I've always been in love with the Shattergang Brothers, but struggled to find a deck for it that was cohesive, unique, and (most importantly) fun. As the brothers are unfortunately less-than-competitive, it is easy to build them as a generic jund_good-stuff_stax.dec to boost them up, but I've done that for years and it's never been satisfying.

With the introduction of Clue tokens in Shadows over Innistrad and Treasure tokens in Ixalan, there is finally enough utility artifact-token production in Jund to make a respectable artifact-stax Shattergang Brothers deck that wins not by attacking with Wurmcoil Engines, Avenger of Zendikars, or Myr Battlespheres (how uncouth...), but rather through a grindy, value-based soft-lock game-plan that stays just shy of full-on stax. As such, you will never explode in the early- or mid-game, but in the long-run you will wear away at your opponents' resources. Just make sure to gang up on the Meren of Clan Nel Toth player as their commander is boring and for normies.

The focus here is to set-up your engines as quickly as possible. What is an engine you say? Well, this post on MTG Salvation do a pretty good job explaining, but essentially an engine is a combination of cards that, while sub-par on their own, produce greater results when interacting with each other. A classic example is Sword of the Meek and Thopter Foundry, as both cards are unremarkable alone but combined provide insane value. Some might call this a combo and I think that's a fair term, but the difference between an engine and a true combo is that a true combo wins the game on the spot and usually with infinites (think Splinter Twin and Pestermite). An engine, on the other hand, does not go infinite and so does not win instantly; instead, their strength relies on their interactivity. A card like Trading Post is unassuming on its own, but interacts well with many different cards. A combo-piece like Splinter Twin is fine on its own, but doesn't really do much until it sees one of the other combo cards that work with it.

Why does this matter again? Well, unless you're playing competitive EDH, infinite combos in general tend to be a bit anti-climactic in friendly EDH games (I say "in general" for a reason, your own experience may differ!) and I personally never have fun with combo win conditions. How it usually plays out is either I have it or I don't, and if I have it then I win out of nowhere and if I don't then I tend to feel like I accomplished nothing in the game. Engines act as a nice bridge between good_stuff.dec and infinite_combos.dec, and they tend to be fun to play with. Whereas a combo might require two specific cards and only those exact cards, an engine can be thought of as modular. If you have Trading Post out with a Trove of Temptation, well that makes a pretty good source of card draw. But you can also add in a Summoning Station here to pump out creature tokens, which then lets your Trading Post Regrowth your artifacts that got destroyed earlier in the game. And maybe you also have a Clock of Omens out as well, which allows you to get an extra activation of Trading Post each round, which then lets you...

So that's the other reason why I love engines, is that there's so many options available to you at all times. The decision trees that emerge out of engines constantly challenges you to think about what shenanigans you can do, and the end result is a beautiful rube goldberg machine that creates a different emergent experience each time you play this deck.

One quick thing to note here is that I stick strictly to cards that have been printed in a modern border. So feel free to add in older cards if you want, for example the original dual lands would be a strict upgrade to the shocks in here.


Basic Engines

Like the section above, adding things that care about graveyard triggers can minimize the impact Smokestack has on you. Tireless Tracker, Ulvenwald Mysteries , and Revel in Riches can shine here.

Add cards like Myr Retriever, Junk Diver , and Scrap Trawler to make these even more consistent.

Add in artifacts that can sacrifice themselves like Smokestack, Trading Post, Sylvok Replica , etc. to grind even further.

These interactions are mostly here as insurance against problem lands and to provide a long-term win condition.

This makes it easy for us to use cards that require discarding cards, as well as getting us cards that are useful in the graveyard.


These get you started on a basic lockdown engine, most cards in the deck can be added to these engines to make them extend further. Ideally I would explain all the additions that can be done for each engine, but the exponential nature of this makes it impractical. Each one gets incrementally more complex/intricate when more pieces are added, and so playtesting is required to get a good feel for your options!

The next section is a rundown of each card and what they interact with, organized alphabetically.


Individual Card Explanations

  • Chromatic Lantern: Although I try to shy away from mana rocks with a CMC of 3, the fixing that this one provides is extremely helpful. When you want to be able to cast color-intensive cards like Bloodghast, Courser of Kruphix, and Reiterate in the early game, having all your colors is critical.

  • Clock of Omens: This card is useless by itself, but our deck has enough artifact density to make this explode. Clue tokens, global effects (Glaring Spotlight, Smokestack), equipment (ex. Lightning Greaves, Skullclamp), ETB artifacts (ex. Ichor Wellspring, Spine of Ish Sah), and creatures (ex. Myr Retriever, Junk Diver ) can all be tapped without sacrificing their usefulness, and so you can use untap triggers for your mana-rocks and utility artifacts. Don't forget that you can tap your Treasure tokens this way too; while you won't be able to tap them for mana that turn, you can make them useful without having to sacrifice them.

  • Commander's Sphere: Like above, a CMC of 3 is not great. However, where it shines is that you can sacrifice it at any time to draw a card without tapping it. This can help kickstart some of our engines, and means that your opponents will not want to use spot removal on it.

  • Conqueror's Galleon  |Conqueror's Foothold  : Fairly easy to transform, this card both ramps and provides you with card advantage. Easy to get back in this deck as well if it ever gets destroyed, and in the worst case scenario you can use it to chump most ground-based creatures.

  • Executioner's Capsule: This is a rattle-snake card that synergizes well with our deck, and additionally it combos great with Glissa, the Traitor. A mediocre kill-spell that is also an artifact and sacrifices itself is more useful than it might seem in our deck.

  • Expedition Map: This card is great as it fills several roles. Besides mana-fixing by getting Command Tower or a filter-land (ex. Graven Cairns), it can also grab utility like Bojuka Bog / Buried Ruin / Drownyard Temple / Dust Bowl / Homeward Path / Kher Keep / Strip Mine. If you want a shuffle effect for Courser of Kruphix or Sylvan Library, you can grab a fetchland. Worst case scenario, you can get Canyon Slough / Sheltered Thicket to see if you can topdeck out of a loss.

  • Fellwar Stone: A great 2-CMC mana rock for EDH. Not much else to explain here.

  • Glaring Spotlight: This is mostly for protection that also doubles as tech against stubborn voltron decks. Since you'll usually have 3-mana up most of the time for Shattergang Brothers's abilities, the cost of this card's ability is very convenient. You can also easily recur it as well, and there will be exactly one game in your life where the unblockability will actually be relevant.

  • Ichor Wellspring: Provides insane value in this deck with cards like Goblin Welder, Trading Post, or even just Shattergang Brothers. Don't underestimate it and don't let your opponents exile it.

  • Lightning Greaves: Besides being obvious protection, haste also helps our creatures that tap or trigger on attack like Fauna Shaman or Conqueror's Galleon  .

  • Mimic Vat: Useful for providing sacrifice fodder, ETB effects from the imprinted creature, and a smidgen of graveyard hate. Another card I like as it scales with your opponents; if you use Teraston in your deck, you don't get to complain when it gets used against you.

  • Mind Stone: Another 2-CMC mana rock. However, while this one lacks the fixing that Fellwar Stone provides it has the benefit of a similar ability as Commander's Sphere. It isn't as flexible, but getting out a turn earlier is very valuable.

  • Mirage Mirror: While I don't think this card is good enough to be a generic EDH staple, in our deck it actually can be extremely flexible. Its main use is going to allow us to double-up on synergies and engine parts, but we can also find some quirky interactions as well. Besides general utility, we can: copy Mirrorworks, Rings of Brighthearth, or Strionic Resonator to let us go crazy with triggers; copy Goblin Welder to let us double-up on ETB/LTB triggers; copy Tireless Tracker to let us accumulate +1/+1 counters on Mirage Mirror; copy Buried Ruin to act as recursion, etc. This card also scales well with your opponents too, as the better their decks are the better this card becomes.

  • Mirrorworks: Although this is a win-more card, it's far too much fun to pass up. Having this out makes the potential of your engines exponential.

  • Nihil Spellbomb: Its effect is almost always relevant at any EDH table, it remains useful when sacrificed by other cards (ex. Goblin Welder, Daretti, Scrap Savant). Although there are more efficient ways of exiling graveyards, none of them have as much synergy as this card.

  • Oblivion Stone: Although this deck excels at removing permanents, it is always a good idea to include at least one boardwipe in a deck. Oblivion Stone acts as our wipe, and being an artifact that sacrifices itself lends it to synergize with what we want to be doing. For example, if Oblivion Stone was in our graveyard and we had a Goblin Welder out, we could wipe the board at instant speed on our opponents' turns. Just having this card out scares others from playing as much as they could: this is a win-win for us because if they do decide to overinvest then we can punish them for it, and if they decide to hold back then we can slowly start making our own board immune to the eventual wipe. Lastly, wiping the board with a card like Glissa, the Traitor or Myr Retriever out means we can get Oblivion Stone back to our hand.

  • Prototype Portal: Another win-more card, but gosh can this one be fun as heck. This card can be risky as you can easily be 2-for-1'd, so you have to be smart about which artifact to exile. Imprinting a mana-rock is a good default if you've already got a good amount of mana, imprinting removal like Sylvok Replica will grind you value over the long haul, imprinting Glaring Spotlight provides you with a steady stream of protection, etc. There's a lot of creativity to this card.

  • Rings of Brighthearth: This card is really incredible in this deck. A lot of people forget that it works not just for artifacts and creatures, but also planeswalkers and lands (technically enchantments too, but enchantments with activated abilities are very rare). This lets you eke out more value from your engines, and can help to sustain an incomplete engine that would normally need another card to be self-sufficient. Worst case scenario, this helps Shattergang Brothers lock down the board.

  • Signets, Golgari Signet / Gruul Signet / Rakdos Signet: 2-mana is the key CMC for mana-rocks (as it lets us get Shattergang Brothers out on turn 3), and these meet that bill as well helping us fix our colors and acting as sac fodder.

  • Skullclamp: As broken as it always is, and even more so with all the X/1's and sacrifice-matters cards in this deck. There's no greater joy than playing this with a Mirrorworks, Rings of Brighthearth, and Strionic Resonator out (you'll end up with 4 Skullclamps, and can Strionic Resonator the death trigger on one of them later).

  • Smokestack: I hate my friends. Works well with clue / token generators or anything that recurs (Reassembling Skeleton and co.). The majority of the time all you need is leave the setting at "1", although if you've got 2 or more recurring creatures / token generators, you can ramp it up to win the game faster. One trick that inexperienced stax players might not know is stacking the triggers correctly on this card: both abilities are separate and simultaneous, and the player who has priority when triggers happen gets to decide in what order to go in. So the turn after you play this, stack the triggers such that the second ability happens before the first, that way you always have to sacrifice one-less permanent than your opponents. Additionally, even in the worst case scenario you can always sacrifice this card to its own ability.

  • Sol Ring: Too stupid-good to not include in our deck, especially with so many artifacts.

  • Spine of Ish Sah: This card works really well with various aspects of our deck, and being able to destroy any permanent is very important.

  • Strionic Resonator: Because there are so many triggered abilities in our deck, this card is able to provide a huge amount of options for us at any time. Whether it's destroying 2 things with Spine of Ish Sah, drawing 4 cards with Sylvan Library, or even screwing over one player in particular with Smokestack, you're always going to have something relevant to do.

  • Summoning Station: The ability to pump out 2/2 creatures at instant speed is nice, but its second ability really makes it shine in our deck. Shattergang Brothers, Goblin Welder, clues and treasures, and even some of our mana rocks trigger this card. It can very quickly get out of hand, gumming up the ground very well and providing lots of fodder for Shattergang Brothers. Especially note that it is not just your artifacts but any artifacts, so activating the second ability of Shattergang Brothers is going to net you a ton of tokens.

  • Tamiyo's Journal: The ability to tutor can be nice and sometimes relevant in this deck, but really the first ability is the reason why this card is here. While it may seem mediocre since you have to pay for each clue, this is actually beneficial for several reasons: being able to stockpile a bunch of clues can help us both curve well and not lose tempo by wasting mana, being artifacts synergizes very well with our deck, and just having a reliable stream of tokens is very useful for us.

  • Tangle Wire : A deceptively good card, especially since we are playing a very late-game deck. By using the trick described in Smokestack (except you want to stack the Fading before the second ability), we are always tapping 1 less permanent than our opponents, putting us at a huge advantage across those 4 turns. In an average game of 4-players, this will tap a total of 30 of our opponents' permanents while only tapping down 6 of ours (and since this card is an artifact itself and does not have a tap ability, this effectively means you're only tapping down 3 other useful permanents in those 4 turns). Additionally, unlike Smokestack this does not require a full round before it can do its job, as it starts affecting our opponents as soon as we pass our turn. This makes it extremely resilient to sorcery-speed removal, as our opponents' mana sources will likely be tapped by the time they can play a sorcery; additionally, our opponents likely won't want to spend removal on it as this card has Fading anyways. This isn't a problem for us however, as we can easily recur it with cards like Goblin Welder or Scrap Trawler.

  • Trading Post: Interacts well with almost our entire deck, and provides relevant options the entire game. Making chump blockers that can be sacrificed to Shattergang Brothers, recurring key artifacts by sacrificing creatures like Reassembling Skeleton, and providing card draw by sacrificing artifacts like Ichor Wellspring is insane value. And even though the life option is mediocre at best, just having the option can allow you to survive what might otherwise turn into a loss.

  • Treasure Map  | treasure cove : Early-game card selection that eventually becomes ramp and provides us with card advantage. I like to think of this card as an odd combination of an Aether Theorist that after three uses becomes a pseudo-Sunset Pyramid land. Very nice in conjunction with Trove of Temptations .

  • Bloodghast: An absolute house in our deck with fetchlands and Courser of Kruphix. Even just sacrificing it to Shattergang Brothers many times over the course of the game is our worst case scenario, and combining this with Drownyard Temple and a World Breaker or Dust Bowl gives us a nice lock on the game. Also cute in that it can be sacrificed by Shattergang Brothers to clear the way for the Conqueror's Galleon   it helps crew to transform into Conqueror's Foothold  , bringing which brings back Bloodghast.

  • Courser of Kruphix: I choose this over Oracle of Mul Daya for several reasons: incremental lifegain, cheaper CMC, high toughness, and has the enchantment subtype which allows us to sacrifice it to Shattergang Brothers. Since our deck is much more focused on artifact ramp, not providing us with an extra land drop is not a problem, as the most important thing is the card advantage gained from playing off the top of the library. Combine Courser of Kruphix with Sylvan Library to gain even more insane card advantage.

  • Fauna Shaman: A key enabler for our engines by grabbing a Reassembling Skeleton, Masked Admirers, Myr Retriever, etc. I usually like to start by getting Squee, Goblin Nabob in order to go from card parity to card advantage. Plus, you can even just play Squee, Goblin Nabob and sacrifice him to Shattergang Brothers if you have enough mana, and he'll still end up back in your hand.

  • Glissa, the Traitor: Right-hand woman to the Shattergang Brothers, your normal gameplan for the deck will trigger her ability many times, allowing you to grind out the game. When used in conjunction with synergies like Executioner's Capsule or by sacrificing artifact creatures, you will always at the very least maintain card parity while your opponents are losing their boardstate.

  • Goblin Welder: Just ridiculously, incredibly useful. For 1-mana, you have access to a card that triggers ETB both and LTB effects, allows you to recur important artifacts directly onto the battlefield, and even acts as pseudo-artifact destruction against other players. Having a stream of clue or treasure tokens allows you to go from card parity to card advantage.

  • Herald of Anguish: We can get this guy out very cheaply with our non-mana rock artifacts and out clue and treasure tokens, and he helps our stax plan from an angle we normally are not able to approach. The -2/-2 ability can and will be very handy, as the threat of it can prevent people from playing their utility creatures. Just the fact that he is a sacrifice outlet is also handy, and being a 5/5 flier is not insignificant.

  • Junk Diver : While it seems innocuous, it can loop with Myr Retriever and Scrap Trawler, and combined with other cards allows us to gain card advantage. Being a 1/1 flier is also handle, as it chumps well.

  • Masked Admirers: Though more costly than Squee, Goblin Nabob , this card is nice in that it can draw us cards and kill attackers with 3 or less toughness. While 2GG for a 3/2 that cantrips is underwhelming in EDH, over the course of the game the card draw will get us constant gas. Plus, if you have things that discard, the usefulness of this card goes up.

  • Myr Retriever: Almost exactly the same as Junk Diver , except 1 mana cheaper and without Flying. Important to have both in our deck to provide us with enough density of recursion.

  • Nether Traitor: Although more finicky than Reassembling Skeleton in when it reanimates, and with the downside of being unable to block, it is cheaper to reanimate it when you have an engine going. Having this card, Reassembling Skeleton, and Bloodghast in your graveyard with Shattergang Brothers out is a great lock.

  • Palladium Myr: Very similar to Worn Powerstone, which is solid card. The reason I like Palladium Myr here even though it is more fragile is that being an artifact creature has synergies in this deck. And if you happen to have Lightning Greaves out, you can tap it for mana the turn it comes out, something Worm Powerstone is unable to do.

  • Reassembling Skeleton: Key card, and arguably the most reliable among the 3 recurring black creatures in our deck. Being able to reanimate it at instant speed allows us to hold our mana, and unlike Bloodghast or Nether Traitor, this guy can block.

  • Scrap Trawler: Similar to both Myr Retriever and Junk Diver , except it applies to all artifacts that go to our graveyard and is somewhat more restrictive. This card can get chains of artifacts going (ex. Smokestack -> Sylvok Replica -> Mind Stone -> Executioner's Capsule and even perpetuate them indefinitely (ex. Trading Post -> Commander's Sphere -> Myr Retriever).

  • Solemn Simulacrum: This deck maximizes both the ETB and LTB trigger, and so we can turn an already decent EDH card into an all-star here. Just being on the battlefield dissuades attackers, as we want him to both die and be in our graveyard.

  • Squee, Goblin Nabob : This card is mostly to really bring out the potential of cards like Fauna Shaman or Smuggler's Copter, and at worst he acts as a repeatable, 6-mana Fleshbag Marauder in tandem with Shattergang Brothers. A nice side-effect is that he also helps to counter any discard effects our opponents might be playing, something that Reassembling Skeleton and its ilk cannot do.

  • Sylvok Replica : Valuable as both spot-removal and as fodder for Shattergang Brothers. Easy to recur in this deck, and 3 toughness makes it a decent blocker in the early-game.

  • Tireless Tracker: Its landfall ability is just gross, and the fact that it grows to become a good attacker/blocker as you sacrifice clues pushes it over the edge. Note that you can sacrifice the clues in any fashion to trigger Tireless Tracker, so sacrificing a clue to the second ability on the Shattergang Brothers still gets the +1/+1 counter. Combine this with Drownyard Temple and Dust Bowl for even more value.

  • World Breaker: This eldrazi is reasonably costed, has a fantastic on-cast ability, and is great on defense. The fact that we can recur it by sacrificing lands (ideally Drownyard Temple) to it in the late-game is extremely relevant, and by constantly sacrificing it to Shattergang Brothers, we can repeatedly exile things.

  • Aspect of Mongoose: In addition to protection for our key creatures, also doubles as recurable enchantment removal with Shattergang Brothers. Spicy tech against voltron decks as well, as it prevents all targeting.

  • Glistening Oil: Recurable enchantment removal like above, but also lets you occasionally win via infect. Simply attack and use Shattergang Brothers's ability before the -1/-1 counter happens. Can also kill X/1 creatures our opponents control, or even attach to one opponent's creature to kill another opponent. One corner-case use is if you're about to die to commander damage, slap this on their commander and you'll hopefully survive one more round.

  • Revel in Riches: Synergizes with Shattergang Brothers well, as each activation of the first ability will net us several treasure tokens. This can definitely steal the game out of nowhere if combined with a few activations, and both Treasure Map  | Treasure Trove and Trove of Temptation can help us get closer to the alternative win-condition.

  • Sylvan Library: So good it's gross. Insane card selection/advantage, especially combined with fetchlands and Courser of Kruphix. Paying 4 life for a card is really not bad at all in EDH, especially early game when you're digging for mana or key engine cards.

  • Trove of Temptation: We can snipe utility creatures this way by forcing them to attack us if an opponent has no dedicated aggressive creature, and stax'ing the board with Shattergang Brothers or Tangle Wire helps to nullifies the aggro we'll be taking. The treasure token at end step can be very valuable, as it provides us with a constant and reliable source of artifact fodder.

  • Ulvenwald Mysteries : This card works so well with Shattergang Brothers, it feels almost tailor-made. Being an enchantment that makes artifact and creature tokens, it provides us with all three card types we need. By sacrificing things like Reassembling Skeleton, we generate a constant stream of clue tokens which themselves make even more sacrifice fodder. Having this out boosts the effectiveness of Tamiyo's Journal and Tireless Tracker.

  • Beast Within: Green staple and the downside is extremely negligible in EDH. What makes it incredible is that it can deal with any permanent.

  • Chaos Warp: Red staple and the downside is at least fun as heck. Another way of dealing with any permanent, although you might just regret what comes out of it...

  • Rakdos Charm: All three modes are just far too valuable in EDH. In my opinion, more of a staple than even Beast Within or Chaos Warp: it shuts down graveyard decks, it can outright kill someone playing tokens or token-based combos, and at worst it acts as artifact spot-removal, all at instant speed and only 2 mana.

  • Reiterate: Counters counterspells, and buyback allows you to use this multiple time in a game. The feeling of copying a Decree of Pain and buying it back is truly euphoric.

  • Sudden Spoiling: Split second ensures that no shenanigans can happen and taking away abilities can result in a blowout. Can mess up a player relying on something like a Craterhoof Behemoth or on commander damage expecting to win the game that turn.

  • Wild Ricochet: Similar to Reiterate, except better against spells that target. At worst, it's more insurance against counterspells. At best, you'll make your opponent regret casting Time Stretch.

  • Battlelands, Cinder Glade / Smoldering Marsh: They are about 50/50 in entering tapped or untapped, but they can also be fetched which is nice.

  • Bojuka Bog: Graveyard hate stapled to a land, making it almost uncounterable. While entering tapped is a big downside, having utility stapled on a land frees up space in our deck for other uses.

  • Buried Ruin: Since our deck is artifact-based, having recursion build into our land-base is very useful.

  • City of Brass: Even though the damage definitely hurts and will build up to a non-insignificant amount, the mana-fixing is just far too important.

  • Command Tower: A City of Brass but with zero downside. Enjoy your freebie.

  • Drownyard Temple: This card is here mainly to be used with Dust Bowl and World Breaker. The deck does not have many repetable options to destroy problematic lands, and so these combos are included to ensure that our opponents do not get out of hand with cards like Gaea's Cradle. This combo can also serve as a wincon in and of itself.

  • Dust Bowl: The partner to Drownyard Temple, we can axe problem lands and eventually win a game by destroying all lands an opponent controls.

  • Filterlands, Fire-Lit Thicket / Graven Cairns / Twilight Mire: These help immensely with some of our color-intensive cards like Glissa, the Traitor, and can be better at fixing our mana than something like Command Tower in those cases.

  • Cycling Duals, Canyon Slough / Sheltered Thicket: Although always entering tapped hurts, they can be grabbed with fetchlands. They are also a better land to topdeck late in the game, as cycling means they are never a dead draw.

  • Fetchlands, Bloodstained Mire / Verdant Catacombs / Wooded Foothills: Extremely good as they can basically provide us with any of our 3 colors. The shuffling effect can also be relevant in the case of Treasure Map  , Courser of Kruphix, and Sylvan Library.

  • Grove of the Burnwillows : We don't plan to win via damage, and so the lifegain is negligible. Additionally, we can help keep someone out of death's reach if we need to.

  • Hissing Quagmire: One of three Golgari lands in this deck to balance out the incomplete cycle of ally-paired Battlelands and Cycling Duals (please WotC, finish what you started). Out of all the manlands Jund has available, I do think Hissing Quagmire is the best as it can serve as a defensive kill-spell should someone choose to attack you. The other two I feel are not as good in EDH, as Lavaclaw Reaches requires far too much mana to be useful most of the time and Raging Ravine is better in 60-card formats. The nice thing about the manlands is that we can sacrifice them to Shattergang Brothers if we really need to.

  • Homeward Path: Insurance in case someone plans to steal our creatures. Those cards can neuter our deck's gameplan, and so it's important to be able to counter this.

  • Kher Keep: MVP land, the token generation is actually insanely useful and very cheap. Paying 3-mana for a 0/1 token might seem terrible, but being able to do this every round at instant speed is actually phenomenal. Having a steady source of fodder for Shattergang Brothers stapled onto a land, greatly smooths things out.

  • Llanowar Wastes: Mainly here in order to balance out the incomplete cycle of Battlelands and Cycling Duals. The damage isn't a huge deal in EDH and by the time you get to mid-game, your mana should be fixed anyways. Until then, having untapped mana-fixing is important and easily worth paying life for.

  • Mana Confluence: A modern version of City of Brass, that is marginally better but will not allow you to get mana at 1 life.

  • Shocklands, Blood Crypt / Overgrown Tomb / Stomping grounds: Great in EDH as the 2 life is negligible. Basic land-types allow them to be grabbed by fetchlands.

  • Spire of Industry: Due to the abundance of artifacts in our deck, this is practically a City of Brass. It is also nice in that if we do not need the mana-fixing, we do not need to take damage for mana.

  • Strip Mine: A one-shot land destruction effect, but also one that can be used as early as turn 1 and without needing any additional mana. Redundancy is important, especially since Dustbowl requires 3 additional mana to work which will set us back on tempo.

  • Urborg, Tomb of Yawgmoth: Besides fixing our lands, it also allows us to tap City of Brass and Mana Confluence for mana without dropping our life total. Additionally, our fetchlands and now tap for black, and so we don't have to crack them if we don't want to. I try to play this as late as I can in order to not benefit opponents as much.

  • Woodland Cemetery: Like Llanowar Wastes, this is also mainly here to balance out the incomplete cycle of Battlelands and Cycling Duals we have in this deck. Because we have so many dual-lands with basic land types, this will almost always enter untapped.

  • Daretti, Ingenious Iconoclast: Both non-ultimate abilities synergize great with the deck, which is the key to seeing if a planeswalker should go in an EDH deck. His +1 helps protect him and gives us an artifact creature to work with, and his -1 allows us to trade an artifact of ours for spot removal. The ultimate is not going to win us the game, but in the event that we get there it can still be useful. If an opponent has something like a Wurmcoil Engine in their graveyard, even better.

  • Daretti, Scrap Savant: Again, both abilities are what we want in this deck. Discarding cards like Squee, Goblin Nabob and Nether Traitor to his +2 puts us ahead in card advantage, and at worst we get card filtering. The -2 is quite potent as we have artifacts that want to be sacrificed, and the ability can help us get back something we discarded, like a Spine of Ish Sah. Finally, the ultimate is actually pretty game-breaking if we are ever able to activate it.


Future Sections

I plan to add a section on toning down this deck for more kitchen-casual EDH tables, and a section on beefing up this deck for more competitive groups.

Additionally, I'll have a section on cards omitted here, either because they do not synergize as well with the rest of the deck or because they're good options that just barely missed the 100-card cutoff.

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Date added 6 years
Last updated 6 years
Exclude colors WU
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

6 - 0 Mythic Rares

58 - 0 Rares

20 - 0 Uncommons

10 - 0 Commons

Cards 99
Avg. CMC 3.02
Tokens 2/2 N Creature Pincher, Beast 3/3 G, Clue, Construct 1/1 C Token w/ Defender, Copy Clone, Emblem Daretti, Scrap Savant, Goat 0/1 W, Human Soldier 1/1 W, Kobold 0/1 R, Treasure
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