Engineer

While it is a powerful commander and creates a token every turn, I don't really have any great targets for it. I am mainly focused on amount of tokens less so than the quality of my tokens themselves. Due to this I think Brudiclad wouldn't fit and would just be bad.

Thopter Assembly

I wouldn't run this card unless it was specifically for the combo it has with Time Sieve which allows for infinite turns as long as you can replay Thopter Assembly every turn. I think this would make a good looting target for potential reanimation to combo off with if necessary.

Wurmcoil Engine

This card falls into the same category as Brudiclad for me. I recognize that it is good, even especially in combat, but I think more tokens again is better. I'm unsure how to evaluate this card with this strategy.

Myr Battlesphere

I like this better than wurmcoil as it is seven mana for five seperate artifact creatures. I also like how this card interacts with combat which along with our Atogs and equipments should make combat even more difficult for opponents to deal with.

Curse of Opulence

I think this card is good as I am aiming for early aggression and could get quite a few tokens from this. There is also the allure for others to attack the enchanted player which would benefit me with more tokens as well as more damage on one player. Seems decent, but requires combat to be effective at all.

Hidden Stockpile

Definitely an interesting card. With Atogs, fetches and tokens that sac themselves it shouldn't be hard to ensure a servo each endstep. The card can even keep itself going by saccing the servo for to scry 1 then producing another servo. Card selection on what is essentially a guaranteed token each turn seems quite good.

Ongoing Investigation

Again like Curse of Opulence this card does nothing if combat isn't available. However, unlike Curse of Opulence this card has the potential to make three clue tokens if we hit every player which should be easy with thopters. The other ability isn't the greatest, but life gain in a pinch could also be nice.

Mirrodin Besieged

This card is entirely dependent on the amount of artifacts I end up running, but the Mirran side of playing an artifact for a free myr is pretty good and the Phyrexian side is nice as it can loot and potentially making someone lose the game is big. I am unsure if 15 artifacts is reasonable though.

Shiny Impetus

This is kind of nice as you can buff and goad a creature to help spread damage around, open more options for us in combat and give a treasure token each turn. The problem with this is the plethora of sacrifice effects run in commander to make this card useless immediately.

Trail of Evidence

This seems very good as running a good density of instants and sorceries is easier than artifacts like Mirrodin Besieged or card:Efficent Construction require. The downside is that this creates clues and not creature tokens.

Weirding Wood

This could be run as a piece of synergistic ramp; not much else to say honestly.

card:Efficent Construction

Probably worse than Mirrodin Besieged in every way except that it makes fliers instead of myrs.

Smothering Tithe

I think this an auto include as it will either give us treasure tokens or it will slow down our opponents. Both of these results accelerate us and put us ahead, so I think this is an easy dub. I also may run a wheel or so and that would make the card just that much better.

Thopter Spy Network

One of if not the best thopter generators ever. Controlling an artifact is a super easy prerequisite to hit, so getting a thopter each turn is a piece of cake. The other great part of this card is that we can potentially draw three cards just by swining these thopters over our opponents heads!

Metallurgic Summonings

Very similar to Trail of Evidence, but it instead creates construct tokens that can aid in combat. It also has the nifty ability bring back our instant and sorceries en masse which could be relevant.

Depose / Deploy or

Depose is decent as it is two mana to draw a card and to tap someone's best blocker. Deploy is interesting as making two thopters is nice, but it also can net us quite a bit of life. I think overall the card is pretty good yet I'm still not completely sold.

Servo Exhibition and Giant Opportunity

I put these cards together as they are essentially just really mana efficient ways to make artifact tokens.

Sram's Expertise

I have never seen this card played and I think it is very good. Four mana to make three servos is already decent, but it also lets you play a spell with three cmc or less for free! I'm kinda digging this card.

Witch's Oven

I don't really like this card because it can only be used once a turn and it just makes a food. I guess it could be used during combat to turn a doomed thopter into another token, but that seems really niche and not very impactful.

Servo Schematic

A weird card that can (with a sacrifice outlet) either be two mana make two servos or could be used to feed an atog three times for two. Seems pretty okay, but I'm not entirely sold.

Spawning Pit

I think this is a bit better than Witch's Oven as it can sac multiple things at instant speed, so it'd help against board wipes as we could rebuild with the spawn tokens. It is just extra benefit that the spawns are also artifact creatures themselves.

Treasure Map  

On paper the card seems great as it gives card selection then flips into a land that gives three treasures to be used as ramp or draw. My issue with it in reality lies in how long it takes to flip.

Metrognome

Not going to run this, but if I ever encounter a Tinybones, Trinket Thief this card could easily be getting four gnomes for free! A good thing to have as a sideboard card I suppose.

Myr Turbine

Making a myr every turn seems quite nice. If we do end up running Myr Battlesphere this being able to tutor it onto the battlefield could be a nice little synergy.

Tamiyo's Journal

Making a clue every turn seems quite nice. With all of the other cards that make clues I believe that the second ability could be incredibly powerful allowing us to tutor for multiple cards throughout the course of the game.

I am not going to break down every single planeswalker here, but I think that Saheeli, Sublime Artificer is very good. The other ones seemed decent, but once they hit around four or five mana I get cold feet about running them as I can't evaluate them very well.

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